"Representatives from every kingdom boarded the boat headed for the South Lands."

Old World Kingdoms

 

Everyone comes from somewhere, where will your story begin?

Art by KT Chapman

Elvish Empire

In the heart of the old world, standing far longer than any other country, lies the Elven Empire. Though its size has diminished over the recent centuries, the people’s pride in their country has not faltered. They believe that the Empire is the best nation and that it stands strong above any other for its age, to the point it can sometimes become an issue. It is best known for its capital Efirias, a grand city of sparkling white stone all centered around the castle. The castle grounds are not only home to the castle itself, but also to the Academy of the Ancients, where the art of Ancestral Miracles is passed down to those who have shown potential.

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The Dwarvish Empire

Steel and fire, an empire born of war. The Dwarves of the old world carved their empire from the control of the elves through a century long war. Ever since then the dwarves have fought to solidify their control of their empire and truly become the empire they see themselves as.

The greatest invention that has led to the continued survival of their empire was the invention of clockwork. The dwarves live in a land barren of many of the natural resources the other races take for granted, as such they focus on making things as efficiently as possible with the most efficiency. Within this empire everyone has their place and everyone is expected to work with the utmost efficiency within their role.

The Fisher Kingdom

There are two sides to the Fisher Kingdom, the land and the sea. Located on the southeastern part of the Old World, The Islands of the Shattered Peninsula are strictly used for farming within the Fisher Kingdom. Those who live ashore are often looked down upon by those who live aboard the floating cities and traveling boats. Land dwellers are a mixture of people who have been sentenced to work ashore on the farms, and a select few who have chosen to live there. For one to move from being a shore dweller to a ship dweller the respect must be earned.

Those of the sea that live and work on its waves receive more respect than those that live on land. These people are typically from one of the many floating cities or aboard a sailing vessel and it is common to spend little time on land. The Fisherfolk have adapted to their oceanic lifestyle, developing all manner of aquatic traits from finned ears and webbed hands to gills and even scales. Fishers come in a large variety of colors and patterns, generally colors develop differently in fresh water versus salt water, as well as in hot versus cold environments. 

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The Orcish Tribelands

The Orcs of the Tribelands are masterful builders who have spent their existence building not only physical communities but social ones as well. Their belief is strongly rooted in the idea that it takes a village to raise a child or the child can raze a village. Every person is responsible for everyone else within the Tribe as they pull together to survive in the harsh terrain. The leaders in recent generations however have been chosen by their communities, choosing to follow them. A leader has no power there unless the people choose to follow them. The idea of the nuclear family isn't prevalent in the Orcish Tribelands, instead the Tribe has become synonymous with family.

 

Despite this focus on the community, the Tribelands itself have been forged from battle and blood however. Growing up they are taught in equal measure crafting and warfare to ensure that they not only find their best fit within the Tribe but to ensure the appreciation of balance in creation and destruction.

The Goblin Freelands

In the time since the Goblin War, the Freelands have seemed like a slice of paradise for most. Even though it is primarily made of small communities that care for each other and no true central government, Hollilm still stands, with improvements done by both sides, as a central, neutral location. The city serves as a central place to gather, in times of strife or great need, despite not having any one leader of the Freelands. It also held one of the largest markets in the Freelands, and yet one of the lowest crime rates in the kingdom. There is little to no reason to steal, when everyone has enough to share and give willingly.

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The Vyakti Barren Lands

There are two different worlds to Vyakti: The surface and the underground or Burrows. The Vyakti (Vee-ah-k-tee) roam Barren Lands, the northernmost land of the old world. These lands are cold with minimal vegetation and could be described as a tundra. This has led to the people of these lands finding use in every resource they can find in the Barren Lands, and letting nothing go to waste. The lack of resources in their territory has led to more reliance on trade with the other kingdoms over the generations. The Barren Lands are arid and so inhabitable that the Vyak and Orcish Tribes are the only people that have adapted to this environment. There are dust storms that are so cold that those that are trapped in them freeze within minutes, as well as mercury storms, rain with such a high concentration of mercury that it is toxic and leaves the land and surface water poisoned. These storms are predictable, however.

The Republic of the West

During the Great Rebellion, the Human city states pulled together to send and fund mercenaries to both major sides: the Elves, and everybody else. They wanted independence no matter the outcome. With a large portion of both armies being made up of Republican Mercenaries, they would have a major foothold in whoever the victor would be. After many casualties on both sides, the various Kingdoms of the Old World came out successful and as part of that success, the Human city states were recognized as the Republic, as an independent Kingdom.

 

It quickly took root as a major economic hub, with various marketplaces and certain city states within the Republic that became well known. The Republic specialized in various luxury goods. The six major city states each had a type of good they were known for. These cities would also work together, having special trading rates for those who belonged to the Republic. There’s rumors in other Kingdoms of there being a secret code to achieve such a thing, known only to the locals. Members of the Republic must live and work in their city state for a few years before learning the intricate secrets of the various trades, but the Humans are quick to adapt. However, Humans are also known for playing both sides of any deal, as shown by their actions during the Great Rebellion. Some cultures remark that Humans of the Republic have the least honor, but a common phrase thrown around by Humans is “You can’t eat honor.”