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East West

Gatzrhé

The continent of Gatzrhé is has always been one of the most important of all of Raokrá's lands, the reasons are obvious; not only does it contain Thyrana, the home nation of the greatest empire in the world, but it is also home to other military powers like Alis and Athesh. Political tension and wars in Gatzrhé can have severe consequences on a global scale.

 

Thyrana

Throne of the glorious Thyranian Empire

Once held in the iron fist of the Ruzsell dinasty, the last descendant of this great line of emperors was killed (or so is believed, see here) before the great cataclysm. Since then the empire has been ripped apart by the petty squabbles of nobles and politicians, robbing the once immaculate empire of much of its former glory. Still, the glorious Thyranian empire still stands, and although many colonies have slipped from its grasp, the empire of Thyrana is still the greatest of all Raokrá.

Capital: Desdrek, located in the province of Cadevall on the plain of the crown. The Capital of the empire is named after the legendary ascan capital, and while not as beautiful, the modern city of Desdrek is a fitting monument to the empire's greatness. The city is surrounded by seven enormous pillars of carved stone, and in the city's center lies the imperial palace and other truly breath taking buildings and monuments built by the Ruzsell dinasty. While Ruzsell always kept his city in the best shape possible, the current rulers have failed to preserve most of its beauty.

Religion: The predominant religions are those that worship the old ascan pantheon; the church of Ascan, the cult to the Apeiron and others. Unsurprisingly, Ruzsell outlawed any and all worship to Kindramar, a law that has endured to this day (again, to understand this, go here).

The Land: Thyrana is beautiful, the land is fertile and teeming with life, most of it is covered by temperate or subtemperate forests and valleys. There is also a large patch of jungle in the northwesternmost region.

The Law: Ever since the fall of the emperor, rulership is quite unstable; the nobles, the provincial governors, the army officials and the senate are always engaged in a silent war for power. At the present moment, the true ruler is General Harten, he has organized a group of rebels that call themselves "The liberators", nothing but a band of revolutionaries supported by the general. With the excuse of civil unrest, he has taken control of the empire and is always trying to destroy his rivals and rebuild the empire. Unlike the others, General Harten is truly interested in restoring the empire to its former glory.

The People: Thyrana is a melting pot of races, but humans are still a vast majority. Natives of Thyrana are usually tall, dark haired men and women with clear-colored eyes. The population of Thyrana always take great pride at their origins, knowing they are a part of the Thyranian empire. While they idolized Ruzsell and regarded him as a demigod of sorts, they are not very happy with the current rulership, and still dream of the rumor of the long lost descendant of the Ruzsell dinasty.

Local Customs: A career in the army is the most highly respected profession in Thyrana, and it is an old tradition to instruct the eldest son in the art of war to join the glorious military of Thyrana. Even though the emperor is long dead, the populatation still hold festivals in his honor every year in the day of his birth. Also, every year on the day of the emperor's death, black bows are placed on every house door to express the inhabitant's sorrow (also a custom for grieving the death of a loved one).

Interesting places: On the jungle region lies the greatest ascan temple ever found before the resurfacing of Karnar, and the temple is guarded by a monstrous creature called the "Jaguaro", said to be a huge bear with the claws of a lion and the head of a panther. The temple is rumored to hold many ascan secrets and artifacts, but there are too many traps and guardians (besides the jaguaro) keeping it, and the temple is very much untouched.

 

Alis

Originally concieved as a military alliance between small warlords to fend off Thyranian expansionist attacks, Alis has grown into a prosperous nation with a powerful army. An army necessary to defend the Celestial's chosen from their many enemies, particularly Athesh.

Capital: Nueva Asunción. This capital is quite new; the old one, Asuncion de la Plata, was destroyed by Ordwyn the lord of Eshnor before the great cataclysm.

Religion: While there is only one official religion, The church of the Celestial, there is not religious persecution in Alis (not anymore anyway), inhabitants are free to choose as long as they don't defy the state's religion. Many aspects of social and political life in Alis revolve around religion, and the official church has great political power.

The Land: Alis is mostly valleys and forested hills, broken by the occasional jungle or swamp near the coast. Two large mountain ranges run across the territory near the center of Alis, parallel to the coastline.

The Law: The King, currently Federico VII, is the supreme ruler of the land, aided by the higj council. The members of the council are: the high priest of the Celestial, the commander of the army, the High Knight of the Templars, the captain of the royal guard and the king's personal advisor. The Templar knights are responsible for law enforcing, along with the constables and the army.

The People: Mostly human. Natives of Alis look very much like the inhabitants of Medieval spain. People in Alis are deeply religious, and always wary or suspicious of strangers or those that do not worship the celestial, if the said individual is brown skinned or has Ateshian paraphernalia, the normal reaction is outright hostility.

Local Customs: It is an old custom to raise a hand towards the sky and murmur a prayer before undertaking any dangerous task or just for luck. Also, a kiss in the right cheek is the proper way to greet a friend or family member, but slightly lowering one's head is the way to show respect to a superior.

Interesting places: The former province of Valhick, now known as the dark land, is the center of power of the feared "Lords of Shadow", an association of necromancers who supposedly conduct unholy experiments on living beings.

 

Athesh

A barren land united by a prophet (Hamid) and a religion, Athesh has grown to become one of the most feared political and military powers in the face of Raokrá. The historical rivals and enemies of Alis, the enmity between the two nations dates back to ancient times, even more than historians believe, for it is ultimately another struggle between the forces of life and those of the Apeiron. Athesh, of course, represents the last.

Capital: Gunesh

Religion: There is only one religion, the cult of Hepzhi, and its cathedral is located in the only forest of the land. The people of Athesh regard Hepzhi as the one and only god, and it is actually illegal to worship any god other than Hepzhi

The Land: Athesh is an enormous desert, except for a small patch of forest in the west, said to be a gift from Hepzhi to his worshippers. This forest, called the forest of the alliance, is considered sacred, and no outsiders may enter it.

The Law: The supreme ruler of the land is the Kral, below him is the court, composed mostly of the sihirbaz (wizards) and the rahip (priests). From there on, society is organized on rigid castes, social status in Athesh is everything, it defenis who you are and how you will be treated. Laws in the land of the sun are harsh and unforgiving, no crime is tolerated, as little as it may be, flailing and mutilation are common punishments. The law of the land is contained within a group of concepts and beliefs called the Inak

The People: Mostly humans. Brown skinned and rigid, the hardships of the desert have made hard men. Atheshians are proud, inflexible and unforgiving, yet honorable. They are warlike and easy to anger, and fight with a passion that has earned them great fear and respect; in turn, Atheshians respect all foes who fight well. Magic, clerical or wizardly, is the most honorable pursuit and those who pursue these goals are respected greatly. Family means a lot to the people, it is better to die than to be disloyal to one's patrik (the patriarch, the head of the family)

Local Customs: Atheshian etiquette can be tricky to outsiders. Things like having to praise the animal that was used for the meal by lowering your head before eating and burping afterwards to praise the cook and host, or clasping your hands together at the sight of a priest can easily be forgotten by visitors, and earn them frowns and hostility. Vengeance is nearly sacred, any Atheshian that has been wronged will dedicate body and soul to avenge himself. On the other hand, if anyone saves the life of an Atheshian, he will dedicate his life to repaying the favor. At least one in their entire lives, Atheshians must visit the forest of the alliance, for a four day experience of prayer and enlightment.

Interesting places: For a truly daring adventuring party, Athesh holds great rewards and hidden relics and powerful magic, the ever shifting sands of the desert have hidden ancient buildings and burial places. And of course, for the truly daring or incredibly ahmak ("stupid", usually related to foreigner), a foray into the Forest of the alliance may yield rewards beyond belief.

 

Vrith

Once one of Thyrana's colonies, Vrith earned its freedom the hard way many years ago. Free from imperial grasp, Vrith has developed quite well, it has constructed a solid economy and a mighty army. It may just become one of the new world powers in years to come.

Capital: Northmoor

Religion: During imperial domination, the cult to the ascan pantheon was established, and most people worship them. But you can find just about anything

The Land: Forests and swamps near the coast, one can also find infrequent jungles along the coast.

The Law: Vrith is a monarchy, and all other authorities subside to him. Below him, the nobles tend to their own regions, and are able to make their own laws as long as they pay the taxes to the crown and don't contradict the king's orders.

The People: Humans, elves and half-elves dominate the region. Native humans tend to be somewhat short, with fine facial features, blond hair and clear eyes are common among them. The people of Vrith is fiercely independent, and always frown upon anyone who is connected in any way to Thyrana.

Local Customs: Obviously, the day of the independence is the greatest festivity in Vrith. People here are very supersticious and distrust any wizardly magic, and peasants usually wear all kinds of amulets to protect them from "dark magic".

Interesting places: All sorts of creatures and humanoids roam the swamps of Vrith, a plague that the crown has been unable to exterminate. While many people prefer to avoid the swamps, adventurers may be tempted to try their luck in them (or may be hired to explore them or destroy humanoid bands).

 

Cal-ed

Or the farmlands, as outsiders usually call it, is a protectorate of the thyranian empire, they are free to rule themselves as they see fit as long as they pay tribute to the empire. (The region is quite unstable and violent, the empire finds it easier to do it this way than having to deal with the warlords' petty squabbles)

Capital: Calferz, not exactly the capital, but rather the center of power for Cal-ed's strongest warlord (for the moment)

Religion: The most widely spread religion among the warlords is that of Unhdar, force of war. Nearly all religions from nearby nations can be found here, worshippers of the Ancient Ones (including Kindramar), the celestial, and many others.

The Land: Plains and beautiful valleys fill the land. The "farmlands" are perhaps the most fertile territory in all of Gatzrhé, which explains Thyrana's interest in the land (as a sidenote, the tribute to the empire is not only paid in gold, but also in fruit and other food)

The Law: Cal-ed is ruled by a dozen or so warlords, it is they who dictate the law in their respective lands, and enforce it any way they see fit. The numerous warlords are constantly fighting over the land.

The People: Humans, dwarves and a few elven tribes populate the area. In many regions, peasants are forced to live in extreme poverty and misery to finance the battles of their lords, and every year or so, a recruiter will show up in town to recruit (by force if necessary) men into the lord's army.

Local Customs: Meals will nearly always include Fornhil, a sweet yellow fruit that grown only in Cal-ed. It is common to find male children and youngsters alike being taught swordfight by the town's blacksmith (in preparation should they have to join the army later)

Interesting places: The mountains of Cal-ed are infamous for their dragon population, a population that is not always comprised of peaceful dragons. And then again, the lords of Cal-ed are always looking for mercenaries to join their ranks or perform tasks for them.

 

Khytos

Khytos is one of the Thyranian empire's first colonies, during the first years, a revolution arose but was crushed under the imperial guard's might. Khytos army was disbanded and only the personal guard of the nobles and constables remain. Khytos' efforts have lately been turned from liberation to art and culture, and so it is a far more advanced society in these fields than the rest of Gatzrhé. (Although the dream of freedom still burns deep within the hearts of Khytos' natives)

This is Raokrá's land of swashbucklers and poets, art and romance.

Capital: Shèrtat

Religion: Urdish, patron of art, and Desdrek the goddess of beauty (also believed here to be the goddess of love) are the most appreciated deities among the nobles, the artists and the wealthy. The rest of the ascan gods are viewed as imperial propaganda.

The Land: Like most of the continent, Khytos is mostly covered by forests. One difference though, 80% of the coastline is an enormous wasteland, you see, Khytos used to be bigger, but that part was destroyed during the great cataclysm.

The Law: While Khitishian nobles are a entitled to an opinion in the nation's decisions, the indisputable ruler of the land is the Thyranian governor, and none may challenge him.

The People: Humans, elves and half-elves. The humans of Khytos are of thyranian stock, and as such look similar (Khitishians are shorter though). The fine arts are greatly appreciated here, and artists are very popular among the high classes. Social status is very important in Khytos, the rich are known for their lavish parties and banquets, always trying to show off their riches.

Local Customs: Perfume is widely used in Khytos, something people from other nations usually find strange or even disgusting. Shaking one's hand and then holding that same hand with both hands is considered a sign of affection or respect. Also, dwarves are considered dirty, disgusting creatures, and are not welcomed anywhere in Khytos.

Interesting places: The southern mountains, especially the one called "the devil's peak" has been said to house a group of foul monsters deep within its innumerous caves and tunnels (it is actually a community of Primals, see races of Raokrá). Also, there is a small group of revolutionaries left, and they are always looking for people to join their fight.

 

Traxas

Traxas is Gatzrhé's wildest and most backward land, populated by barbarians and under the iron grip of the Thyranian might. It is a land of tribes, some of them nomadic. On the established cities, the nation's favorite show is gladiatorial fights.

The empire's interest in this primitive land is that it has always produced fierce warriors for the imperial army.

Capital: Zygher

Religion: Most of the nomads worship spirits and such, while those who live in the cities have adopted the ways of Thyranian religion and beliefs.

The Land: Traxas is filled with steppes with a forest here and there.

The Law: The nomadic tribes are ruled by the elders of the tribe. The nation is ruled by the Thyranian governor

The People: Humans mostly. The craft of war is regarded highly, and Traxans have always been known as fierce warriors, but the numerous tribes do not get along, and this allowed the imperial army to conquer them without much resistance. Gladiators are highly respected in urban society.

Local Customs: The gladiator's fights in the colosseum are the most notable. A good warrior may earn fame and fortune pitting himself against others in armed or non armed combat, bets can also be made. Once a year, there is a great parade from the outskirts of Zygher to the colosseum, where the grand contest will take place, the winner is bathed in oil and flowers and carried out by the masses.

Interesting places: Any arrogant or truly strong warrior may find the fights at the colosseum appealing.

 

Zirtra

The only elven land in Gatzrhé, Zirtra has had a really hard time mantaining its independence, it has been mantained only through military support from Garan (an elven realm of Astar) and the large yearly payments the rulers of Zirtra make to the Thyranian empire.

Still, the land of Zirtra has managed to stay free from imperial grasp, and the precious woods that grow within their forests gives them a solid economy (Zirtran wood is one of the best in the world, and even the empire makes frequent purchases).

Capital: Quelthal

Religion: The elven population are firm believers and worshippers of Corellion, force of nature

The Land: Surrounded by mountains in the northern and southern borders, Zirtra is like an enormous valley fiiled with ancient forests.

The Law: A council of elders with over 100 representatives from all cities and villages rules the land, their will is enforced by one of the best constabularies in Gatzrhé.

The People: High and gray elves dominate the land, but one can find the occasional human or half-elf, and even avians. The elves of Zirtra are on the most part city dwellers, and only a few tribes live in the wilderness. Needless to say, dwarves aren't welcome here.

Local Customs: The usual elven traditions apply here. Houses in Zirtra usually include precious woods not avalaible anywhere else, and wood carvings are also an old art of Zirtran elves.

Interesting places: Zirtra houses the "death forest" near its northern border, a once beautiful forest touched by primordial chaos during the great cataclysm; it is now petrified and full of foul and unholy creatures (varnicals, undead, etc.).

 

Abzal Han Muhur

The mystic lands of Abzal Han Muhur have impressed and puzzled everyone from sages to visitors to kings; the land is filled with mysteries and strange ocurrences, be it an ever moving lagoon said to warp time and space, magic portals to exnim, eshnor and other planes, or even beings composed purely of magic. It is said that one can feel the magic in the air.

Abzal Han Muhur is the group of islands off the thyranian western coast, and is an old ally and protectorate of Athesh. You may wonder why the empire tolerates Atheshian troops so near from Thyrana, the reason is simple, they have established good commercial relations with Abzal Han Muhur and Athesh.

Capital: Toprak

Religion: The population in general worships Hepzhi, but deep in the jungles the natives also worship demons and spirits.

The Land: Unlike Athesh, Abzal Han Muhur is fertile and filled with jungles. These jungles are for the most part wild and unexplored, filled with wondrous places and creatures.

The Law: Each of the bigger islands has a governor, and they get together twice a year on the central island (the governor of the central island is the moderator) in the so called "Crystal Palace" to discuss the course of the nation.

The People: Humans dominate the land, but there are also avians, elves, dwarves, etc. The humans here are supposed to have descended from Atheshian stock, and so are very similar (they actually consider atheshians as brothers), but humans here are not as rigid and fanatic as those in Athesh.

Local Customs: Humans have some atheshian traditions, in general, all races follow their own customs. But there's a warning any native of any race will repeat to strangers constantly; "In Abzal Han Muhur, nothing is what it seems".

Interesting places: Somewhere in the jungle, and never in the same place, lies the ever moving "Mirage Lagoon", it is said that if one enters it, one can travel through time and space. There are also many portals hidden in the jungle leading to exnim and eshnor (see Planes of Existence), and so spirits and demons can be found in the wilderness.

 

Centhaz

The small island of Centhaz has always been a troublesome region, ruled by one tyrant after another. Before the great cataclysm, Centhaz was ruled by a despotic megalomaniac who exploited the masses for all they were worth, to fuel his ever waging war against Alis (a foolish war, since there was no hopes of victory, Alis viewed him more as a nuisance than a threat).

A year before the great cataclysm, a stranger washed up in the island's eastern shores, this stranger held an artifact of immeasurable power, supposedly a gift from the deity Dafren the emerald tiger. Guided by the man, a rebellion ensued and overthrew the warlord and established a theocracy. Unfortunately for the inhabitants, the new rulership led by Dafren's priesthood was just as unfair and oppressive as the last regime.

Actually, the stranger who washed ashore and later became the ruler of the region was a fugitive, a former member of the Shadowlords who had stolen a powerful artifact from them, the Tear of Acron. It was the power of the ancient emerald that allowed him to conquer the island.

Using the tear, the ambitious wizard was responsible for sinking Thyrana's royal naval fleet and capturing emperor Ruzsell himself a few months before the great cataclysm. That was but a fleeting victory, since Thyrana's forces later crushed the entire northern part of the island, pillaged the capital and murdered the wizard. But not the enperor nor the artifact were ever found...

Capital: La Dafren

Religion: There's only one religion, the worship of Dafren the emerald tiger (even though Dafren is an invention, his priests do have clerical powers, it is said that they derive their powers from Asckura the force of the earth).

The Land: Centhaz is one big jungle, uncivilized for the most part, with swamps here and there near the coast. Small villages cover the island, and the capital city is the only city of any importance.

The Law: The island is ruled tyranically by Dafren's priesthood, fanatics who are very fond of human sacrifices and heavy taxes.

The People: Only humans live here, all other races are considered abominations. The people live out their lives sadly, devoid of all hope and knowing nothing but hunger and despair.

Local Customs: No foreigners are allowed in Centhaz, anyone who trespasses is considered an enemy and is hunted down like an animal and sacrificed to Dafren.

Interesting places: A trip to Centhaz can be a deadly proposition, danger lurks everywhere, any outsiders are sure to be persecuted all over the island until they are either caught, killed, or driven off.

 

Gundar

The only dwarven kingdom in Gatzrhé, Gundar is famed far and wide for its jewelry and weapons. It is a prosperous nation, its rulers born merchants; they sell jewels, metals and weapons to the Thyranian empire, Alis, Britos and nearly all the other lands in Gatzrhé.

Capital: Hothosh

Religion: Most dwarves worship Froshme, the god of dwarves (a representation of Asckura the force of the earth).

The Land: Gundar looks like a barren land filled with mountains, with only a few valleys. But the true nation lies within the mountains and below the ground, where the dwarves have carved extensive cities and tunnels.

The Law: A king that lives in Hothosh is the supreme ruler, but the many cities of Gundar have their own ruler and are somewhat independent, having only to pay taxes to the crown and report to the king once a year.

The People: Dwarves mostly, but in the few cities in the surface one can find nearly everything; humans, avians and even elves.

Local Customs: The Dwarves of Gundar are famed for their beautiful stone carvings, especially those made of Grik, an odd blue mineral that is found nearly exclusively in the mountains of Gundar.

Interesting places: The dwarves are not the only inhabitants in the underground, there also other less innocuous races like drow and ilithid, who in the last decades have become a real menace as the dwarves go deeper in the earth in search of jewels and minerals.

Faira

Faira is a dangerous place that everyone prefers to avoid, it is a land filled with wastelands and active volcanoes, where death can come at every moment in the shape of thirst, insolation, or an attack by one the large purple worms or other creatures that infest the land.

The only rational inhabitants of Faira are a brotherhood of Sollux that lives in the largest volcano in Faira (called the Maw of Acron) and a few human nomadic tribes, little is known of them or how they survive here.

Capital: None

Religion: The nomadic tribes worship the spirits of nature and their ancestors, it is said that the natives worship hundreds of such spirits. The Sollux worship Acron.

The Land: Enormous volcanoes dot the land (some explorers have reported seeing over forty of them), spewing ash, smoke and fire everywhere. The land is infertile and covered with ash, the air is dry and filled with smoke and a caustic smell. There is no water to be found in Faira, at least none the explorers have seen, but the nomads have water, how or where they obtain it is unknown.

The Law: The strongest member rules each of Faira's nomadic tribes. An ancient warrior, rumored to be the strongest of the race rules the Sollux brotherhood.

The People: The nomads are short, sturdy people, their skin is reddish and their hair jet black. The nomads are normally good in nature, and have known to save and help those who dare to enter Faira. But their good nature is soon to end if the visitor asks too many questions.

Local Customs: Visitors who have earned the trust of the nomads are usually invited to a feast in their honor, where the nomads will offer a plate of Juzníh, the only plant known to grow in Faira.

Interesting places: Faira is one of the most dangerous lands in Raokrà, and any adventuring party is sure to have a hard time surviving in here. Perhaps they may be drawn by persistent legends of powerful magic and weapons beneath the ashes or inside the Maw of Acron.

 

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