Nations

The Four Fiefdoms

The splintered fragments of once mighty Darshavon, the Four Fiefdoms represent the kingdoms of men. Seacea (See-see-a) to the West, Vranna to the South, Kallendor to the East, and Anolga in the North. Each fiefdom is ruled by a duke (Kallendor's ruler alone claims the title of 'king,' though the others do not acknowledge this) who can each trace his lineage back to an individual who once swore allegiance to the last true King of Darshavon. That lineage goes back over five hundred years; the Fiefdoms have not had a king for that long. In the intervening time, each fiefdom has forged their own path with only the occasional idealist attempting to reunite the realms as one. Those who have undertaken this endeavor have always met with failure.

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Dwarven Thanes

 

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Panthora

Amongst all the peoples of Uhl, only the eslar of Panthora are united under a single banner. It has long been feared they would leverage this unity to make war on the other nations, but they are a people ruled by isolationism and thus far have shown no interest in extending their reach beyond their own borders.

Eslar are not ruled by any one individual. Rather they elect a consortium of technologists, learned men and women who have dedicated themselves to the pursuit of technological endeavors. Thirteen technocrats are elected to the Consortium, with each serving for six years.

Isia

The capital city of Panthora.

Navarre

City of the Dead.

Southern Reaches

A land off the map. The Southern Reaches are a distant land to the south of Uhl.

The Freelands

A lawless land of mercenaries, rogues, and thieves, or so the people of the Four Fiefdoms would have one believe. The Freelands are not without law, but there is no central government or liege to whom its people swear fealty. Instead it is a fragmented hodgepodge of cities and castles, each ruled by a baron or lordling who has either fought his way to the top or gained such a following to warrant such consideration. The only unity the people of the Freelands share is the belief that they will never swear loyalty to king or god again.

Drax-Korrum

City of Assassins.

Tribes of the Krill

The xenophobic krill, or cat-people, are a tribal society who make their homes throughout the vast Merrow Woods. Six tribes ruled by councils of elder shamans and wise men maintain uneasy alliances with one another most times, coming together only when faced with great adversity.

Aidu

 

Dumon

 

Harii

 

Osi

 

Tauran

 

Unali

 

Sitheri Broods

The snake-people dwell deep within the Grimmere, called Death's Head Swamp by most. They are a matriarchal society with powerful witches as brood leaders and tribal borders that are ever-shifting due to incessant internal conflicts.

Apis-aba

 

Cutho-ka

 

Kel-kala

 

Lusa-na

 

Okzimba-ma

 

Saamnak-hut

 

Shi-ono

 

Sish-pon

 

Tul-anon

 

Zaros-goz

 

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