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  #16  
Old Aug 15th, 2014, 12:58 PM
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The Exalted Kingdom of Erenea, Felshar, and PontunName: The Exalted Draconic Kingdom of Erenea, Felshar, and Pontun
Government Type: Council of Elders
Geography: Bleak Desert

The Exalted Draconic Kingdom of Erenea, Felshar, and Pontun is neither exalted, draconic, nor a kingdom, but the Kobolds who inhabit the forsaken deserts of the region think it needs an ostentatious name, so they gave it the most obnoxious name they could think of. In reality, the wastes are riddled with caves and tunnels, which the denizens inhabit to keep themselves out of the scorching sunlight whenever possible. The cities of Erenea, Felshar, and Pontun sit on the surface, and are populated year-round by the most intrepid of kobolds, while the Elder Council operates the nation from beneath.

The craven reptilians resent their neighbors simply for existing and being stronger than themselves, but no open warfare erupts along the border. This is because the kobolds are too afraid of reprisals. Small raiding parties do strike into the neighboring villages, bringing back captives to torment, or supplies the kobolds are incapable of producing themselves.

Despite all this inferiority, the Grand Council does leave a seat open for a Kobold member, granting them equal status with the other races of the world.
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Old Aug 15th, 2014, 01:00 PM
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Hyertine PlainsName: Hyertine Plains
Government Type: No centralized gov't. Clan Matriarchs rule.
Geography: Scrub, plains, oases

The Hyertine Plains are populated by many creatures, both great and small, but the primary race to call them home are the Gnolls. Gnoll clans have wandered the plains, hunting, slaving, and pillaging for millennia, and the nobody else truly wants the land, but it is a great shortcut for traders moving through the region.

The gnolls of the plains raise many beasts, and they are often exported as trained performers or guard animals, and are highly prized around the world. The Clans of the plains are on good terms with the other matriarchal nations, including the Hives of the Arthrops and the Dark Citadel of the Drow.
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Old Aug 15th, 2014, 01:03 PM
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The Great Aquatic KingdomName: The Great Aquatic Kingdom
Government Type: Monarchy
Geography: Underwater/Seabed

The Great Aquatic Kingdom is ruled by a hereditary monarch, descended from the divine appointment made by Koralra at the beginning of days. The Kingdom's borders are open to all comers, provided that they can breathe underwater, or can pay for a denizen of the depths to provide them with such capacity. The Kingdom stretches over most of the seabeds of the world, with magnificent cities grown out of the living coral, or build of magically-enhanced blown glass punctuating the seafloor. The most notable locations are the Koralra Institute of Magic, the largest arcane university in the world, and Tialant, the nation's capitol. Tialant is fiercely guarded against invasion by all manner of sea creatures, not just the ruling merfolk. Few would attempt to assail the merfolk's cities, but it has happened in the past, and it will happen again. The drow, tieflings, and lupos each have openly expressed interest in controlling the Koralra Institute, as its vast stores of knowledge are only rivaled in neutral lands on the surface.
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Old Aug 15th, 2014, 01:04 PM
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RrurrgrruName: Rrurrgrru
Government Type: Tribal War Council
Geography: Alpine Forest, Woodlands

The Forests of Rrurrgrru are preserved in a state of natural perfection. Patrolling Ursarans keep uninvited visitors out, and tend to the populations of all the game animals, birds, and plants that flourish within the boundaries of the forest. The edge of the forest defines the limit of the Ursarans' territory, and this fluctuates as the trees spout, grow, and die. Poachers of both trees and animals are dealt with with the savagery of nature herself. The denizens of the forest are very welcoming of peaceful visitors, and provide warmly for any who wish to learn of their ways.

Several points of interest include a large druidic commune in the center of the forest, the Empty Paw Monastery in the east, and the Redclaw Barbarian Tribe in the west.
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Old Aug 15th, 2014, 01:06 PM
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The Remulon DensName: The Remulon Dens
Government Type: Oligarchy
Geography: Urban

The Remulon Dens inherited the name from the traditional Lupos dens of time immemorial. They are not even primarily populated by Lupos, but the most important government and military functions are performed by Lupos. The day-to-day operations of the Dens are handled by the indentured workers brought in to run the factories, shops, and basic public functions. Many nations and private individuals have owed large sums to the Alphas of the Packs, and the usual payment for defaults is indentured servitude, generally of a family member or subject. As long as a person continues to provide the Dens with workers OR money, they are treated as good customers.

The Alphas each rule their own extended family, but are subservient to the Grand Alpha. He doesn't rule absolutely, but helps to break impasses in decision making. Most of the time, each Pack runs its own town however it sees fit, so long as it provides its taxes to the capital. Murder and assassinations are common throughout the nation, as Lupos killers practice their skills. Killings performed within the borders of the nation must be permitted by the city's pack government, while killings outside the borders are encouraged, and require no approval. The Lupos spread terror throughout the territories of their neighbors, and endeavor to leave little evidence that they are responsible. While nasty, cruel, and terrorizing, the Lupos would prefer not to be exterminated for their predations.

Consumption of sentient flesh is legal in the Dens, as is dueling, gambling, prostitution, and most other vices. All are taxed heavily, but as long as the taxes are paid, the enforcers keep their claws clean.
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  #21  
Old Aug 15th, 2014, 01:07 PM
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The SwamphivesName: The Swamphives
Government Type: Matriarchal Monarchy
Geography: Swamps

The Swamphives of the Arthrops people are not truly a nation, but any unwanted incursions into the heavily wooded swamps is met with swarms of male arthrops rebuffing the advance. The land is comprised primarily of brackish water, a few feet deep, with some islands springing up, generally with an arthrops guild village populating the island. Travel between villages is simple for arthrops, they simply have to clamber from tree to tree across the distances. Other races have to navigate the treacherous waters in shallow boats, moving incredibly slowly in order to avoid the trees.

The Circle of Crones decides what guild is to live on which island, and what their purpose should be. Every arthrops reports to the female above them, with each guild operating independently unless given a directive from the Circle.

The terrain is the main defense of the Swamphives, as few can survive without significant solid land for any length of time. Venomous predators lurk throughout the region, and the natives know how to avoid them. Invaders, not so much. The outer limits of the swamps are littered with the decomposing corpses of the most disgusting intelligent beings.
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Old Aug 15th, 2014, 01:10 PM
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Dark AbyssCapital: Zer'thun
Nation: Dark Abyss
Government Type: Matriarchal Oligarchy
Geography: Tunnels/Caves

The Capital, Zer'thun, is built in an enormous cavern and consists of 3 large sections. The Spirals, the Maw, and the Core. The Spirals, are five tendrils that grow from the edge of the Maw as expansion is needed. The five tendrils organized by needs, split between; Industry, Agriculture, Government, War and Worship. The Maw hold the Major Houses in power at the time and the Core is the palace of the Bright One.

The right to become the Bright One is only for Females. A sec of priest are always on the look for Flames, Candidates taken to the Ven'thun hoping to be chose as the next successor on the dying day of the ruling Bright One. Vindara the current Bright One has ruled for 28 years (Age 96) since the last Bright One last light faded. Vindara is also the first known Darkling to holds powers similar in grandeur to Drow Nobles. Wise and Brilliant she is known as an Oracle that draws on her faith in Leishara, the Queen Beneath to accomplish mighty feats of magic. Holding rank above all loyal to the Dark Abyss nation.

The high council of advisers known as Ven'thun, are essentially the 3 strongest female house leaders per Tendril. They help the Bright One in all matters of government and are the equivalent of High Lords or Barons of other nations.

The Mar'thir is the council of Grand Masters never consisting of more than 15 members, this is the highest rank a Male Darkling can receive. They are below the Ven'thun in rank except in matters of their Mastery assigned to them upon being chosen by the Bright One. In their Mastery they are only outranked by the Bright One herself. They also act as Generals for the Darkling Army.

Military: Darklings are known for their impromptu army of mounted soldiers and hit and run tactics. All male Darklings spend at least 4 years in military service shortly after reaching adulthood. Here they learn the ways of melee and ranged mounted combat. Magical ability is trained based off specific talents. Darklings use a wide variety of animals gathered from small towns living on the surface. Mainly due to the lack of mountable subterranean creatures. The most exotic mounts go to high ranked Females, or Males that perform great works or feats of valor in the battlefield.
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  #23  
Old Aug 15th, 2014, 01:10 PM
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The Rookery ForestName: The Rookery Forest
Government Type: no formal government, local councils
Geography: temperate and subarctic forests

The Rookery Forest is the general name given to the large swathe of otherwise uninhabited forests connected across the northern portion of the continent of Primfera (the northern continent). Primarily inhabited by the avian Tengu, in is a lightly developed land, with clusters of homes built high in the primordial redwood trees, connected by bridges and rope-and-pulley lifts to transport cargoes and creatures from the forest floor to the villages in the canopy. The Forest is sparsely populated, with only a few tens of thousands of occupants spread over hundreds of thousands of square miles.

There is no formal government in the Rookery Forest, but trespassers, poachers, and uninvited loggers are swiftly dealt with by local scouts. Often there is no evidence of the location of Tengu settlements, as they ar easily camouflaged by the branches and leaves of the upper reaches of the forest. Residents learn to read the bark of the trees to find their way, and those with any ability to fly flaunt it, approaching their homes from above to display their closer relation to their true avain relatives.

The native Tengu are very curious folk, and often allow traders and other visitors free reign in the forest, but any breaches of conduct are dealt with forcefully and without warning. The Tengu display a facade of pride to cover up the shame of their inability to fly, and do not suffer slights easily.
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