Cunaerai
The Continent of Alorian
Alorian possesses the greatest racial and cultural variety of the Cunaerai, the Realm. The Western shores of Wyr and southward benefit from calm seas and a brisk trade. Historical events infused Ankania, the Coinlands, Crusae, and the Seven Duchies with crusaders from all across the Cunaerai, mixing cultures and peoples from diverse regions. The great central mountain ranges and the poisonous Hiviashi swamp serve as a barrier between the thriving west and the more insular, exotic lands of Central and Eastern Alorian. The turbulent Sea of Traitors and treacherous lands of the Southern Shores have given rise to the dangerous nations of Andregon, Juntai, and Vassara. In the north, the oppressive Oskovia dominates the frigid northern kingdoms. Vast plains extend out to the eastern shores of this land, populated by dangerous horselords and the weathered bones ancient, long-dead inhuman civilizations.
Name | Align | Capitol | Think of… | Virtue | Vice | Society |
---|---|---|---|---|---|---|
Ankania | N | Regia | Elvish influenced, very prosperous mercantile kingdom of closely-knit city-states nominally ruled by a merchant-queen. Trade, grapes, and olive oil reign in these lands and coin is king. Regia is the most prosperous and largest city in the Cunaerai, boasting the best harbor, calmest seas, and access to goods delivered by both land and sea from all over the Three Lands. Part of the Reclamation – a movement to return the culture and native language of the region away from the hegemony of the Holy Kingdom. | Creative, Tolerant | Underhanded, Gluttonous | Stable but Loose Monarchy |
Borzhurad | C | Volmaer | Dangerous, paranoid, lands ruled by 13 witches with unknown agenda. Dark pacts and strange, superstitious customs held in high regard and demonic influence in the hedonistic noble class. A haven for the reviled, cambions and other abominations are not unknown here. | Intuitive, Shrewd | Superstitious, Vindictive | Paranoid Oligarchy |
The Coinlands | N | Various | Thriving independent petty kingdoms in constant turmoil; made wealthy by the metal and gems of the Sovereign Mountains to the East and bustling sea-trade on the Dimdwell. Constantly facing threats emerging from both. The great coinhouses, moneylenders, and banks of the Cunaerai have holdings here – away from the sway and influence of great monarchs and powerful merchant families and near some of the most lucrative mines in the Three Lands. | Independent, Accepting | Disorganized, Greedy | Multiple City-States |
Crusae | L | Corona | Parceled lands given to former Crusaders from Holy Kingdom. Pious and disciplined warlords have carved out small independent city-states therein. Some still maintain nominal ties to the Holy Kingdom, but officially part of the Reclamation – a movement to return the culture and native language of the region away from the hegemony of the Holy Kingdom. | Honest, Stalwart | Rigid, Judgmental | Strong Vassal State |
Essundia | N | Bhazur | Overthrown Kingdom with a queen in exile. Currently under the weighty boot of Oskovia with fierce pockets of resistance engaged in guerrilla warfare. | Fiery, Unyielding | Fanatical, Proud | Collapsed Monarchy/ Occupied |
Ezur Khan | N | Iriden | Shakily-unified nation of powerful barbarian-horsefolk still somewhat coherent after the death of the Great Khan, who at one time dominated the lands from southern Essundia to western Kur’Shien. | Fierce, Self-Reliant | Greedy, Violent | Loose Monarchy |
Fallen Abrindel | N | None | Former grand kingdom drowned by the earth. Now a vast plain populated by isolated tribes and horsefolk who cling to the old nomadic ways and violently protect their lands. Great treasures from a lost era may be found there. | Independent, Fleet | Unworldly, Suspicious | Scattered Horse Tribes |
The Grim Ride | C | None | Unruly, violent, nomadic horse-clans surviving in the shadows of an ancient, long-dead civilization. | Resilient, Passionate | Reckless, Brutal | Semi-Unified Horsemen |
Horned Hold | L | Dinport | A former duchy of Wiir fallen into devil worship and reveling in unspeakable cruelties. Oligarchy of wicked priests supported by brutal humanoid warlords and devilish servants. | Insightful, Calculating | Manipulative, Treacherous | Tyrannous Monarchy |
Ja’Shien | L | Doshun | Isolationist, xenophobic kingdom of rigid custom and honor, steeped in magic as well as bureaucracy and ruled by an enigmatic, never-seen Mage-Emperor. | Artistic, Intelligent | Arrogant, Wrathful | Mage-Dominated Monarchy |
Kur’Shien | N | Jah’Rael | Protectorate of Ja’Shien and gateway to that nation. Trade-rich land and melting pot of Alorian East and West influences, as well as those from Ja’Shien. All trade from Ja’Shien goes through Kur’Shien. | Friendly, Inquisitive | Superior, Thoughtless | Vassal Monarchy to Ja’Shien |
Merelar | L | Verina | Militant, independent land that bloodily threw off the yoke of the Holy Kingdom. Aggressive and dangerous, battling elves to the west and involved in bloody border-disputes with Ankania. Ruled by a Warlord-King. Part of the Reclamation – a movement to return the culture and native language of the region away from the hegemony of the Holy Kingdom. | Disciplined, Logical | Arrogant, Uncompromising | Very Productive |
Myrvhol | C | None (Drugan) | Bleak, parched land; decimated by the lingering conflict between Essundia and Oskovia, overrun by ogres and other horrid abominations from the Frostwind Wall. | Determined, Fearless | Single-Minded, Dismissive | Wartorn Frontier |
Ongul Vale | N | None | Mysterious, insular, quiet land of small hamlets and furtive folk; invites death to those who would travel it. An unusual concentration of the walking dead wander the shores of Ongul Vale. | Perceptive, Protective | Secretive, Deceptive | Unknown Ruler |
Oskovia | L | Balagnir | Proud warlike nation with people as cold as its clime ruled by a great and bloodthirsty Tyrant of the North. Currently at war with Essundia and the Horned Hold. | Hardy, Strong-Willed | Suspicious, Brooding | Strong Monarchy |
The Seven Duchies | N | None | Former vassal states, gifts of land for noble service to the Holy Kingdom, now feuding among themselves and repelling dangers from the Slaver’s March and the Sovereign Mountain. Pious but scattered lands looking for direction. | Insightful, Pious | Judgmental, Warlike | City-States |
Slaver’s March | C | None | Former city-states fortified by the Holy Kingdom, now rebellious and dangerous badlands full of ne’er-do-wells, slavers, outcasts, and criminals, as well as those tainted by the shadows of Malapheme. | Survivalists, Adaptable | Cruel, Domineering | Anarchy |
Andregon | C | White Cove | Land of pirate lords and bandit kings plying their trade on the open sea or raiding their neighbors. | Wily, Untamable | Selfish, Bullying | Feudal Warlords and Puppet Nobility |
Juntai | C | Alarut | The land where death is bought and sold. Seat of the Grandmother of Assassins and those who serve her. Coin flows freely here, and almost anything can be obtained for a price. One of the few states that condones open slavery, although in this land humanoids (goblins and their ilk) are preferred. | Adaptable, Clever | Narcissistic, Cruel | Matriarchy |
The Red Vale | C | None | Former human kingdom, once rich in gems and rare ores from the mountains, bolstered by brisk trade with the elves to the south and the great dwarfish realms of the Sovereign Mountains. Overcome by shadows from Malapheme to the west and laid waste by an ancient dragon of malign power (rumored to be slumbering in a ruin at the headwaters of the Vale River). Now a scattered and huddling group of towns and ruins hugging the shores of the Sulkenvight. Lordship is said to be contested by two vampyric scions of Neruthlar. Something lingers in the Red Vale that draws evil and death to rule over it. | Resourceful, Perceptive | Fearful, Suspicious | Collapsed Monarchy |
Vassara | C | Melurga | Old Kingdom where politicking is an art form. Full of backstabbing, manipulative, charming subjects. Poison-making is an art form in Vassara, and assassination a common tactic of the nobility. | Sophisticated, Charming | Cold, Vengeful | Inwardly Treacherous Monarchy |
Volzengaard | C | Voule | Isolated fiercely independent land of raiders and berserkers worshipping ancient god-spirits and elementals. So fierce even the Oskovians avoid raising the ire of these folk. | Unshakeable, Strong | Violent, Unreasoning | Tribal Warlords |
Wiir | C | Urridel | Resurrected kingdom of summoner-lords, tainted from their inadvertent unleashing of shadow from the pits of Malapheme. Ruled by an oligarchy of shades. Not averse to slavery. | Commanding, Quick-Witted | Machiavellian, Self-Important | Strong Oligarchy |