Countries

There are two major empires in the world of Vala, each with their own heartlands, colonies and frontier provinces. Their territories stretch across the entire length of the main continent of Pandraia.

  • Imperium of Man: Great empire of the human race, founded at the end of a Civil War within the previous human empire. Cities concentrate around the shores of the Bucca Mundae (Mouth of the World). Since humanity was in many kingdoms, it has found itself in conflict with the Yuan-ti in the south and the Goblin tribes in the north. This near constant warfare for survival has forged a civilization almost instinctively prepared for conflict. Their recent invasion of the Manichean Confederacy is sadly the end of a century long period of peace among civilized races.
  • Cambrian Federation: Oldest state in history, Cambria is a democratic coalition of the great city-states of the Fey. High Elves, Wood Elves, Wild Elves, Plain Elves, and Nymphs share governorship of the land conquered after spreading from their native Feywild. While nowhere near as numerous as men, their knack for complex weaponry and craftsmanship has enabled them to equip mighty armies to hold their own in the many wars they have faced throughout their history. It is clear in modern times that the Elven Diarchs and the Agora are keen to retain a state of peace, at least in their own lands.

Far from the intrigue of great empires are lesser states, separated from the humans and Fey either by great distance or geographical barriers.

  • League of Aulë: Close alliance of Dwarven citadels spread throughout the Aulë Mountains and the Thalassan Range. Their access to the riches of the mountains of Gaia strategically places them at the heart of the global economy. While other states can mine varying degrees of iron, gold, ebony and the like in their lands, no one matches the purity and volume of Dwarven production. Their geographic isolation in the mountains as well as the vested interest states have in mutual trade has protected the League from most vicious wars.
  • Kingdom of Lantea: Founded by the legendary King Lanteas, the island kingdom of the Dragonborn has grown under a strict military code of honor and feudal economic principles. The valor of its knights in combat has made their intervention in historic wars an often key factor for whatever side is deemed worthy by King and Council.
  • Xiongnu: Nominally, the Emperor of Xiongnu holds power over the Halfling’s and Gnome’s northwestern quarter of the continent Xen, but in reality, rich landowners – who have the capacities to raise peasant armies, summon loyal vassals, and hire skilled assassins – control the country. Political legitimacy in the eyes of the six wealthiest Gnome barons and in the eyes of the people is key to the stability of the region, and since, by ancient tradition, an emperor alone may hold such a right, the equilibrium afforded by his presence will persist. A civil war or two every few decades notwithstanding.
  • Genasu Rashidun: Something of a mystery to the world at large, the empire of the Genasi – a diverse race of elemental beings – sprung into existence from the Primordial Plains almost two centuries ago. Since then the Rashidun has risen to the status of largest nation on Xen. Its people may be few by comparison to other races but their control over powerful elemental beasts has enabled them to spread rapidly, wiping out lesser states and nearly erasing the Kingdom of Feledren from existence.
  • Yuan Cardinate: The militaristic empire of the Yuan-ti, race of serpent people, has long been in conflict with the Imperium of Man. Antagonism between Human and Yuan-ti is nearly as old as the races themselves. Led by its Grand Cardinal, this empire seeks the good pleasure of a Daedra, Nazguul, and the extermination of the Imperium of Man – goals that fall nicely in line. The Yuan-ti are constantly held at bay by the Legion, which does not enter their territory for fear of the powerful Naga that thrive in the Yuan-ti swamps.
  • Thri-Keen Hive: Known by no other name than Thri-Keen, a certain region in the north of the continent of Pandraia is ‘infested’ by breeds of insectoids bearing the same name. While most civilized folk know it as an ecological feature rather than a country, the Thri-Keen has shown sufficiently unified social structure among its soldiers that one cannot help but feel as though its expansion is driven by intention rather than mere instinct. As of late, the Hive has lain dormant, much to the relief of Pelopos, Chondatha and the Hejaz Republic, who have born the brunt of its wrath. The Cambrian Federation’s capture of almost half the Hive’s territory may be the reason for their recent pacifism.
  • Manichean Confederacy: A quasi-democratic confederation of city-states out in the middle of nowhere, the Manichean Confederacy has a garnered name as the bastion of tolerance and freedom. Although the federal government is run by aristocrats, its cities and military function on an egalitarian system that does not discriminate against race or culture. People from across the mortal realm flock to this country to escape the bonds of imperialism and the persecution of many intolerant cultures.
  • Delian Kingdom: Subterranean state of the Drow, or Dark Elves, Delia is shrouded in mystery. Most other races know it for its unique matriarchal hierarchy while the more politically aware remember its many wars with the League. Few challenge that mighty Dwarven alliance.
  • Quorillian Dominion: No state inspires greater admiration than Quorillia. Fueled by the incomparable intellects of the Kalashtar race, this small but powerful country operates on a strict technocratic system that opposes preference on the basis of cultural, economic or religious advantages. “Great in the eyes of Amun, nothing in the eyes of Quorillia” goes the common saying. Their position wedged between the Thri-Keen and Delia has forced the Kalashtar to become almost impermeable to enemy forces, a feat only possible through their incomparable skill with rituals, psionics and magic.
  • Hejaz Republic: Any who have seen a Githzerai trader descend on the back of a great drake know the commercial prowess of the Hejaz Republic. Situated at a adequate distance from all the great nations of Pandraia, the Republic has found a prominent niche in world affairs. Its democratic and capitalistic society is also an example of what can happen, under such ideal conditions, with a dearth of civil regulations.
  • Pelopos: Virtuous kingdom of the centaurs, Pelopos has a reputation for its fierce and noble people. In times of war, as when the Thri-Keen once ran rampant, virtually all Peloposians can be called to arms to quell the threat. Centaurs from the age of 6 until death are considered able fighter in combat. In fact, a Peloposian of age 7, normally armed, could stand against a soldier of almost any nation. On an international level, Pelopos is also renowned for its periodic Olympic Games, in which athletes from any nation are allowed to participate.
  • Feledren: Last kingdom of the Beastfolk, Feledren is a state under siege. The Genasi stand at their borders, sending in the occasional army, trying to find chinks in their armor. A variety of humanoid beasts including Lionfolk, Catfolk, Ratfolk, Mousefolk, Foxkin, and Bullywugs. Its King Nalsa has accepted refugees of all Beastfolk races, bolstering his country against the Genasi.

Countries

Vala Azrael_of_Seraph