Northern/Western Cyndralia:
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Nations of Cyndralia:
Traxian Empire:
The largest unified human empire spanning the continent of Cyndralia ruled through a series of emperors and the imperial houses originating from the times of Basilius Primus Axion Tassius's unification of most human lands. When the old empire fell, House Traxius inherited the heartlands of the empire and retained most of it's military might. Taking up the imperial mandate as humanity's protectors, ever since its formation they have found themselves at odds with the Adornari Elves.
Adornari Alliance:
Despite the decline of elvish rule after the Liberation Wars, many large elven states still remain to this day. Contrary to popular belief, the elves of the Adornari forest are actually a loose coalition of multiple elven states. Ruled primarily by the highborn of Harma Eryind, they view the usurper races with disdain and see the expansion of Traxia as an existential threat to be countered. A second faction of the alliance is ruled by the magisters of Sel' Minora representing the Northern Adornai Coalition and while sharing similar views to the highborn, focus more on the internal matters of the elvish people.
Kingdom of Carrador:
A strictly aristocratic society, ruled firstly by the King, then the four grand dukes, each of whom control small personal armies with a host of lords under them. The proud people of Carrador occupy the last former bastion of Mydiri magisters and was the site of some of the largest atrocities during the Liberation Wars. Yet, despite the scars and lingering dark magic within the region, the Carradorians have stubbornly managed to prosper and consolidate power through their geographical advantage to become a major power within Western Cyndralia. In recent decades Carrador finds themselves beset on three sides as Meltonian, Elvish, and Traxian interests look to Carrador as a land ripe for the picking, but the Carradorian people are resilient and disciplined, and though its armies remain untested, their knights are often found patrolling the wilds against supernatural threats. Should their enemies converge on Carrador, they will find out just how stubborn Carradorians can be.
Kingdom of Melton:
House Meltius, now Melton has long held their traditional lands against all manner of invaders. From orcish raiders across the mountains, pirates to the west, barbarian tribes to their east, and incursions of the undead and beastfolk from the south, Melton is a land that has never known peace. Dozens of knight orders and military groups call the land home, holding firm against any and all who would threaten the stability of the kingdom, making it one of the premier exporters of mercenary companies. This constant siege against them has caused the Kings of Melton to long hold desires to decisively secure their borders once and for all, leading to the conquest of the Draceni beastmen nary a decade ago, and an increasingly aggressive foreign policy. Possessing one of the most adaptable armies in Western Cyndralia, their recent kings have gradually turned their eyes to their neighbors and despite assurances otherwise, many think that a clash between Melton and Carrador is inevitable.
The Ascari League:
With the rapid destruction of the former Kingdom of Draecen, the large amount of refugees fleeing southward strained the previously independent city states within the region to the breaking point. From the bastion city of New Berenia, Grand Mayor Titus Lindsari and his counterpart from Sturmbreaker, Prince Ashlin Montroi held a grand council with the ten other cities of the region to discuss the beastfolk refugees and the worry of increasing Meltonian aggression. After days of tense debate the Ascari League was formed as firstly a commercial pact to help the movement of supplies between cities, then as a defensive pact against Melton and finally as a group to organize the beastfolk refugees and utilize them as a way to keep Melton occupied. Despite noble intentions however, cracks are already forming in the league as New Berenia's dominance of the council and growing resentment by various city states at the division of responsibilities threaten to tear this nascent league apart.
Nautican Union:
Naming themselves after the empire of Basilius Primus Tassius, the nobles viewed as traitors to the empire founded their own legacy on the Dusklight Isles. While their professional army is just large enough to beat back demonic incursions from the Cauldron of Creation, their navy stands above all when it comes to dominating the Isles. When the Traxian empire once attempted an invasion of Arteria during The First Imperial Expansion, the Nautican navy, under treaty with Arteria and command by Lord Ernest Fraser, raced to support their trade partners at such speeds, that when the Traxian forces arrived they had just barely begun when the Nautican Navy swooped in and decimated the invasion forces. In a daring maneuver that saw mages encasing their own ships in ice to act as a ramming weapon, the Nautican navy cemented their reputation as the premier regional naval power, pioneering the now dubbed 'Frasian Thurst' combat stratagem.
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City State of Arteria:
Of the oldest surviving cities across the continent, Arteria has remained since the times of of ancient Myndiri rule, before falling into the hands of Bailius Primus Tassius and now its own council. During the Third Dark Tide, when the demons overran much of Western Cyndralia, the people of Arteria fought so fervently that even the unnumbered hordes of demons found themselves at a stalemate. It is through this feat of arms that led to the creation of the Arterian Adventurer's Guild, a now continental organization much beloved by outlanders and embedded within almost all civilized nations. From there their reputation only grew grander as its merchant fleets facilitated the creation of multiple commerce and merchant guilds during the Liberation Wars. Whilst during dissolution of the first Nautican Union, outlanders named Hiromi Miyakashi and Herny William Scott oversaw the creation of the Academies of Arteria using an abandoned elven fortress, evolving it into a now widely lauded education institute that accepted any and all pupils which then inspired the birth of many national schools. Today, Arteria stands as jewel amongst it's peers, one of the few hubs that still maintained active trade with the Dwarven under empire and the Elves, both of whose architectural styles have turned the cosmopolitan hub into a sight to behold. But many eye this jewel jealously, and with an increasingly fragmented city council, only the stoutest of hearts are likely to survive the oncoming tide.
Volksgrad:
Ruled by Wise King Wulfgar and his legion of winged knights, this breakaway nation was formed from the remnants of Ingrmarian settlers left behind after Meltonian, Elvish and Carradorian raids. Seeing his duty to protect his subjects, King Wulfgar led a campaign of pacification around his territory effectively securing the independence of the city through martial prowess. Though many held grudges for his militaristic action, Wulfgar showed a more compassionate side and used words, reasoning and concessions to ensure the survival of Volksgrad. This has earned him the title of Wise King, and has also proven the people of the land to be an adaptable and fierce bunch.
Ingramarian Principality:
The original House Ingramar had long since died out, but after the first Nautican Union broke apart, it was reformed and granted control over the frigid northern wastes. Numerous princes rule from their own little fief cities but being the nation closest to the Praemoni Deadlands, a series of large fortifications were built along their border. Since the end of the Fifth Dark Tide, only two recorded cases of breaches have been reported and both times, despite the political bickering and internal strife, every princeling, noble, and peasant rose to the occasion to beat back the demonic tide. It is said within Ingramar that the rest of Cyndralia survives only because Ingramarian blood is spilled to contain the demonic threat. They also contain the Church of Kargathax, Dragonlord of life and protector of the north, and unlike many other nations revere him instead of High Goddess Astralis. Though many clergymen have banded them heretics, the fact that Ingramar still stands is proof enough to its citizens that they are in the right.
Duchy of Abenstadt:
If Arteria is the economic and educational hub of Cyndralia, Abenstadt is the main military hub. Formed by Duke Leofric III after a rebellion against the Traxian Empire, it is the only other nation to have treaties with the Dwarven under empires, and has thus been their main over ground users of dwarven weaponry. Home to the Mercenary guild, unlike the adventurers they are a vicious and pricey group fighting for money who generally only work on a national scale. The Dukes of Abenstadt have always maintained a defensive alliance with the Arterian council. Ensuring the two neutral nations are able to maintain their advantage, much to their neighbors chagrin.
Republic of Verona:
Traxia's main rival aside from the Elves. The Veronans have long been a relatively insular people maintaining much of their pastoral traditions on their own fertile lands. It is only fairly recently, when the Nautican navy decimated Traxian naval superiority that the Veronans have begun opening up to outsiders. Primarily composed of drakes and other lizard folks, many eyed them warily at first, but with widespread Arterian acceptance of their peoples, native Veronans have generally been seen in a much better light due to their relative passivity in participating in continental conflicts. Yet Veronan society itself has experienced major upheaval as the exposure to the wider world has led some to begin questioning the Veronan way of life and past grievances slowly make their way to the surface.
Porinthos:
The Porinti peoples have long been a tribal society until the Liberation Wars saw their shackles unchained from elvish oppressors. From there they have formed many rural communities that eventually developed into a unified national state. Yet tragedy struck when the Nauticans invaded and though the Nauticans state that they are still an independent peoples, most of their neighbors still view them as nothing more than a backward people ruled from Nautica.
Entities:
Saintsrest:
Home of the Church of Astralis and it's various military orders. It's massive twin cathedrals are surrounded by a religious settlement built up by legions of pilgrims from across the continent. Though it's threatened on all sides, the power of faith and the pontifex alone ensure that not even the Traxian Empire are willing to test where their citizen's loyalty truly lies, allowing Saintsrest to remain independent. Of course, the large percentage of outworlder saints and mages might also have something to do with that.
Tynsford and Felmarch:
Respectively serving as Abenstadt and Traxia's buffer states, established after the First Imperial Expansion failed to capture Arteria and Abenstadt. Its people live a relatively moderate life but chafe under the oppressive rules from both sides.
Eskul's Domain:
Home of many scattered orc tribes, forced out of their ancestral lands by the Ingmarians. Borders the Praemoni deadlands, making the populace hardy and strong, but dangerously susceptible to demonic corruption.
Korathi Allied States:
A loose coalition of mountain tribes ruled from Korath. They act as a first line of defense against dark creatures from the Starhollow Mountains and also as a buffer for the Lucurian Sultanate against Traxia.