Nations of the Homelands
Dranin Imperium
The Dranin Imperium is a land of rolling grasslands and lightly forested hills bordered on the north by the mighty Quell River, on the east by the towering Markill Mountains, to the south by the Ephor Ocean and on the west by the jagged cliffs of the Storm Coast and savage Bruttin Ocean. This land home to most of the humans of the world, although a few of the other races have found a place in this realm also. The Imperium is a collection of small kingdoms ruled by Kings and Queens. They are in turn ruled by the Imperial Emperor.
The Dranins mostly live in small farming communities of 50-200 people. Cities with populations of 1000 or more are located at points of trade or that are easily defensible. The majority of the Dranin populace is open and friendly, willing to help those in need and expecting little in return.
Exports: Textiles, Grains, Livestock
Imports: Refined Ores, Weapons, Fine Crafts
Known For: Adaptability, Many different cultures
Fallen Shores
The Fallen Shores is the rocky and sandy windswept area from the eastern side of the Markill Mountains running out to the Fallen Sea. Although this area does receive significant amounts of rainfall very little vegetation grows in this desolate area. Violent thunderstorms, tornadoes and hurricanes plague the Fallen Shores. These storms constantly uproot what little vegetation there is so the plants have developed shallow roots systems that can easily put down again. Sentinel Trees on the other hand have roots that go deep underground allowing them to resist the strongest winds.
The sentient beings that live here have become outcasts from their own cultures for one reason or another and now just want to live in peace. It is not uncommon to see elf, human, dwarf, orc and ogre working side by side. There are some above ground structures but most are subterranean due to the effort involved in making a structure stout enough to resist the ferocious elements. There is no overall government here just individual settlements looking after themselves and trading with their neighbors.
Exports: None
Imports: Outcasts
Known For: Many races coexisting peacefully
Fallia
Within the deep woods of the Emerald Forest live the elven people. The elves are governed by the king and queen of the emerald throne who do not concern themselves with the day to day affairs of the nation and let their people rule themselves. The emerald throne subtly guides the future of the elven people and only exerts its power when the safety of the nation is in question. The emerald throne is assisted by a council of elders who represent all the individual elven communities, even the mountain and sea elf enclaves.
The elven people live in isolated communities of 100 to 200 individuals. The majority of these villages are hidden within the sylvan proper, but there are a few villages set up at the edges of their realm just for trading. Most elves only live in these trading villages for a few years, 10 or 20, before returning to the proper. The elves will not lightly reveal the location of any of the communities within the proper and learning the location of the elven capital is almost unheard of unless you are an elf.
Exports: Lumber, Weapons, Herbs
Imports: Refined Ores, Gems, Wines
Known For: Fine Bows, Medicines
Frozen Steppes
The northmen of the Frozen Steppes live a hard life in this harsh windswept land. When not raiding one another they follow the vast herds of ran`dir or brave the dangerous waters of the Ice sea in search of eis`fesh. The northmen have a clan based society and each clan follows a different totem spirit. The clans are lead by a clan chief, the Clandor, who is advised by the head shaman, the Clanash. Most disputes among northmen are settled through physical combat and grudges are quickly forgotten. It is not uncommon for two clans to have raided each other in the past to become the closest of allies in the future. Omens and spirits play an important role in the live of these semi-nomadic warriors.
Exports: Bone Carvings, Furs
Imports: Weapons
Known For: Hardy Warriors, Powerful Shamans
Gnomish
The hills and valleys to the south of the Markill Mountains are home to the free-spirited and easy going cousins of the dwarves, the gnomes. The gnomes rule themselves through a complex monarchy system where the rulership moves and sometimes changes with the seasons. Non-gnomish minds have difficulty grasping the politics at work but for the gnomes it seems second nature. A result of this unusual monarchy is that the gnomes are highly skilled at the art of negotiation. The climate of the hills and valleys is ideal for growing grapes and the wines of Gnomish are considered to be the finest in the Homelands. Gnomish also produces an endless supply of oddities; mechanical, structural, edible and other. It seems that gnomes never tire of improving on any exiting ideas available to them.
Exports: Wines, Oddities
Imports: Lumber, Refined Ores
Known For: Negotiating Skill, Inventions
Hessia
The fatalistic halflings live in the teeming swamps of Hessia. The plants and animals of the swamps produce some of the most valuable herbs and dyes of all the Homelands. The halflings are ruled by the priesthood of the death god, Tan. Small villages of 50-100 halflings are spread throughout the swamps. The halflings intimate knowledge of the afterlife leads them to enjoy each day of their life as if it were their last. They have no fear of death and celebrate it as a natural progression of life, halfling funeral ceremonies are known as the most festive celebrations in the Homelands. Most halflings will know the funerary customs of at least two other cultures.
Exports: Herbs, Dyes
Imports: Refined Ores
Known For:
Indavu Nation
The Shining Islands are the home port to the sailors of the Indavu Nation. The nation is governed by a Council of Masters and led by the Lord Captain. Town members elect the Harbor Masters, Harbor Masters elect the Council of Masters and the Council appoints the Lord Captain. The Indavans are a proud people and status is very important factor among them.
Indavu Islanders spend most of their time at sea so even though their cities look as if they are built for many people only about half of the homes are occupied at any one time. Indavans sail to distant lands and trade with many different cultures as a result their own culture is a mix of many others and most sailors can speak several different languages.
Exports: Exotic Goods, Pearls
Imports: Lumber, Textiles
Known For: Elaborate Status System, Fencing Schools, Pistol Crossbows
Markill
The mighty Markill Mountains are home to the various dwarven clans. Hidden within these mountains are rich veins of precious metals scattered deposits of precious gems and ferocious monsters. The Sovereign of Stone rules the fractious dwarven clans with a fair but firm fist. Once a year the Soverreign and the clan leaders gather to discuss the state of all the clans and take measures to ensure the survival of each clan.
Exports: Refined Ores, Weapons, Gems
Imports: Textiles, Livestock
Known For: Fine Weapons and Armor
Plains of Sorrow
The mighty centaur tribes proclaim themselves lords and protectors of the bleak expanse of the Plain of Sorrow. The centaur warriors prevent the Changed Ones from marching an invasion army into the Homelands unhindered. Their scouts assist travelers in avoiding the dangers that the Plains still hold. The tribes offer mutual assistance to one another, freely trading and intermarrying to keep all centaurs strong.
Exports: Artifacts
Imports: Refined Ores
Known For: Standing Stones, Ancients Ruins