The Northern Tribes
A collection of associated tribes and clans that include Orc, Jarn-Viking, Penku, Goliaths, and Arctic Catfolk. Jarn-Vikings born with black hair are believed to be cursed as a prophecy says that one day, one of them will have a hand in destroying the world.
* Arfall - A small hunting village in the far Northern Reaches.
* The Withering Gate - A valley between mountains, infested with undead, scarred by the final fight of the Champions of Light versus The Betrayer. It is the only crossing the continent has to the great frozen waste.
* Jarn-Burg is the capital of The Northern Tribes and meeting spot of all councils in the North. Home of the Jarn-Vikings, this great settlement has a large castle from a bygone era with walled keep, and is surrounded by a grand city. Spiraling off that city are slums, shanty towns, thousands of refugees and less fortunate people cling to the city as a source of life. Within the center of the city is an Iron Waystone, just outside the old keep.
* The Hunters are the guild that operates out of the North. They are ruthless in their pursuit of monsters and take jobs all across the world using the Iron Waystones to go anywhere and slay any beast.
The Kingdom of Endrea
A small feudal society in the midlands. It houses humans, Savanah Catfolk, Lightborn, and Halflings. They are known for having many farms owned by lords but worked by indentured servants.
* Belrond, a small farming village, known for its whiskey and Arkin’s farms.
* Rayville, a hamlet with a water mill, summer home of the Raytheon family.
* Lightholme is the Capital of Endrea, birthplace of the First Heroes, and the home of the original waystone. This beautiful lake side city houses a huge academy specifically for training new heroes.
* The Seers, one of the guilds, operates here out of the Academy of Light. They train heroes in the way of knowledge, magic, and politics. Their goal is to influence all mass conflicts in favor of the forces of light, to maintain the hold that the side of the lawful has.
The Golhandian Empire
An empire to the far east with a very long standing dynasty. The people of this land uphold tradition, law, and order. Among them are Humans, Centaur, Satyr, Jungle Catfolk, Lightborn, Aven, and more. It is the largest empire, reaching into the north and into the south, covering most of the eastern coast.
* Quikbel is a port city in the midlands along the east coast within the Golhandian Empire. There is much trade to be had here, but the city is very well known for its over 100 temples to various deities, spirits, pantheons, and religions.
* The Inquisitors is a guild that is bound by honor and glory in combat. Warriors, Paladins, and Clerics train among the best and become the greatest martial threats in the world.
The Duchy of Posheria
A victorian themed nation, years ago a Duke overthrew their King, and has chosen to retain his title of Duke until a proper King can be ordained. Aristocrats rule the land and keep the economy booming. This small nation rivals any other in wealth. The inhabitants are humans, dhampyr, reborn, and far worse things.
* Lantrot is the capital of Posheria. It houses a mighty citadel guarded by armies of gargoyles.
* Mildenbar is a large port city of Posheria that houses most of its trade. The Lord of Mildenbar is poised to have the most political power in the kingdom.
* The Cabal is the guild that operates out of Posheria, and while often seen as villainous, they have the same end goal as the heroic figures of the world.
The Kingdom of Miht
The smallest of the Kingdoms, this one is a nation ruled and protected by dog folk. They are watchful guardians over the many animalistic races that live among them including the humblefolk. They have a thriving lumber and agricultural industry. But the nation prefers its isolation.
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The Kingdom of Vardet
Removed from the conflicts of the mainland, this kingdom exists on an island to the south-east, only a few days sail away. While all things tropical exist here you can find humans, frogfolk, crocodilefolk, hippofolk, turtlefolk, merfolk, tenku, and more.
* Seong is a city ruled by hippo mercenaries. It is a hotbed of pirates, black market deals, and cutthroats for hire.
* Xanimat is a port city that is controlled by Dhampyr from Posheria. It is a safe harbor for any criminals on the run willing to pay the protection fees.
* Tuvalu is a major trade city and resort hub of the Southern Isles. It is the capital of Vardet. This city has a central hub with an Iron Waystone.
* The Wardens is a guild that operates out of Tuvalu. They dedicate their lives to defending nature and the natural order all over the world.
The Confederate of Judahnti
The desert nation in the heart of the South controls much of the southern trade and has access to rare Mana Crystals that are found in no other part of the world. The denizens here are Insectoids, Naga, Jackalfolk, Ibis, Savannah Cats, Saurians, and more.
* New Jeddite is a city built around a massive volcano in Judahnti, kept inactive by magic devices that drain its energy, and housed by a Fire Newt King. This King though only claims partial ownership of the city, mostly refraining from engaging with any politics outside the volcano. In the spiraling cities underneath there is a great amount of trade, sharing of cultures, and many monasteries led by insectoids practicing the mystic arts of psionics. Towards the north of the volcano, surrounded by a bizarre, is an Iron Waystone.
* The Mystics is a guild that practices control over Psionics and mastery over oneself.
The Council of Dailee
This island nation to the North-West is one that can't keep its hands out of the politics of other nations. It is ruled by a council of chromatic dragons and those that live there are dragon, dragonborn, and kobolds. They however have the hottest forges in the world and make arms and armor with shedded dragon scales. Dragon scale is coveted for its versatility and strength. They sell to anyone and everyone, even opposing forces.
The Clans of Provencia
Provencia is ruled by a council of dwarf lords. The nation survives on trade; textiles, industry, steel. They have advanced inventors and smiths. Among them are humans, halflings, gnomes, dwarves, elves, and more.
* Neuss, Capital of Provencia, a city built by the dwarves to go through the high mountains, the city spills out onto both sides of the mountain, but does not go around the outside of it. The city is huge on industry, trade, and masonry. There are many guild houses here. At the zenith of the city is a large chamber that is a museum and altar to the great heroes of old. At the center of this altar is an Iron Waystone.
* Trier, a walled city, with lots of trade, near the Endine Woods.
* Entsprings, home of the Springs family, established by their great grandfather, and continued to be developed and expanded by the rest of the family.
* Giltdays; a dwarf fortress that is mining precious gems and minerals. They trade directly to the nearby city of Trier.
* The Order is a guild that operates covertly and attempts to take out monsters and high priority targets without anyone ever knowing of their involvement.
The Empire of Atigan
Ruled by a great Sun Elf, Atigan runs up the Western coast in the midlands, is a nation of great magic, architecture, and philosophy. The cities are mixtures of gardens, marble, and houses made of both cut wood and shaped trees. Living within Atigan are elves of all kinds; sun, moon, high, wood, wild, winged, and bestial. There are also humans, halflings, giants, centaurs, satyrs, lightborn, plane-touched, rabbitfolk, owlfolk, and more.
* Cordoba, Capital of Atigan, this grand city is huge, with sprawling marble structures, and dozens of rooftop gardens. The parties here last for days, the wealth is overflowing, and universities teach people from all over the philosophies and magics from ancient elven tradition. In the center of town is the largest garden district, which a Iron Waystone can be found. There are several stone monoliths through the garden that list instructions on how to cast any cantrip that is not damaging or from the school of necromancy.
The Clans of Skroth
The mountains to the north-east were once home to the giants, with their disappearance the land was quickly snatched up. Goblin tribes roam the mountains, valleys, and deep forests of this region. You may find hobgoblins, bugbears, and goblins. More uncommon are orcs and ogres.