14 new races, 8 new classes, 185 POIs 54 areas. Now with new southern continents.
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Abhir
Abhir is a desert-covered land with sparse oases and few mountains. It is predominantly populated by Abhiran humans however it is not uncommon to see elves, dwarves, rajarasha and humans from the northern continents. Aside from these groups travellers may find hyenas, elephants, lions, giant snakes, giant scorpions, snake hydras, djinn in the wilderness and mummies and undead in deserted tombs. The nation of Abhir is ruled by a sultan, currently Saabir Rasan. The Rasan family have been the rulers for centuries, cementing their overlordship as oracles of Nen, the goddess of the moon. Abhir is a land rich in resources such as dyes, fabrics, spices and, until recently, slaves. Saabir Rasan has worked tirelessly to reduce slavery and has recently abolished it, much to the ire of the slaver guilds in Alradina.

Abhir, the Oasis City
Also known as The Oasis City, Abhir is the first city the humans established on the continent. It is said that when the gods were changing Gaia’s creation, Nen created Abhir, turning it into a land of deserts with much needed oases dotted around the continent. Abhir is a grand city with many hanging gardens and oases with magnificent architecture; large towers, beautiful palaces and sturdy houses.

Almajusan
Almajusan is a wondrous city, floating on the sea, between Abhir and Rajana. Residents traverse the city through canals and walkways while many mages fly above the buildings using magic or flying carpets. The city is governed by three Magi, all of whom sit on the sultan’s council. They include Faiq Hoda, the oldest of the Magi, well versed in the art of abjuration. Aasima Abbas is a young mage who is also a faithful servant of Nen. She is an expert in evocation magic as well as faith spells. The final Magi is Waleed Faris. A charming man, he is a master necromancer and it is whispered that he made a pact with a powerful being to enhance his power. All of it unfounded, of course. Almajusan has two wards. The Tawaz Ward, where the Magi live, and the Aqalu Ward, where the common folk live and work.

Alradina
Alradina is a slaver and penal settlement, based in eastern Abhir, near the Dry Reach Mountains. It was established near the mountain by nomads led by a man named Alradin, naming the city after himself sometime during the Early Days. Towards the end of the Early Days, Abhiran armies besieged the town and captured it. Since the sultan outlawed slavery and the slaves were freed many left the city and joined the sultan’s army in Abhir, while some joined the nomads in the desert. A precious few stayed in Alradina and worked as overseers for new prisoners, due to their long time working the mines. Alradina is governed by Grand Overseer Paskan Hira. He was unsurprisingly opposed to Sultan Rasan’s abolishment of slavery however he has been placated and intimidated by the new law of Gold and Steel.

Anthire
Amidst the Rauc Islands, Anthire is a militaristic city that serves as the headquarters for the Knights of the Dragon. Ruled with an iron fist by High Blood Marshall Versum, the city is a stronghold of power and discipline where the Blood Knights, clad in heavy armor, train and prepare for both land and sea conflicts. As tensions simmer among noble families, the city grapples with sporadic killings and thefts, while The Order of the Dragon struggles to maintain balance and control over the rising ambitions of the aristocracy.

Apoikia
Apoikia. a settlement ruled by Ceres Mino, a Denyeni islander. Ceres is a just and formidable ruler. She works to keep her people safe from rajarasha slavers while expanding her city further into the jungles. She has kept trade with the Abhiran Sultanate however suffers constant raids from her Denyeni brethren who view her as weak for her family’s settled existence. Originally a settlement owned by Lentasect, who were the first settlers from Latys. Then the Maccan Highlanders came and joined the city, peacefully. Finally the Denyeni came to conquer the city. However a raid from the rajarasha forced the Denyeni, Maccans and Imperrex to work together. After generations, the city is a mix of all three cultures. The city is chaotically grand, with multiple layers of walls being constructed to encompass newly built houses and mixing cultural architecture. Minotaurs were the final race to flee to the city, being hunted by the rajarasha. They now occupy roles as royal bodyguards.

Aqalu Ward
A bustling district in the floating city of Almajusan, Aqalu Ward is home to the common folk, filled with vibrant markets, cozy homes, and lively taverns. The air is filled with the scent of street food and the sounds of laughter, as artisans and merchants showcase their crafts and wares.

Bay of Bounty
The Bay of Bounty is a vibrant fishing hub located just south of the capital city of Abhir. Its waters teem with fish, and the air is filled with the sounds of bustling fishermen and the scent of salt and sea. At the center stands a majestic moonstone spire, shimmering under the sun and said to be blessed by Nen, the patron goddess of Abhir, drawing both locals and pilgrims alike.

Bjornsa
Bjornsa is a bustling city nestled along the river on the Maccan Clandom side of the mountains. Known for its vibrant market, Riklig Markt, the city thrives on trade and cultural exchange, driven by its ruler, the young Sjerri Kjellan. The city bears the banner of a bear’s head on a chequered blue field, symbolizing its strength and resilience against raiding threats. Sjerri's commitment to transforming the Kjellan way of life faces challenges, especially from the looming threats of Skeggoran raiders, yet his leadership is evolving the city into a hub of prosperity.

Bradda Tribes
Nestled in the heart of the Kjellan Wilds, the Bradda Tribes are a tumultuous assembly of orcs, goblins, and trolls, each vying for dominance under the leadership of a Bradda, or warleader. Among these fractious tribes, three notable factions stand out, each bearing the names of their current Bradda. The landscape pulsates with the sounds of tribal gatherings and the vibrant clashes of culture as alliances are formed and broken. The lands of the Bradda Tribes are also home to a new phenomenon, the Marcher Lords. These are adventurers, often rich or noble, that take their entourage to the tribe lands to try and tame and settle the dangerous landscape. They set up fortified manor houses and farms, while fighting off the greenskin tribes.

Bronze District
The Bronze District of Apoikia is a bustling hub of activity, where the clang of hammers on anvils echoes through the streets. The harbour is filled with ships from distant lands, while the forges burn bright, producing weapons and armor for the city's defenders. Military lodges stand tall, housing soldiers and strategists alike, as the four races of Apoikia—Denyeni, Imperrex, Freedlander, and Minotaurs—interact and trade in this vibrant district.

Cadhoiran
Cadhoiran, the capital of the Maccan Clandom, stands as a testament to resilient architecture and vibrant culture. Ruled by the wise Artos Maccan, the city thrives under the guidance of his devoted wife, Enori, and their two adventurous sons, Derrien and Edern, who roam the bustling streets fostering future generations. With its lively markets and grand halls, Cadhoiran serves as both a political hub and a rich source of Maccan heritage.

Darajana Vai
Darajana Vai is ruled by the final of the three Talavars, Daraji. Daraji is a large, rotund dark-furred rajarasha. He got the short straw when receiving Kotumai’s boons. He received great strength and hardiness yet was cursed with gluttony and his mind fractured. The city is unsafe for non-rajarasha. Due to Daraji’s madness he often sates his hunger on slaves. Many followers of Daraji replicate this and enjoy feasting on live humanoids, often buying slaves just to eat them, or attacking humanoid hunting parties to bring them back to Daraji. As with Majarana Vai, adventurers must prove themselves formidable to ward off these feral rajarasha.

Darrowstawn
Darrowstawn, known as the City of the Sea, thrives on the eastern coast of the Kjellan Wilds, governed by the influential Great House of Darrow. This city is renowned for its naval power and vibrant trade, with Sea Lord Kophyn Darrow at the helm, supported by his siblings Shurphyn, the Batos, and Imraphyn, the Cultor. Although there is no native gnomish guild, the presence of gnomes in the city has fostered exceptional traditions in naval gunnery over the years.

Denyeni Isles
The Denyeni Isles, home to the fierce Denyeni people, consist of three arid islands each ruled by a distinct warlord representing the Sherkasa, Danyoi, and Pelset tribes. These isles, known for their scorching heat, once flourished until the catastrophic eruption of Mount Pelset in 805 CE forced the Denyeni to take to the seas. Now they are marked by active volcanic landscapes, rugged terrain, and annual eruptive displays that coincide with their summer raids along the coasts of Latys, the Sunlands, and Harmony. The Denyeni alternate between hiding in the shadows of their homeland and launching fierce assaults on unsuspecting lands.

Dryreach Mountains
The Dryreach Mountains rise sharply from the arid plains of Abhir, their peaks often shrouded in dark clouds. Rumors abound of dwarven clans that worship dark, fiery deities, crafting weapons and armor infused with the essence of their gods.

Duicil
Duicil, known as the City of Arms, lies nestled at the foothills of the eastern mountains. Ruling over this thriving settlement is the Great House of Duicil, renowned smiths and builders who transform the iron mined from nearby peaks into formidable weapons and armor. The city is intricately linked to the coastal city of Darrowstawn, thanks to carefully carved mountain paths that facilitate trade of naval resources and fish. The Duicil family, led by the tyrant Zilvaer Duicil, oversees the city alongside her brothers Barzaer, the Batos, and Vhurdaer, the Cultor. The Iron House, a powerful gnome guild, maintains control over the mines and ensures the safety of the tunnels connecting to Darrowstawn, showcasing the gnomes' expertise in mining and defense.

Frostbound Cove
Frostbound Cove is an icy coastal area nestled in the northern Kjellan Wilds, often besieged by ice giants from Old Yjellan. This harsh environment bears witness to the ancient struggles of the Yjellans, Kjellans, and Noydani, who had to retreat southward into Latys as their lands were overrun.

Hrumindo
Hrumindo, known as the City of Abundance, is a dark elven metropolis in the northwest of the coalition, ruled by the formidable Great House of Hrum. Renowned for their incredible farming and architectural skills, the city features towering high walls enclosing vast agricultural fields. Within its boundaries lie powerful siege weapons and a fortified defense mechanism capable of reducing enemies to rubble. The city thrives under the rule of Tyrant Ristel Hrum, alongside his brothers Yaztel Hrum, the Batos, and Istel Hrum, the Cultor.

Jewel District
The Jewel District of Apoikia is a lavish neighborhood adorned with opulent mansions, vibrant gardens, and intricate fountains. It serves as the residence of the noble Minos family, whose palace stands as a symbol of power and wealth, surrounded by bustling markets and elegant boutiques.

Kingdom of Edhellen
The Kingdom of Edhellen, born from the convergence of elven lore and the enchanting Panna Realm, stands as a testament to the union of nature and magic. Under the watchful rule of King Blodren Cano, this kingdom navigates a delicate balance between peace and conflict, especially with the neighboring satyrs. The vibrant forests are rich with ancient secrets, and the elves here hold a deep connection to their pantheon, reflecting their proud heritage and fierce loyalty. Non-elven travellers may likely find themselves pierced by many arrows, unsure of where they were fired from...

Krygen Coalition
The Krygen Coalition is a unique assembly of four distinct drow and deep gnome city-states nestled in the eastern reaches of the Kjellan Wilds. Each city specializes in various goods and services, fostering trade and mutual reliance among them. The cities are ruled by three types of leaders: Tyrants, who oversee defense and military; Batos, who are in charge of infrastructure; and Cultors, the high priests responsible for religious practices. Deep gnomes predominantly reside in subterranean enclaves but many choose to make their homes above ground, contributing to the guilds that assist the ruling families in forging, construction, trade, and magical research. The Krygen Coalition worship Anagenissi as their main deity however other gods are also allowed to be worshipped. For example many in Darrowstawn worship Myrmidonna as their main deity and those in Hrumindo favour Vedaudur.

Land of the Djinn
A desert in the south of Abhir, the Land of the Djinn is a desert where nomads known as the Mazlan (or oppressed in common) live, and serve their djinni masters. The leader of the djinn is called Tathir Nar, a fire djinn. Tathir-Nar believes himself to be a god and by rights he is the strongest of his fellow djinn. Tathir-Nar is benevolent in his rule however has sworn eternal revenge on Eas-Fatan for absconding with his followers. The Mazlan get their name due to their servitude to the djinn, though do not mistake the name as a mark of shame. The nomads of the Mazlan enjoy the overlordship of the djinn, as to them, they are living gods. High ranking Mazlan are able to forge pacts with the different djinn, gaining magical powers. The only settlements of the Mazlan are Alkhayma, a city of tents, and Dabmisar, a city within a pocket plane of fire, ruled over by Tathir-Nar. Mazlan that have proved themselves are allowed to enter the city and partake of its riches.

Latys
Latys is a circular continent teeming with diverse nations and landscapes, ranging from the untamed Freedlands in the northwest to the dense and mystical Panna Forest in the southwest. In the east, the Kjellan Wilds provide a rugged terrain filled with secrets, while the southern expanse is marked by the seafaring Imperrex Admiralties. Surrounding this vast land are numerous island nations, including the Rauc Islands and the enigmatic Denyeni Isles, each with their unique cultures and mysteries to explore.

Lentasect
Lentasect, an imperrex admiralty, thrives on the eastern side of the Bay of Stakes, ruled by the opulent Pirator Tertinia Tibullus. This notorious pirate state is infamous for its raiding fleets targeting the Krygen Coalition, while maintaining a cautious distance from the perilous Rauc Islands. Guarded by the formidable Piros Guard, who quell conflicts among the various pirate factions. There are also two other factions within the city, two pirate gangs rivalling Tertinia who have grown in power; The Scarred and Lyco’s Lictors. The Scarred are pirates who sail under Castor Pavo, a bull of a man. Lyco’s Lictors still operate as if in an Imperrex Legion, using tactics and group formations in battle. Lyco was originally born in Relictus and became a tribune. Seeking more gold and glory however, he came to Lentasect and set up a gang, bringing many of his Relict legionaries with him.

Lepen
In The Maccan Clandom, Lepen is a joyous city, ruled by the Le Pen family under the leadership of matriarch Gwenved Le Pen. The city bursts with vibrant architecture and rich culture, characterized by its grand tournaments, festive feasts, captivating plays, and lively street festivals that celebrate even the smallest occasions.

Maccan Clandom
Ruled by King Artos Maccan. The Maccan Clandom is a kingdom of humans not related to Yjellanders, Noyvda or Imperrex. As far as they know, their people have always lived in the steppes and mountains of the northwest. The Maccan family united the clans in the War of Three Sires, defeating two other clans, Arden and Glantach, in 536 CE. The Maccan family became the royal dynasty and rules from the city of Cadhioran. Other cities include Morvan and Lepen. The Order of the Lake calls the Freedlands their home. An order of knights dedicated to protecting the Moir Lake. They follow a water spirit that calls the lake home, known only as the Lady of the Lake, an avatar of Lochor. Their headquarters is a castle on the banks of Moir Lake, called Locstal Keep. The Steppen Highlanders live in the steppes and highlands to the south and east of the cities, protecting them from incursions. They are nomadic in nature, following herds of animals for food however they have two outposts.

Majarana Vai
Majarana Vai is a fortified city located in the southeast of Rajana, near the rugged Tailrock Peninsula. Ruled by the fierce rajarasha Talavar Majaran, the city is a hub of military strategy and fervent ambition, as he relentlessly pursues the Followers of Rexen, a group of freed slaves and adventurers seeking refuge in the Tailrock mountains.

Morvan
Morvan is a city in the Maccan Clandom ruled by the Morvani family, known for their participation in the War of the Three Sires. The current rulers, Felis Morvan and his wife Arscella, bear a palpable grief from the mysterious disappearance of their daughter Elesbed when she was just 13 years old, casting a shadow over the city and its inhabitants. This sense of loss has permeated the atmosphere, resulting in a population that mirrors the family's dark and brooding demeanor.

Naga Kingdoms
The Naga Kingdoms, nestled within the treacherous Godspine Mountains, are a realm of constant conflict and dark intrigue. Ruled by the ruthless Saamraaj, these serpentine folk engage in brutal warfare against the rajarasha, their lives steeped in a culture of slavery and survival. The shadows beneath the mountains hide countless unknown cities, their existence a mystery to outsiders.

Narsurin
Narsurin, known as the City of Splendour, is the heart of the coalition’s lands, thriving under the rule of the Great House of Narsur. Famous for its expert goldsmiths, the city boasts wealth from the gold mines that lie below, known as the Shadows Beneath. The current Tyrant, Vuvyr Narsur, presides over a majestic city filled with opulent structures, while his brother, Vhulimar Narsur, is respected as the Batos, and their sister, Mounrafein Narsur, serves as the Cultor, adding to the lineage's prestige. Key locations include the grand Narsur Hall, the industrious Guild of Gold, and the lively Golden Goblet tavern.

Necrossan
Necrossan, one of the three Imperrex remnant cities, is a perilous domain teeming with the undead. This forsaken place is devoid of the comforts of taverns or markets, filled instead with shambling figures and towering blackened edifices. The Lich Queen Zenobia reigns with unyielding dominance, leading her undead army and spectral navy through her Banelords. Amidst the constant drizzle and oppressive storm clouds, a twisted worship of the Masked Guides offers a grim semblance of faith.

Northern Godspine Mountains
The Northern Godspine Mountains form a towering spine through the land of Latys, acting as a natural barrier that separates the lush Freedlands to the west from the untamed Kjellan Wilds to the east. Jagged peaks pierce the sky, their rocky surfaces adorned with patches of stubborn evergreens and hardy alpine flowers. The air is crisp and carries the scent of pine and earth, while the distant sound of cascading waterfalls echoes through the valleys below.

Noyvda
Perched amidst the rugged heights of the Kjellan Wilds, the City of Noyvda is a vibrant metropolis forged from the enduring spirit of Noydani humans and the sturdy Skomi dwarves. Once two distinct societies, they now exist as one, with intermarried families forming the influential Noyvskom dynasty. The city is a harmonious blend of cultural architecture, showcasing both human-style onion towers and sturdy dwarven halls. Above ground, the bustling streets teem with traders and artisans, while below, the intricately carved tunnels of the underground city, Skomizharr, echo with the sounds of mining and discovery.

Noyvdan Crownlands
The Noyvdan Crownlands is a diverse landscape characterized by its icy tundra to the north and east, where the frigid winds whip off the sea, contrasting sharply with the lush grassy expanses to the south adjacent to the Kjellan principalities and Krygen coalition. To the west, towering peaks of the Godspine mountains loom impressively, creating a natural barrier that enhances the rugged beauty of the area. This region serves as a crucial borderland, rich in resources yet harsh in climate, providing both challenges and opportunities for adventurers and travelers alike.

Old Yjellan
Once a vibrant homeland of the Noydani and the Yjellans, Old Yjellan now lies under the icy grip of its new rulers, ice giant lords. The whispers of the past echo through the frozen valleys, a reminder of the once-thriving cities and cultures that were forced south during The Ending. With giant fortresses rising from the glaciers and remnants of ancient civilizations buried beneath layers of snow, Old Yjellan is a stark testament to both its rich history and its current dominance by formidable giants.

Pakov's Domain
Pakov's Domain is a dense and mystical forest in the southwestern region, ruled by the fierce green dragon Pakov. The forest is alive with the sounds of rustling leaves and distant growls, as Pakov frequently dispatches his minions to raid the nearby elven territories to the north and the Panna realm to the east. Filled with towering trees, hidden glades, and treacherous underbrush, this domain serves as both a lair and a battleground in the ongoing conflict.

Palati Minos
In the Jewel District of Apoikia, Palati Minos. The palace of Queen Ceres Minos, located in the Jewel District. A thickset palatial fortress with compact towers and high walls. A grand structure, almost rivalling the grandeur of the rajarasha talavars. The palace contains a multitude of rooms all with different uses. Acting as a town forum, the lower level halls contain gardens, fountains, and a market. The second level of the palace houses Ceres’ guards, most notably her minotaur bodyguards. They patrol all three floors of the palace, ensuring everything is running smoothly. The third floor of the palace is reserved for Ceres herself, containing large feasting halls, bedrooms, a trophy room and armoury. The roof of the palace contains resplendent hanging gardens, allowing Ceres and Apoikian nobles a place of calm and rest.

Panna
In the Panna Realm, the city of 'Panna' stands as the largest settlement, a vibrant hub where diverse species such as satyrs, dryads, minotaurs, and centaurs have gathered through ancient portals from Elfhame. From the seed of a great tree planted by a Pan, the city has flourished, extending its roots deep into the community. Surrounded by thick walls formed from the very trees that define its landscape, Panna is a harmonious blend of nature and architecture, with structures skillfully crafted from mud and thatch interspersed amongst the towering trunks.

Petrified Grove
In the north of the Bradda Tribelands lies the Petrified Grove, a haunting remnant of a time when Zenobia's necromantic wave swept across the land a thousand years ago. The once-vibrant forest now stands frozen in time, with lifeless trees transformed into stone sentinels, their twisted forms casting eerie shadows across the desolate ground. Occasional whispers of the past reverberate through the hollow trunks, a reminder of the tragic beauty that once thrived in this now-silenced realm.

Rajana
Rajana is a land of near constant war and strife. The Naga Kings and Rajarasha Talavars fight each other for dominion over the continent while suffering attacks from followers of Rexen who aim to free slaves held by both sides. In the jungles of Rajana adventurers may find themselves face to face with tigers, chimpanzees, fire breathing lizards, giant snakes, sentient vines, rajarasha and naga slavers, raptors, T-Rexes, great wyrms and giant eagles. If adventurers were to venture to the lands ruled by the Naga Kings or Rajarasha Talavars, they would need to be heavily armed and armoured, to ward off slavers. These nations thrive on slavery however do not enslave every single creature they encounter. To avoid this, adventurers may want to prove themselves as mercenaries or monster slayers.

Rajarasha Talavars
Rajarasha Talavars is a dense, vibrant jungle kingdom ruled by the Talavars, bipedal tiger-like humanoids cursed by an ancient abyssal pact. This realm is a hub of slavers, assassins, and raiders, yet it also harbors those who strive for redemption and goodness amidst the chaos. A talavar is the rajarasha word for general or leader. Their state is held together by three generals; Majaran, Shanjar and Daraji

Rauc
Amidst the Rauc Islands, the city of Rauc is a unique metropolis where the divine and the sinister coexist in harmony. Ruled directly by the dragon Raucanthire, the city thrives under the watchful eye of its vampire-draconic deity. The Church of Rauc serves as the heart of the city, with its adherents, consisting of both vampires and human citizens, fervently worshipping Raucanthire. The church is led by the high priest Nezera, a cunning vampire whose influence reaches deep into the city's affairs.

Relictus
Relictus is a resilient city that has resisted the ravages of The Ending, standing proud across the Bay of Stakes in the western region of Latys. Despite a history steeped in tragedy and manipulation, the city thrives under the rule of King Tarquin Rex, supported by the powerful Shackled Church. Ongoing tensions remain palpable as remnants of betrayal and loss echo in its streets, but the formidable navy and army ensure the city's defenses against external threats.

Rexene
Rexene is a vibrant city founded by escaped slaves, redeemed rajarasha, and devoted priests of Rexen the Sun God. Established in 291 CE during the tumultuous war between the Rajarasha Talavars and the Naga Kings, it serves as a sanctuary guided by the angel Tenebrin, who led the oppressed to safety in the Dendraj Peaks. Tenebrin originally chose the High Priest, however he disappeared in 511 CE. Now the High Priest chooses their own successor.

Sainik Gadh
Sainik Gadh is a formidable city ruled by the cunning naga king Adhikan Yoddha. Known for its strategic location, the city serves as a base for constant raids on the neighboring regions of Apoikia and Darajana Vai, where hunters and war parties alike fall victim to its ambushes. Despite his power, Yoddha's ambitions are hindered by ongoing conflicts with Ceres Minos and Daraji, as well as espionage activities with Sangas Katan to the south, preventing him from uniting Rajana under his rule.

Sea of Tempest's Fury
The Sea of Tempest's Fury is a tumultuous expanse of water that separates the lands of Latys from the southern continents of Rajana and Abhir. Known for its treacherous storms and fierce currents, this sea is a battleground for marauding Denyeni, Rauc Vampire hunter ships, Abhiran traders, and the occasional Imperrex legion or pirate fleet, all while being home to a myriad of sea monsters lurking beneath the waves.

Shanjara Vai
Shanjara Vai is a bustling city at the heart of the continent, serving as the western border of the rajarasha lands. Ruled by the powerful Talavar Shanjar, the city is a hub for mercenaries and sorcerers, all drawn by the promise of adventure and the need to defend against the Naga Kings of the Godspine Mountains.

Shevan Gadh
Shevan Gadh is a fortified city in the Naga Kingdoms, ruled by the cunning naga queen Sangas Katan. The city is characterized by its orderly layout, with regimented rows of housing and strategically placed guard posts, all designed to withstand the threats posed by the rival rajarasha of Shanjar. Katan's influence extends beyond the city, as she manipulates various factions across Rajana, including the shadowy Chipa Hua, a group of skilled assassins and spies who infiltrate enemy territories.

Skeggoran
Skeggoran is the northernmost city of the Kjellan Principalities, known for its fierce raiding culture and strategic trading practices. Ruled by the content Agnost Kjellan, the city thrives under the banner of a black crow on a purple field. Agnost, along with his wife Egila and their children Meri and Jonst, navigates the complex dynamics with his distant cousin Sjerri Kjellan, ruler of Bjornsa, who advocates for improved relations with neighboring lands.

Southern Godspine Mountains
The Southern Godspine Mountains form a jagged spine running through the heart of Latys, their towering peaks reaching into the sky like the claws of a slumbering titan. These mountains serve as a natural barrier, effectively splitting the lush Panna Forest to the west from the turbulent waters of the Imperrex Admiralties to the east. The terrain is rocky and often treacherous, with hidden passes and steep cliffs challenging even the most experienced travelers.

Southern Latys
Southern Latys consists of the desert continent of the Abhir Sultanate, and the jungle continent of Rajana.

Stone District
The Stone District is a fortified region along the southern border of Apoikia, characterized by its massive stone wall that protects against the rajarasha. Warrior lodges are carved into the wall, serving as homes and gathering places for the Denyeni, Freedlanders, Imperrex, and Minotaurs, who coexist peacefully and often share their cultures and traditions.

Stormbound Desert
In the Stormbound Desert the nomads known as the Stormbringers are vicious raiders, seeking glorious battle with the settled Abhirans as well as each other. They follow a storm djinn known as Eas-Fatan, The Infinite Spark, Lord of Thunder. This djinn has swathed the desert in storms of sand and lightning, leaving a calm eye in the centre where the Stormbringers roam. Eas-Fatan loves battle and the chaos it brings, having a begrudging reverence for Ogon, the god of Battle. He often shows himself to the Stormbringers as a pillar of lightning sparks or even a large anvil cloud. He gives them orders to go out and seek battle. Eas-Fatan prefers to send the Stormbringers south to the Land of the Djinn to fight his brethren’s followers there but he is indifferent to the raiding of Abhiran settlements.

Tailrock Peninsula
Tailrock Peninsula is a rugged landmass jutting into the sea, characterized by steep cliffs and rocky shores. It serves as a sanctuary for the followers of Rexen, who provide aid to escaped slaves from the oppressive lands of Rajana, fostering a community of hope and resistance.

Tawaz Ward
The Tawaz Ward is a vibrant district in Almajusan, home to the city's most esteemed magi. Towering spires of arcane architecture rise above cobblestone streets, where magical shops and libraries brim with ancient tomes and mystical artifacts. The air is thick with the scent of incense and the hum of enchantments, as spellcasters practice their craft in public squares adorned with intricate runes.

The Diamond District
The Diamond District is a bustling hub of commerce in Apoikia, filled with vibrant bazaars and luxurious shops. Glittering gemstones and exquisite crafts line the streets, attracting merchants and nobles alike, while the air is filled with the sounds of haggling and laughter.

The Imperrex Admiralties
The Imperrex Admiralties are a vast expanse that echoes with the remnants of the once-mighty Imperrex Empire. Following The Ending and Zenobia’s necromantic wave, the once-thriving realm now showcases its scars as haunting silhouettes of its former glory, with three surviving cities—Necrossan, Relictus, and Lentasect—standing resilient against time's march. Each city breathes a unique atmosphere where echoes of the past blend with the whispers of the undead that roam the lands.

The Kjellan Principalities
Nestled within the rugged central mountains, The Kjellan Principalities are a testament to resilience. Formed by survivors of The Ending, the region comprises two prominent cities, Skeggoran and Bjornsa, established by the brothers Skeggi and Bjorn Kjellan after they led their families and retainers into the safety of their rocky refuge. Over time, these settlements evolved from humble caves and tunnels into thriving, fortified cities amidst the towering peaks.

The Panna Realm
The Panna Realm is a vibrant and mystical forest located in the eastern part of the Freedlands, inhabited by dryads, centaurs, minotaurs, and satyrs. Governed by the four Elder Voices, each representing a different species—chosen for their unique merits—the realm thrives with harmony and a rich blend of cultures. The satyrs’ reverence for nature's fungi often leads to miraculous transformations into Pans, while the dryads, centaurs, and minotaurs contribute their own strengths to maintain the balance of this enchanting area. The inhabitants of Panna worship Ogon, Lochor and Drukknath. Minotaurs favour strength, Centaurs favour strategy, Dryads favour magic while Satyrs favour the ability to drink alcohol.

The Rauc Islands
The Rauc Islands consist of four fog-drenched land masses ruled by vampires, all pledging loyalty to the vampiric dragon Raucanthire. This chain of islands is steeped in dark history, from the dragon's rise to power to the cursed existence he has passed onto his followers. The two eastern islands cradle the cities of Rauc and Anthire, while the west is characterized by murky swamps where hunting is a twisted sport. Surrounded by legends of blood, treasure, and power struggles, the Rauc Islands harbor secrets that even time has shrouded in mist.

Timber District
The Timber District is the bustling heart of Apoikia, filled with lively taverns, vibrant forums, and cozy homes. The air is rich with the scent of woodsmoke and ale, as locals gather to share stories and trade goods, creating a warm and inviting atmosphere.