The Continent of A'run

The continent A’run is the birthplace of humanity and the Age of Mankind. Characters from the this land bear an ancient bloodline and stand upon a mountain of fallen civilizations.

In general, the crumbling kingdoms on the western shores of this land are the most ancient civilizations in the Cunaerai, and the most detached and stagnant. Ilythia, Gondlun, Vhahl, Ontioch, Cunai, Sengt, into the Goblinspyrs and Nortvold – these lands were either too remote or stood fast against the expansion of the Holy Kingdom, and thus maintain many of their ancient names, borders and old traditions. Thousands of petty gods and ancient spirits still inhabit these places. The rest of A’run has been influenced by generations under the banner of the now collapsed Holy Empire. Those lands on the eastern side of the continent benefit from trade with neighboring countries on the shores of the Sea of Crowns and across the Syran Ocean. Molg is the exception, having been overrun and currently ruled by a darkling lord.

Name Align Capitol Think of… Virtue Vice Society
Anwyr L Lords Hard-drinking, powerful, chivalrous, good-natured, strong, feudal monarchy. Cornerstone of law and goodness in the Cunaerai. Loyal, Forthright Proud, Headstrong Strong Monarchy
Asyran Isles N Barrowbend Natural, proud mariners, opportunistic sea-legged merchants, unparalleled shipbuilders, sailers, and smugglers, with some piracy thrown in for sport Fearless, Energetic Opportunistic, Amoral Strong Confederation
Avicea L Rockhaven Somewhat isolated, cautious island kingdom with blood-ties to Anwyr; worship the Herald; fond of archery; regard birds (particularly giant eagles) as sacred Independent, Devout Distrustful, Quick-tempered Grand Duchy
Cunai N Mistmoor Weak, semi-united fiefs built on the crumbling ruins of Ancient Icurian culture; ostensibly ruled by an addled, weak king but influenced by a powerful Seeress; rife with unsettling, dangerous mysteries and mythic beasts Resourceful, Clever Opportunistic, Backward Looking Ancient Oligarchy
Eirodor L Aedor Benign theocracy, ruled by a Matriarch of the Martyr, the Hearth, or the Healer. Harried by incursions of creatures from the frigid north and the Stormwhips, as well as elevated instances of lycanthropy in the region. Pious, Tireless Self-Righteous, Aloof Strong Theocracy
Harrowmarch N None Wartorn wasteland between two powerful aggressive kingdoms Adaptable, Crafty Cynical, Distrustful Chaotic borderland
Hetlund N None Lawless, savage, ice-bitten clans that battle with frost giants and make pacts with winter witches; protective of their ancestral lands and violent to outsiders; guardians of the way into the Dwimmerfrust Ferocious, Hardy Insular, Violent Nomadic
The Holy Kingdom L Graceby Powerful, expansionistic, fragmented theocracy that worships the solitary god, currently in disarray as several claim the title of High Theocrat of the solitary god. Full of power, wealth, and religious fervor. Honest, Tenacious Rigid, Judgmental Flourishing Theocracy
Ilythia L Scyra Often called Free Ilythia; confederation of city states founded by former Gondlun slave-warriors, mostly women, who rebelled and established a matriocracy of warrior-queens in what was then the wilds of southern A’run. Rather xenophobic – strictly adheres to the warrior culture and the primacy of their warrior tradition. Outside trade occurs through Scyra, the most influential and wealthiest city in Ilythia. Ancient enemies with Old Gondlun and, more recently, foes of the Holy Kingdom, but aggressively hostile to any perceived outside attempts at influence. Men hold positions of minimal authority in Free Ilythia, and the warrior code of honor is supreme. Ilythian mercenaries are feared and sought after. Honorable, Brave Paranoid, Haughty Confederation, Matriarchy
Isgralond N Various Formerly the easternmost province of the Icurian Empire and where the westward expansion of the Holy Empire came to a bloody halt; Populated by an ancient and warlike people inhabiting a fertile region of loose, clannish city-states (largest Colos) who worship potent ancestral spirits and dangerous beast cults; many shamans rise to power in this region; steeped in old earth magic and forgotten, primal lore Spiritual, Unshakable Superstitious, Self-Destructive Non-Centralized Small City-States
Molg C Graven Sul Lands overtaken from beneath by goblin-kind, worship wicked elemental lords; Ruled by a brutal hobgoblin warlord and a coven of hobgoblin witches; many human slaves toil there. A chaotic land of goblin-cruelty and worse, though some humans thrive here. Militant, Enduring Cruel, Aggressive Tribal Confederation
The Nortvold N Veund Kingdom of tall, hardy folk descended from berserker raiders, pillagers, and blood-soaked tribes; constantly battling giants and darkling hordes Hardy, Fearless Stubborn, Brutal Vibrant Clan Rulership
Old Gondlun C Semimia Decadent, wealthy, ancient mercantile culture, obsessed with material delights and unorthodox pleasures; all shipping trade from the Sea of Crowns must pass through Semimia; its markets are filled with oddities and rarities, as are its inns, smokehouses, and back alleys Wealthy, Cosmopolitan Hedonistic, Self-Destructive Decadent Monarchy
Ontioch N Various (largest Horsuum) Nominal vassals to the Esaran Empire and still loosely allied to the Empress. Ancient city-states, sea spirit worshippers, somewhat isolated, in fertile lands that worship local water spirits and ancestral ghosts. Tainted by something dark that has reached out to its people from the sea. Spiritual, Independent Violent, Myopic Strong City-States
Rothin N Oresarch Metal-lovers and dwarf-friends. Kingdom known for their miners, smiths, gem cutters and metalworkers as well as their artifice creations, worship the god of Lists. Perceptive, Hard-Working Greedy, Dour Monarchy
Ruan L Windholme Agrarian kingdom with ancient traditions in poetry, myth, and music; its youth filled with wanderlust and its elderly with tale-telling; independent-minded; returned to fervent worship of the old gods after the Holy Empire collapsed and home to the great druid and his servants; Opposes the Holy Kingdom and occasional challenges to its sovereignty by warlike city-states of its southern neighbor Isgralond. Artistic, Athletic Meddling, Lustful Loose Monarchy
Sengt N Volank Ancient bizarre kingdom; lands currently known as Sengt were once a frontier province of that mighty kingdom; Old Sengt was destroyed in the Godsfall and now lies in ruin beneath the sands of The Great Wasting or under the Godsfall Mountains; Passionate (some would say obsessed) followers of the old, archaic ways and customs; Tolerant of all gods and traditions as long as they are old Passionate, Insightful Bureaucratic, Conniving Stagnant, Decadent Theocracy
Shade Reach C Cordul Once the seat of the ancient kingdom of Neruthlar, which fell into darkness a millennia ago. Now a haunted wasteland, full of terrible memory and dark history. A lost land cursed with ghosts and spectres of a long-dead empire and lorded over by a grim wraith of terrible power, content (or, more likely, unable) to pass beyond the borders of its damned realm. Perceptive, Meticulous Diabolical, Merciless Moribund Monarchy
Vhahl N Heshruem Ancient civilization formed after the Godsfall along the banks of the fertile, flooding Vhahl River. Influenced by the essence of dead gods around them. A land of old magic, strange customs, and divine kings Pious, Mystical Rigid, Haughty Oppressive Theocracy

The Continent of A'run

Cunaerai moorcrys