|Terrain||Swamp, Mountain, Highlands|
|Climate||Temperate, Tundra, Some Permafrost|
|Population||40% Human, 20% Halfing, 5% Dwarf, 5% Gnome, 2% Elf, 28% Other.|
General Overview: Balora is a harsh place with many wilds. The swamp in the southern tip gives way to lush highlands and dense forests before releasing its grasp to the permanently frosted northern areas. In the northernmost areas, snow falls year round, giving little ground to spring. This continent is home to many a creature, many of which are not civilized.
Terrain and Climate: The terrain of Balora spans swamps, highlands, small mountainous regions, and permafrost. The northernmost regions of the continent never thaw completely, giving over only to slightly softer ice and dangerous falls. In the south, the swamp eats at the first of the human settlements. In the middle, the area is encompassed by highlands.
Population: Humans are the bulk of the civilization on Balora, having their mark etched out in small settlements. Halflings are river folk, often nomadic traveling in bright wagons and riverboats. The dwarf and gnome communities have also etched out a niche in the land, inhabiting what mountainous regions as are available. The elves have a passing presence on Balora. The rest of the country is largely given over to those more wild creatures.
Areas of Note: The Dire Swamp is one of the largest and only landmarks on Balora.
Cities of Note: With the wilds of the land too untamable, there are no truly sizable cities outside of the only dwarven settlement of note on Balora. Orin's Temple, however, bares mentioning as the largest human settlement.
|Population||20% Rakb-Agume, 50% Humans, 30% Other.|
General Overview: Though the area is a large island of communities, mostly ranging in the grasslands/plains type. At the center of the landmass is a large city where Nanami herself resides.
Terrain and Climate: The climate and terrain on Dopha Etho is largely temperate and gentle. This is prime farmland and most of it is used to assist with the comings and goings of the large city at the center.
Population: The humans have carved themselves out a spot as the permanent residents of Dopha Etho, where many others fear to make residency. While they outnumber the Rakb-Agume, they still are not considered the dominant race on the continent. The other races, such as elves and dwarves, are a passing presence, often not staying for longer than their business in the city requires.
Areas of Note: None.
Cities of Note: Dopha Etho.
|Terrain||Jungle, Marsh, Mountains|
|Population||40% Human, 20% Orc, 10% Elves, 30% Other.|
General Overview: Covered in marshes and jungles, this continent's inhabitants either flock to the few large cities or try to carve out an existence from the jungle itself.
Terrain and Climate: Morida is as harsh and unforgiving as the goddess that calls it home. Jungles and swamps dot the landscape, hardly letting any room for less poisonous terrain. Cities and towns sprawl, and the jungle is as likely to reclaim the settlement as it is to remain there. Only areas with divine protection seem immune from the rigors of the jungle.
Population: Humans, though considered fodder by Abhirati, seem to thrive in this climate. By sheer effort alone, an elven population has managed to carve a home out of the snake-infested wilderness. The orcs have also done well in the harsh climate, pulling out an existence in a tribal sense, having few truly permanent settlements. Most of the cities require divine protection from the forest in the form of Abhirati’s priestesses in order to continue to exist for any length of time.
Areas of Note: There are various ruins worthy of note within the jungles of Morida. The mountainous region to the south is also very beautiful, in an austere, unapproachable way. There are numerous ruins along the southern coast where the sea has reclaimed the stone that was stolen from the cliffs.
Cities of Note: Abhirati's Temple.
|Terrain||Deciduous Forest, Plains|
|Population||30% Human, 30% Elves, 10% Halflings, 5% Dwarves, 2% Gnomes, 23% Other.|
General Overview: Considered the most hospitable of the continents, Silice is the home of Alanna and the birthplace of many altruistic magical creatures.
Terrain and Climate: Silice is covered in deciduous forests and grasslands, with a few flood plains and cliffs. The weather is generally mild, with winters never dropping too far below freezing, regardless of the area.
Population: Elves have generally claimed this area as their own, with humans a near second in terms of population. While most of the elves are insular, the humans have located themselves nearly entirely within the various cities. The other races have a smaller role on this continent, mostly being spaced out between the various cities. The Halflings, as always, thrive in the cities. Centaurs and other various creatures have hideaways in the numerous, encompassing forests.
Areas of Note: Dead Circle, Siren's Hill, Cliffs of Draconis, The Looking Glass (lake),
Cities of Note: Rak'Thule, Rak'Than, Alanna's Temple, Brother's Hall, Civitas Nobilas, Moenia Fae.
|Terrain||Desert, Forest, Grassland|
|Climate||Arid Desert, Temperate Forests|
|Population||70% Humans, 10% Elves, 20% Other.|
General Overview: Syrc is a continent left mostly to its own devices. The great desert that encompasses most of the area is proof of that, caused by both magical and mundane deforestation techniques.
Terrain and Climate: Most of Syrc is a hot, arid desert devoid of most life. However, the northern and southern tips have retained their grasslands and forests. The mountains to the northwest have also shielded the inner area from the hot reaches of the desert. Oasis dot the landscape, some of which are usable by humans.
Population: Being Sirus’s land, the humans have the run of the country. The only other individual presence worth noting is that of the elves, and, by proxy, the half-elves. The cities are nearly entirely controlled by the humans, and there are numerous tribal humans that have claimed the desert as their own.
Areas of Note: The Desert, Mons Praeses, The Tomb of Kings.
Cities of Note: Domis Rex, Sirus's Temple, Hermit's Tower, Domis Regina.
|Terrain||Mountains, Lakes, Forests|
|Population||30% Dwarves, 20% Gnomes, 20% Shapechangers, 15% Humans, 15% Other.|
General Overview: The haven of the dwarves, gnomes, and lycanthropes, Trawen is a simple place of simple needs.
Terrain and Climate: Mountainous and unforgiving, the winters in Trawen are harsh. Summers are gentle and fleeting. Thick forests cover what is not mountain or water.
Population: The dwarves thrive in Rodrik’s country, carving out their homes in the mountains themselves. Gnomes also make a passable trade, thriving off of their brethren. The forest, however, is owned by the various weres. Humans have started to find themselves a place in the unforgiving landscape, though much of that is inhibited by the restrictions the weres put on them.
Areas of Note: Caldera, Twin Falls
Cities of Note: Rodrik's Temple, Stormhammer Stronghold.
|Population||50% Humans, 15% Half-Elves, 10% Elves, 5% Gnomes, 5% Dwarves, 5% Halflings, 10% Other|
|Ecnonomy||Exports: fish, textiles, magical goods, weapons.
Imports: foodstuffs, other supplies.
General Overview: Rak'Than is one of two sister cities. Of the two, it is the less reputable. Being ruled by mages, it is not under the same scrutiny to adhere to the fundaments of Alanna’s dogma as Rak'Thul. Trade here thrives, in all manner of objects and services, not all of which are legal. The first impression, when entering the city, is one of the splendor that comes from being ruled by mages and their arcane ilk.
Location: The city is located on the edge of the river that extends east from the Looking Glass. The river runs between the two and Rak’Than the eastern of the two.
Population: The humans, as always seems the case in any large city, have managed to carve out for themselves a nice niche within Rak'Than. However, the elves and, subsequently, the half-elves have also made quite a name for themselves within the city. All of the major races are represented, with only a few of them falling into the smatterings strung out between the various residential districts.
Ruling Powers: A council of wizards sit at the head of Rak’Than, calling themselves the Paragon. Each of the five wizards is renown in their own right. When one of the five die, the other four search for the most powerful and well-known wizard (and occasionally sorcerer) who would serve and assist the city. Some merchants hold sway with the wizards, but very little is done in the way of trade that the wizards are not aware of and sanction. All of the wizards have unnaturally long lives granted to them by the marks of their station.
Areas of Note: The University of Rak’Than is the most widely known and prestigious in the world. Nearly all individuals who require a formal education go to the university there.
Personages of Note: As of the Third Goddess War:
Genevieve Silverstaff, female human Wiz20/Epic5; LE. Genevieve feels an affinity to the week and desires to elevate them beyond their station. She is the unspoken leader of the council.
Aos the Blind, male half-elf Wiz15/Rog5; LN. Aos traded his visual sight for an otherworldy sight. No one, not even those in the Paragon are truly understanding of what that entails or what he can see. His motivations are largely unknown.
Gunnic Bronzehammer, male dwarf Diviner15/Sorc5; LG. With his hatred of golems and a burning desire to see all and know all. He makes a journey to Dopha-Etho just to study at the libraries every year for a few weeks. Abjurations are prohibited.
Jebeddo the Lithe, male gnome Illusionist 19/ShdDncer5; LN. Jebeddo, known by a myriad of names such as “the Hopeful,” “the Just,” “the Sprite,” and similar names, wishes nothing more than to be a powerful leader that assists the people. Like most gnomes, he has a penchant for wanted to create things. It is well known that he wants a golem but fears Gunnic's retribution.
Filoian Leafalian, male elf Abjurer20/Epic5; LN. He feels the need to balance things between the good and the evil, the weak and the strong. Beyond all other things, he believes that a balance must be made and that is how the city will prosper. He is the crowned leader of the Paragon and bares the ring of his station. Conjurations and Enchantments are forbidden.
Rumors and Plots: Slave trade, Aos gone missing.
Areas of Note:
Personages of Note: