A collection of disorganized tribes that control most of the northern ice lands. These tribes range from a few families to tens of thousands of warriors. They are largely nomadic, which sometimes drives them into conflict with their southern neighbors.
A wild land, small city states stand along the storm-ridden but resource rich coast.
A large Elven country, Triarchia has a complicated political structure which keeps it from exerting much influence beyond its own borders. Family ties are extremely important, with a complex clan structure competing with a powerful religious bureaucracy for power.
Triarchia is shoring up Pholus as a bulwark against further Akoran expansion.
A halfling nation, Pholus is tottering on the edge of collapse due to a large Akoran invasion. Support from Triarchia and Nipos is the only thing preventing complete collapse. Before the invasion, the country was pastoral, and renowned for its light cavalry.
The most powerful nation in this part of Arakion, Akora is an expansionist Dwarven state ruled by an ascended emperor. It has absorbed all of a neighboring human state and is fighting with all of its neighbors.
Founded by settlers from Vargald, Haragald is also known as the Kingdom of the Isle. The Kor River flows through the heartlands of the nation, providing rich farmlands to support the only military consistently capable of defeating Akora. Haragald also dominates trade in the Inner Sea.
An ancient Elven kingdom, Damaria is intensely inwardly focused. Its people are highly honor-bound, and reject all trappings of modernity. While they are known for being masters of the sword and bow, many of its people are unable to understand machines—even those as simple as a door knob. No locks, crossbows, or even lanterns can be found in this densely wooded land.
A mercantile nation, Zerish’s power lies in it’s great Iron Ships which give it undisputed control over the neighboring seas.
A collection of three mercantile cities, sitting astride major desert trade routes, particularly controlling trade with the distant lands to the south west.
An island culture of warring city states. But nothing can draw them together better than the threat of an outside power interfering, and they have set down their feuds (temporarily) to hold off Arkora.
Battered by brutal storms from the Outer Sea, Vargald has evolved into a hard culture of raiders and seafarers.