Scale: 1 hex = 26 miles
Geography:
The Continent of Erone is bordered on the north and west by the Westway Ocean, and on the northeast by the Sea of Erone. To its east is the continent of Elet, and to the the south, the Thurdona mountains connect with the Krow Mountains to the west, and the Quilet Mountains to the east. Further south is the vast Onisal Desert, one of the most inhospitable regions on the globe.
The Kingdoms and Republics:
The Kingdom of Kethira:
United from three separate kingdoms nearly seventy ago, it is the newest incorporated kingdom in Erone. It shares good diplomatic relations with most of its neighbors, and wields considerable effort in influencing The Republic of Isadmia to join them. The Kingdom of Thurland is not pleased with having to share its northern border with the Land of Null (the gray region of the map) a land of the undead, and it leads to a steady stream of political anxiety. Morgansfort is the capital of Kethira.
Population: Humans (45%) comprise the majority of the population in Kethira. Dwarves are the second most populous, (23%), followed by high elves, (22%), and a diverse mix of other species. The region is accommodating to wild barbarian tribes, dragon lairs, giants, and a coven of drow and duergar. Kethira is the only kingdom which recognizes elves and dwarves with noble houses.
King Zerne, current ruler of Kethira
The Free Republic of Isadmia:
Isadmia is a standalone city-state, and is not associated with another kingdom.
It is:
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a major port city on fertile plains
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a commercial powerhouse
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a diplomatic pressure point
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and a city that survives by refusing to fully belong to any king
Isadmia was founded by groups of peoples migrating to escape the oppression of Quilar, the xenophobic nature of Thurland, and political exiles from the Island of Corvis. It is currently governed as a democratic republic, where Isadmians vote to elect fifteen senators to preside in five-year terms.
The City-State of Isadmia
Population: High Elves are the most populous species in Isadmia, comprising 52% of the population. Humans (33%) have the second largest population. Kobolds comprise 7% or the population, and have built a close-knit community. A mix of other species complete the population. Despite being founded on a premises of liberty and freedom, the population shares the same distrust of outsiders as other regions.
The Kingdom of Thurland:
Thurland is the oldest kingdom in Erone, with a royal line of succession that has remained in place for the past nine hundred years. The Thurdona Mountains are the main geographic feature of the region, and benefit from the lodes of precious metals and ores that can be mined from the mountains. Thurgendrac is the capital of Thurland, a large city rising from a fertile valley in the Thurdona moutains that is one of the oldest cities in the world. Political concerns have arisen in light of Queen Thura's advanced age, and no successor has yet to be named from her three sons and two daughters. Her nation is anxious about an invasion from the Land of Null to the north, and the possibility of a major conflict with a large orc tribe from Krowtia to the west.
Silver is significant to Thurland, the kingdom mines tons of it annually, (its primary export) and a family of Silver Dragons have given an oath of loyalty to the Royal Family.
Her Majesty, Queen Thura, current ruler of Thurland
Population: Humans (46%) are the most populous species in Thurland. Dwarves (42%) have the second largest population, and are represented well in the kingdom, holding powerful positions in business and military positions. A mix of other species complete the population. The kingdom does not openly welcome outsiders, but they are tolerant and gracious.
The Grand Kingdom of Quilar:
The Kingdom of Quilar is another ancient kingdom that is nearing financial collapse. The Quila family is the ultimate power in the kingdom, and their rule is absolute, and fading after nearly three hundred years of rule. It is a kingdom where people are afraid, and it has become a haven for orc and goblin tribes to infiltrate, and it contends with barbarian hordes who live in the mountains to the south. Crime is rampant as the kingdom is more concerned with self-preservation than the security of its people.
Life in Quilar:
If the Quilars cannot understand it or control it, it is banned. Religion is openly banned in the kingdom. Public meetings are banned. Women are banned from holding public office or serving in the military. There is only one newspaper in the entire kingdom. Magic is mostly banned, unless it is used in conjunction with military operations or matters of civil protections. Spell casters of any kind must register with the Ministry of Security within 24 hours of arrival, or be arrested. Visitors of fey ancestry are only given a thirty-day writ, or a guest visa.
King Quila the VII, Grand Lion Of The Fields, Ruler of the Kingdom of Quilar
Population: Humans (74%) are the most populous species in Quilar. Dwarves (12%) have the second largest population, and are treated as second-class citizens. They keep to themselves in small mining communities to the south. Halflings comprise 10% of the population, and stay out of the cities, preferring their own villages in the center of the country. Any being with fey ancestry, regardless of heritage, is persona non grata in Quilar, and will be arrested on sight. Elves who visit the kingdom report being constantly harassed and shunned.
The Theocracy of Douna:
The Theocracy of Douna is located on the Isle of Corvis, immediately north of the Land of Null, and west of Kethira. It is a matriarchal society that is ruled by a council of seven elderly women. The thriving port city of Beth is the capital of Douna. The Theocracy of Douna is:
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a maritime island power
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culturally matriarchal
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governed by long-lived institutional priesthoods
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highly stable but politically opaque
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deeply ritualized in governance and law
Population: Elves (28%), including High, Aquatic, Forest and Drow are the largest population in Douna, followed by Humans (25%), Dwarves, (23%), and Halflings (22%).
Douna is Kethira's most stable and dependable ally. Their beliefs include:
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leadership is continuity-based, not ambition-based
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change is slow, intentional, and ritual-validated
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disruption is treated as metaphysical risk, not political disagreement
So while Thurland is reactive and fragmented, and Quilar is rigid and fearful, Douna is deliberately stable. The people are generally warm and welcome to outsiders, provided they don't try to change how things are done.
The Sunset Islands:
The Sunset Islands are a small cluster of islands north of the Isle of Corvis. Tribes of various indigenous peoples inhabit this island which combines tropical paradise with astounding dangers, and some astounding archaeology that has no business being here.
Stories from travelers include encounters with man-eating crabs, gigantic squid, prehistoric beasts, ancient temples, and a family of black dragons. By contrast, the largest city on the island is likely the most hospitable place anywhere. The people of the City of Avenrho have built their reputation on hospitality. The City also depends on a large clan of Gold Dragons to keep the peace in their region.
The Law of the Open Fire
One of the oldest customs of the islands is the Law of the Open Fire. Any traveler may request food, water, and one night's shelter. To refuse without good reason is considered deeply shameful. The custom dates back centuries, when storms could strand sailors without warning. Today it has become the moral foundation of the islands.
Artist's depiction of the Port of Avenrho
Population: Dozens of indigenous variants of several species call the islands home, but an accurate account of the population of the islands has yet to be tabulated.
The Kingdom of Krowtia:
Pronounced 'krow-sheh', Krowtia began centuries ago as a dwarven mining company. Over time, waves of dwarves, high elves, wood elves, halflings, kobolds, faerim, harengon, half-elves, half-orcs, ogres, aarakocras, tabaxi, dragonborn, tieflings, goblins, and a small human population settled there. Rather than forcing assimilation, the kingdom evolved into a system where different peoples shared authority. It is far from perfect, but it has endured. Visitors often remark that Krowtia feels less like a kingdom and more like a federation held together by mutual respect and practical compromise. A dwarven royal family occupies the throne, while a Parliament of elves write the laws and manages the affairs of the kingdom. The Kingdom of Krowtia is friendly toward outsiders, and they are typically very curious.
The port city of Liriem
King Borin Ironcrown, current ruler of Krowtia
Population: Dwarves (34%) are the highest, followed by elves (32%). The rest of the population is a wide and diverse assortment of demi-humans. Humans only comprise six percent of the total population of the kingdom.
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