Nations

This page lists out and gives a brief description of the different nations and island nations that exist on this planet. The page will also list current leadership for these lands as far as 'the world' knows/has records for.

Kaldempire
A nation recently created through sheer tactical mastery and overwhelming force, this nation was formed by the multicolor Owlbear named Griffith, who dethroned the previous monarchy located in Bellaroot the empire quickly spread to engulf most of the western nations on the continent.

Bellaroot
The southern most nation on the Eastern continent, this landscape is dominated by urban spread and is punctuated by the 'Southern Spires' an amalgamation of towers built atop an enormous archipelago.

Ceranler
A nation hugging the south western side of the main continent, this society initially grew through nautical dominance and fresh/salt water fishing, along with delectable spice and mineral trade. After the Cosmic Magic Missile Ceranler was washed with a flood of varied and wild magic's across their lands leading to the small towns being flooded with a generation of wild sorcerers and the corrupt lords taking any action they can to harness the magics for powerful expansions. However the magic was too unkempt and mixed to be usable for most wizards and the land fell into an anarchy of monster lairs, undead towns and powerful beasts feasting on the flesh of travelers.

Once Griffith rose to power, he promised the lord protection from these evil and wild magic's in exchange for access to the wild lands around the defensive cities. Griffith's influence is not absolute here but de-facto as most cities would face frequent waves of monster attacks without the capital's defenses.

Guthra
Also known as The Beast's Bay, this land was heavily scarred with magic since the planet's birth and has spawned the most powerful monsters that scour the lands. A place dominated by new and unique monsters, most of Guthra's "Clawed Bay" is a mountinous breeding grounds of dynamic weather creating a unique biome allowing for all types of monsters to grow and evolve. This is a brutal place to live and an even more brutal place to quest.

Phandelver
Phandelver is a coastal region of the main continent of Thalmah, it hugs the western coast of this land with healthy fishing waters and a newly discovered mine

Beast's Bay
The north west corner of the continent holds what locals call the "Beast's Bay" an extremely dangerous section of the country filled with dangerous monsters who fight a never ending war of supremacy not only between different beasts, but even same species creatures fight to be the toughest of their species. Those that rise up to such heights are known as a "Beast's Tooth" who resides on one of the 12 mountains lining the Beast's Bay. The island is also home to deep, uncharted mines filled with untold wealth and generations of dragon's hordes lost to time.

Engolia
The powerful eastern nation of the continent, however after the Cosmic Magic Missile most of the country was drowned underwater and only pockets of island society survived-quickly falling into anarchic states.

Engolia Civil War
On the year 845 AMM (After Magic Missile) Engolia exploded in a violent civil war, one portion of the nation pushing for modernization similar to Phandelver while the standing government stood with the idea that returning to the nations former glory was still a possibility.

Rebellion Realm
Stretching from the northern wastes along the eastern coast of the main continent all the way down to the TriWorld Trading capital, the Rebellion Realm was always a land seeping with budding monster races even before the Cosmic Magic Missle and now it's something...stranger. This group of nations is less of a formal government but a vast array of peace, non-aggression pact, blood feuds, racial rivalries and total war. The magical overflow from the Cosmic Magic Missile caused many species in this area originally thought to be mindless monsters or beasts barely good for basic labor tasks suddenly becoming far more intelligent, organized and outspoken. Nations rise and fell for hundreds of years until the nation was split more along biomes than physical borders. The northern frozen wastes were claimed by the Ice Orc Tribes, the north eastern coast hosts a longtime struggle between a Kenku/Bugbear alliance against Sahuagin invaders, Goblin's and Hobgoblin's patrol the Overgrown Road and make camp along the coast of the Commet's Domain and the ever confusing Tabaxi Cobalt alliance that claims most of the eastern coast of the nation.

Borgas (named after Boreas, Greek god of Cold and Winter)
Encircled by mountains or frozen ocean, Borgas encompases the northern peak of the continent with mountains creating a natural defense from other nations as well as blinding cold weather that's been known to freeze men's eyes while still in their socket. Ruled by the Ice Orc tribes who adapted over a millenia to the terrain, these creatures harness earth moving magic to create underground passages for safe travel in their lands, as long as you're in good standing with the still tribalistic Ice Orcs. The center of the nation is home to a frozen volcano, dormant for hundreds of generations, the deep belly of this volcano is said to hold endless minerals and wealth, but is guarded by creatures of other realms and chaos.

Pirate Premiership
The leaders of the sea, commanding an army of pirate ships, spreading fear and exerting strength on all open waters, and the stuff of nightmare for rogue traders, smugglers and thieves: it's the Pirate Premiership! A once loose cabal of ship captains and sparse armada's that once made up the Engolian navy before the Cosmic Magic Missile shattered their nations causing tidal waves that sank the once massive fleet, they've regrouped and rebuilt a rogue nation of pirate crews and now rule the ocean with a sea soaked iron fist. They facilitate protection for trade vessels and other such ships through dangerous waters that hold untold monsters and dangers, their ships also frequently travel along coastlines taking note of any changes or valuable bits of information making them the near perfect spy nation when it comes to most nations. Information can be bought or sold at will, but no formal alliances have ever been struct, only non-aggression pacts unless either nation's code is broken, then swift retribution is allowed. If you wish to travel by sea, trade goods or fish on open waters, best have the approval from one of the first mate's on any ship, lest your vessel be sunk to the bottom of the sea with cement boots strapped to your feet.