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. 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. 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. 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 bought or sold. One of the few states that condones open slavery, although in this land humanoids (goblins and their ilk) are preferred. Adaptable, Clever Narcissistic, Cruel
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

The Continent of Alorian

Cunaerai moorcrys