

Kingdom Overview and Major Cities
Standard Map
Political Boundaries Map
Major Cities - Legend/Key
1. Esphar | 27. Finder |
---|---|
2. Selniche | 28. Rissindale |
3. Jalfronde | 29. Novale |
4. Beckenville | 30. Porset |
5. Bolvorge | 31. Enidine |
6. Dargelne | 32. Tujinton |
7. Peridia | 33. Avendale |
8. Phingarde | 34. Den’ymar |
9. Yimn | 35. Memor |
10. Rhi | 36. Cathar |
11. Kaln | 37. Spari |
12. Teska | 38. Unor |
13. Rundya | 39. Fiel |
14. Delfondal | 40. Karon |
15. Modnae | 41. Halio |
16. Larshan | 42. D’zel |
17. Fait | 43. Nidane |
18. Harmor | 44. Berain |
19. Lavan | 45. Redan |
20. Nyve | 46. Cemara |
21. Ontalis | 47. Vanoss |
22. Styx | 48. Nevarn |
23. Quom | 49. Xas |
24. Lariate | 50. Lakor |
25. Vaan | 51. Unay |
26. Llay | 52. Vendoval |
Kingdoms (Overview)
Note that background/race suggestions are not in any way mandatory. All kingdoms feature all races and classes - some may just be less common in those areas. These are jumping-off points more than anything.
One overall thing that you can apply to all kingdoms however is that the last ~300 years have been rough, as the Empire officially crumbled in 308 BCE and we are currently in the year 117 CE. The first 200 years after the fall of the Empire there was chaos, with many kingdoms, false empires, city-states, etc. rising and falling. War left many previously well-controlled and well-travelled lands ignored, which in turn prompted a resurgence of monsters and beasts as the wilds reclaimed these areas.
In the roughly 150-200 years since the dominant powers were consolidated into the current Kingdoms, peace and prosperity have begun to return… but there are many wild lands still and much of the work of taming this wilderness and returning order rests on the back of mercenaries hired by their various kingdoms/regions.
Sallivanoss
- Expansionist
- Cruel Leader
- Powerful Military
- ‘Recent’ conquest of neighbouring country (NW - Unoriel) 74 years ago
- Xenophobic, particularly towards Elves, due to the local (also expansionist and militaristic) northern elves’ past aggression.
- Rough relationship with Shae’Han, which has lived in peaceful coexistence with their elvish population for generations.
- Good background area for:
- Fighters/Barbarians, or anyone looking for a veteran background.
- Militaristic Elves
- Adequate background for:
- Treasure hunters, explorers
Shae’Han
- Peaceful coexistence with the local elven nation, and has one of the most well-known elven cities.
- Strong military (by necessity due to Sallivanoss’ expansionism), exceptional Monks.
- Large tabaxi/beastfolk presence, out of the island with (32) - Tujinton.
- Member nation of the Brotherhood of Three (Shae’Han, Calh’Lagh, Aaval)
- Great for:
- Guards, Military, Monks
Calh’lagh
- Trading superpower (naval focus, but runs the largest overland trade companies as well)
- Trading agreements with Doth Domar, SH & Aaval, Esphar, and very tenuous (non-military items) trade with Sallivanoss
- Large Dragonborn, Lizardfolk, and Kobold populations on the frontier island city of (33) - Avendale.
- Great for:
- Mercenaries, Adventurers, Explorers, Merchants, Pirates, Seafaring people
- Druids, Rangers
Aaval
- Powerful magic users due to dedicated schools of magic and sorcery and a proud magical heritage/culture throughout.
- Peaceful coexistence with local Aarakocra/Kenku
- Somewhat isolated; Mach’Lithe is impassable, the inland sea between Aaval and Esphar is dangerous, and so the only super reliable way in is through Calh’Lagh.
- Small, but due to the huge magical focus of the kingdom, they provide a lot of strength for the Brotherhood.
- Great for:
- Wizards, Sorcerers, folks with a background in higher learning (sages, etc.)
Mach’Lithe
- Once the center of a golden age of magic, now entirely cut off from the continent. Nobody who goes into ML’s borders ever comes out, and no one from inside ever leaves. Many tales and mysteries surround this kingdom, which has been closed off for over 2,600 years.
Doth Domar
- Ruled by religious fanatics
- In centuries past, the war clerics of DD were bent on conquest of the continent, and DD was directly (via leadership) responsible for decades of wars.
- Exterminated and exiled local elven populations by deforesting the entire kingdom (which has led to large regions being swampy/marshy or deserts).
- Has often warred with its local Dwarven population, but after decades of futile attempts to gain an edge, a tenuous peace has been achieved. A very recent rise in xenophobia amongst the local human population puts that agreement on shaky ground, however.
- Great for:
- War Clerics / Martial/Military Paladins
- Dwarves
- Desert peoples
Arabeth
- Strong military, and strong navy
- Foremost spies and assassins in the continent\
- Home of the most famous Bardic college
- Leadership relies on infighting to keep lesser nobility from turning on them and promote a cut-throat culture among the nobility (which is divided into Houses)
- An IRL comparison would be the way Dune’s planetary lords are played off one another by the Emperor in that series.
- Great for:
- Rogues, Thieves, Assassins, Pirates, Warlocks
- Any background where noble caste is important, or, where deception/street-rat life is important
Esphar
- The heart of Trothguard, once the seat of power and home of the Emperor, is now a central kingdom ruled by a senate-like group that desperately is trying to retain its sovereignty.
- Home to several of the continent's best mercenary groups, as well as the Paladin/Fighters order The Knights of Troth.
- Home to a secretive group of monks who protect the long-closed Emperor’s Palace, and the Emperor’s Throne.
- Has a sizable Gnomish population, particularly around the Spine of Esphar (mountain range), and a very large Dwarvish population in the same mountain range.
- Great for:
- Rangers, Artificers


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