List of Minor Nations and States

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Aloria is a diverse world, filled with strange plants, animals and people and great geographical wonders. All of it, however, is claimed and staked out by a myriad of nations, states, kingdoms, provinces, and republics that cover the world. Some are large and powerful such as the Regalian Empire or the Masaya of Farah’deen. But many more are small, minor states that only have modest impacts on global politics. Below is a list of these minor states, who represent nations that are not the founding point of cultures, have little political power or are small in physical size.

Oldt Era's Minor States

A map of the nations in Oldt Era.


Zemlith serves as the base of the Regalian Empire’s efforts to recover Ceardia. Zemlith itself formed after the Cataclysm, rising out of the ocean into a small series of islands. It was lightly populated in the following years, largely by fisherfolk residing upon its shores but gradually became a pirate hideout. In the years before the Destruction of Ceardia, Regalia helped a local warlord clear out the pirates hiding in the rocky landscape, in return for being able to take control of the region for themselves. When the Destruction of Ceardia came in 268 AC, the country was the main staging ground for the Regalian evacuation effort as hundreds streamed to Zemlith and then out to other areas of Aloria. In more recent years, the Regalian Empire has set up a stratocracy ruled by Admiral Yellen Locher to help reinforce their reclamation of Ceardia. The three islands in the small archipelago are rocky and windswept sea stacks clustering around the coastline. Several thousand Hem Velheim people (named that for their unique language of Hemmelig) live there, as well as many more Regalian military personnel in citadels and barracks on the northern-most island. The original Ceardian Ailor inhabitants remain as well, supplying all parties with food and other services from their hamlets. The islands are most known for being a military base, as well as for their great sea stacks, some of which are said to twist and turn in the wind.

Kingdom of Yervonth

Despite its sparse population, the island-state of Yervonth is vital to the Regalian Empire, conveniently located west of both Ceardia and Zemlith. The nation has existed in obscurity for much of its history - even the Elven Empire rarely bothered to raid the island for slaves. The Cataclysm, however, flattened the landscape and brought the Ceardian Ailor hiding in the center of the island out to the coast. At this same time, a monarchy formed from the Ellevon family, the wealthiest on the island, who began exerting their power over all settlements in their range, and creating a dynasty. This dynasty came to rule Yervonth, beating back various incursions by Ceardian warlords. After the Chrysant War, Regalia annexed the kingdom into their Empire and set up several military outposts along the coastline. Since that time, Yervonth has supplied the military vessels and trading ships of the Regalian Empire in the southern waters of Aloria. The terrain of the region is currently gentle slopes and lightly brushed marshland with various hamlets scattered across the land. The majority population is Ailor and appears similar to the Highland Ceardians of the Regalian Archipelago. Yervonth as a nation is famous for its agriculturally-inclined art and architecture which is said to rival the Cielothar in design and beauty.

Hadaria's Minor States

A map of the nations in Hadaria.


Turmenia stands as a war-torn and damaged nation, still attempting to recover from the Chrysant War, which devastated the coastal landscape. The state was originally a group of three Chrysant Kingdoms, Lssosa, Plasszza, and more prominently, Ullessa. Each of the states was founded shortly after the Sendrassian Civil War, and there was a length of peace between these states. They were some of the last to join the Essa Empire when it was formed by Empress Miko Missa. They were cosmopolitan trading states, versed in the ways of the Ailor. They feared some sort of backlash in joining the Essa Empire, but the Empress assured them that such an event was unlikely. Unfortunately, the Chrysant War began a little over 20 years later. At first, these eastern states were safe, rallying their troops but Regalia swept in their direction after peace talks broke down in 287 AC. These forces were shelled where they stood, most of the time, or surrendered, Lssosa falling within two weeks. Ullessa and its capital city were blockaded into submission and Plasszza was devastated when they refused to surrender. While a Regalian governor was instituted to rule the regions in 291 AC, the Soor-Rassa-Allar soon helped the Cro-Allar Thrrik Szzilvarra come to be the Digmaan of the newly named state in 294 AC. Since that time, he has ruled with his consort, the Slizzar Malssya Szzilvarra as a dutiful servant of the Regalian Empire. The state is a puppet monarchy, Thrrik reporting to the Regalian Empire and attempting to follow their directives as best he can. The population is mostly Allar, many living in the west and central area of the state, while Regalian Ailor and other races live in the southern area, near Karfanth. The landscape is jungles, much of it recovering while the state is most noted for its many tidal pools all along the coastline. Some are highly complex and large, supporting small animal and plant populations, drawing the attention of those in the School of Biology.


Karfanth is a military junta, set up in territory previously belonging to the Chrysant Kingdom of Essllzzon. The nation was one of the many nations set up by the Allar after their civil war and prospered in its own way. It was a small state ruled by a Digmaan, of little importance, but was one of the first to join Miko Missa’s call for unification, eager for the prosperity she promised. The state did begin to prosper, and during the opening half of the Chrysant War, their alchemists produced healing potions and was a major contributor of medical supplies. They were also one of the most stubborn and loyal states, destroying a Regalian battleship through alchemy when the Imperial Fleet sailed up to their shores. In response, the Regalians fired cannonballs at close range on their coastal cities and employed “subjugation” tactics, which equated more to genocide. Thousands died, including the Digmaan, and civilian leaders desperately surrendered. Satisfied, Regalia moved on to other nearby states but left a sizable force to begin the cleanup. Following the war’s end in 291 AC, General Garrison von Bachmann was put in charge of the military state and rules it to this day. The General maintains his appointment well but is not too happy with the respect he must pay to the neighboring Allar states. The population is an equally split of Allar and Ailor, the Naylar species living in poor conditions around Ailor settlements built on top of former Essan towns and cities. Karfanth is most known for its alchemical products, as its Allar population still produces creations to aid in the healing process. This is due to wonderful water gardens, uniquely built to support a wide variety of medicinal plant life, as well as other alchemical plants. Several of the major gardens were destroyed in the War, but Regalia now seeks to rebuild them all.

Hal Pormonth

Hal Pormonth is the richest of all the Hadaria states, due to the wealth it extracted from its mineral-rich mountains and dormant volcanoes. The state, as it stands today, is a union of two Chrysant Kingdoms, Allossa and Azzollon, who fought a series of conflicts over the shared Hallasson Mountain Chain. These two groups ultimately resolved their political differences by 200 AC, and in 264, Vorrokhar Digmaan of Allossa was the first to join Empress Miko Missa’s proposal of unity. Due to their shared wealth, the nations were principle funders for the development the Slizzar ruler wanted, but this came to an end in 286 AC. Mainly inland states, Allossa and Azzollon, continued to use land routes to send troops and supplies to other Chrysant Kingdoms. However, soon it was their turn to be subjugated. While the capital of Allossa was left untouched (Regalian forces in nearby Lake Porassa unable to shell it) the city ultimately surrendered due to lack of supplies and the fall of neighboring Azzollon, whom the Regalians devastated. A Regalian governor was installed to rule when the war was over, but in 295 AC, the Cro-Allar Zzol Vis Vorrokhar was restored to his position. The state is now a puppet to Regalia, but a beneficial one. The nation retains a vast Allar population, with Ailor only present around Lake Pormonth, as it was renamed to and the two coastlines the state possesses. What marks the nation as unique, is that it retains a number of intact Essa Empire structures, particularly the capital city of Barazzt, in the north-east of the state. The nation is also well known due to its wealth, its citizens often possessing at least one item of gold to show this as compared to other, poorer states around them.


Walforth is the largest nation in Hadaria, made up of the territory of four Chrysant Kingdoms and a series of unaffiliated settlements, now taken over by Ailor. The four Kingdoms were formed after the Sendrassian Civil War, but in the north, the settlements there never unified into formal states. These states were unnotable, aside from the major one of Ssesollosa, and existed in a rough tug of war with each other for decades. By 250 AC, the western coast was dominated by Ssesollosa, who quickly joined Empress Miko Missa project to unify Hadaria. Their region was one of the last hit by the Regalian Empire in the Chrysant War. Ultimately, two of the states surrendered without a fight, having one decried the Empress and attempt neutrality, leaving Ssesollosa to fight back. Their capital, then near the coast, was hotly contested for months before it finally fell. In the aftermath of the war, the Soor-Rassa-Allar helped Digmaan Arrastra, ruled by the Cro-Allar Zigma Kheer Arrastra, return to his position as head of state. The nation now sits quiet, disgruntled and attempting to centralize as much as possible, given their new gains. The state is a puppet state to the Regalian Empire, but Zigma is noted for his dissatisfaction with their rule over him, opposing the more culturally refined aspects of Regalia when he travels there. The population is mostly Allar with an Ailor minority in the north, where the Imperial Navy severely depopulated the old independent Allar settlements. The state is mostly known for its subtropical environment, with many rivers and swamps, whose water levels rise and fall each year due to seasonal cycles. This also provides ample and rhythmically shifting farmland, which Regalia has exploited to help keep their people fed, with whatever remains directly given to the Allar workers. They do have to watch out for dangerous aquatic creatures, though, that sometimes come up the rivers.


Caernoth is a fully settled former Allar state home to many of Regalia’s system of governance in Hadaria. The nation was previous two smaller Chrysant Kingdoms, but Nazzron, the western state, began a brief war with its neighbor. By 100 AC, the states were one but had a heavy pension for combat. Thus, they became the mercenaries of Hadaria, serving in wars and conflicts, contracted to hunt down dangerous animals and to attack slavers. By 240, their leader was the Cro-Allar known as “Sun Eater” and had a similar cult of personality to his eventual lover Miko Missa. He expanded his power to become the most powerful Digmaan of the period. He joined the Empress in her plans, became her Chief Digmaan, and when the Chrysant War started, might have been a force to be reckoned with by the Regalian Empire. Unfortunately, Maiar saboteurs killed him and his fleet in 290, as he sailed home to take his force to fight Regalia in nearby Ssesollosa. The Imperial Fleet then arrived, heavily shelling his arrayed troops before landing and cleansing numerous major urban centers. Sun Eater’s daughter, (his son dying with him in the fleet), ultimately surrendered to Regalia and accepted exile. Following the war, Regalia turned to the broken nation and sought to make it into the Ailor heart of the south. Today, it is overseen by a Regalian governor, who oversees the entirety of Regalian holdings and puppet states in Hadaria. The nation has an Allar minority, much of the population leaving for nearby Hadar or Allar nations in the east. The once-jungled terrain is scarred, being left as it as a reminder of the war. As previously mentioned, the state is only notable at this point as the Ailor heart of Hadaria, and is one of their quickest expanding colonies in the region.

Corontium's Minor States

A map of the nations in Corontium.


Killarallis is a shadowy state with a long-held period of self-isolation. The state was originally a processing point for slaves coming overseas to the Elven Empire. In colossal citadels and great towers, the island facility converted hundreds of free peoples into slaves under the supervision of the Elven nobles and the island’s Senator. By 50 BC, civilians lived alongside the military personnel and the slaves. When the Cataclysm occurred, the Senator’s estate allegedly slid into the sea within minutes, killing 90% of the island’s leadership. Conflict erupted across the island as slaves, the military and the civilians all tried to evacuate yet were prevented by the first party. For almost 50 years, these three groups battled to survive until a supposed savior emerged and united them. This savior, known as Prince Annél’lásion, is suspected to have been an Altalar prince from Daendroc and reasserted Altalar dominance in the region. In 104 AC, his son led the military to aid Arvost, and in return, the nation was enriched with rare metals and emeralds that restarted their economy. Since then, the nation jealously guards these treasures and engages in limited trade with surrounding states. They are still a monarchy however, the Altalar have been replaced by Ailor princes. They are notable beyond this for having extensive ruins covering their landmass, one of which is The Emperor’s Causeway, a landmark the nation allows Regalian Emperors to walk if they choose to. They are also well known for the sole grower of the Black Orchid, a flower used to make the deepest blacks and purples in Aloria. As one of their largest trades and as a unique resource, they guard the plant zealously and have been known to send “retrieval personnel” after smugglers or clever gardeners.


Solacia, also referred to as the “Sun Isles”, is a subtropical relaxation destination that rivals the resort cities of western Ithania. Solacia was settled before the Cataclysm by Elven nobles who soon built grand villas and vast estates for them to relax in while their servants and slaves toiled in the plantations below. When the Allorn Empire came to an end, and slave rebellions broke out across Daen, the Altalar nobility on Solacia fled, leaving their slaves to fight over the remaining wealth until only the Ailor remained. These Ailor soon developed into the Tolonne, a people focused on music, song, and poetry and are contact with the island was restored in 100 AC by Ithanian explorers. In the near-century after this, the Altalar villas were restored and made open to visitors, building a thriving tourist economy on the three regional isles. When Regalia came knocking shortly after their bloodless conquest of Ithania, the Great Overseer submitted just as peacefully to Regalia who then appointed him Governor of the isles. His last successor then gave the island to the Sancella religious leadership, turning it into a theocracy ruled Regalian possession. Despite this, the site has been a popular destination for the upper echelons of the Regalian Military and Nobility. Still ruled by their Governor, the majority of the island’s population consists of Tolonne Ailor, followed by Ailor groups of other regional Cultures, Maritime Altalar, and Varran in nearly equal minorities. The landscape is beautiful with green vineyards, azure-blue waters around white sand beaches, and impressive villas built to look down on it all. The nation is most well known for its use of sun iconography, an oddity outside of Farah’deen, and as a land of “heathen” pleasures, such as nude beaches. The island’s population has converted to Unionism but due to various Altalar beliefs remaining with the populace, they are rarely 100% loyal to Unionist ways, to which Regalian purists grumble at while sipping wine on their rented verandas.


Arvost was once an important mining operation in western Aloria but has since collapsed in standing for a variety of reasons. The nation began as a mining outpost in Ithania established by northern Elven princes at the apex of the Elven Empire. When the Cataclysm occurred, many mines collapsed, and the overseers were killed in the disaster or succumbed to their injuries soon afterwards. The slaves working the mines at the time rejoiced and, free of their past, turned to their new lives and thrived, forming an independent state. In 98 AC, deposits of emeralds and precious metals were found around the central mountain of the island. Wary of their past, the people mined them out carefully and were soon trading with Ithania and other nearby states. In 103 AC, what is now L’Elvellen attacked the nation as the Altalar nobility of the region had not forgotten the wealth could be extracted from the mines. While Arvost won the war with military aid from Etosil and Killarallis, the Arvostian people vowed never to be caught undefended again. A standing army was raised immediately alongside a small fleet. The nation became a republican tetrarchy, where the people elect four Cardinals to each serve a four-year term. Interest in the region has dipped since this period as the island is close to being mined dry. In addition to this, the prominence of Altalar and the number of halfbreeds between them and the Daendroque Ailor populace have been met with revulsion by the Regalian Empire which, as a result, barely deal with the state. The island is most well known to the wider world for their common pastime of theatre productions and fighting pits, as well as one of the few republics in Aloria.


Talath is the enemy sister state to neighboring Carmoor, founded on an ancient rivalry. After the Cataclysm, slaves revolted against their masters in a slave trading outpost on the northern coastline of the landmass. The Ceardian Ailor slaves successfully took the outpost, but, soon after, a dispute broke out among them. One group (the Tallans) wished to head to the western coastline, towards Daen, to help spread the slave revolution. The other group (the Carmoors) disagreed and wished to stay in the outpost. In the end, the future Talathians were exiled into the wilds to pursue their goal. They found a new home for themselves on a river and in the following years, this settlement expanded outward to make contact with other nearby nations. It wasn’t until 143 AC that the state of Talath encountered their ancient foe. Their cultural identity (as people who had risked the odds and been rewarded for it) was plunged into jeopardy, and the Talathians rabidly denounced the Carmoorians as being morally corrupt and having survived through terrible means. A brief war was fought in 156 AC, but it did nothing except reinforce the border between the two nations. Ever since then, the Regalian Empire has been careful not to involve themselves in either side of the conflict as the terrain is hostile to those unfamiliar with it, both states are rough in culture and personality, and both have successfully converted to Unionism. The Talathian monarchy has made great strides in wooing Regalia to their side in recent years, but recent world events have disrupted Regalian interest in helping them unite their landmass. The nation is well known for their spearfishers who use both ancient and modern techniques to gather their food.


Carmoor is the enemy sister state to neighboring Talath, founded on an ancient rivalry. After the Cataclysm, slaves revolted against their masters in a slave trading outpost on the northern coastline of the landmass. The Ceardian Ailor slaves successfully took the outpost, but, soon after, a dispute broke out among them. One group (the Tallans) wished to head to the western coastline, towards Daen, to help spread the slave revolution. The other group (the Carmoors) disagreed and wished to stay in the outpost. In the end, the future Talathians were exiled into the wilds to pursue their goal. The Carmoors remained in the outpost and eventually found more population in former slaves who had managed to overtake and sail the slaving ship they were on into the port. Their population now stable, the Carmoors remained in the fortress and gradually expanded outward. Though divided from the Talathians by rocky terrain, they found themselves their ancient foe. In 156 AC, a war was fought which only served to widen the rift between the two nations. Ever since, the Regalian Empire has been careful to not involve themselves in either side of the conflict as the terrain is hostile, both peoples are rough, and both have successfully been converted to Unionism. The Carmoorian royalty has been beset by some problems following the destruction of the valuable trading partner of Kelmoria, also accepting the majority of their refugees. The nation’s Ailor population continues to dominate politics and the nation as a whole is well known for their hardened scouts suited for rocky terrain. These men are rare to see outside of their continent but all respond to the name “Mountain Men”.


Kelmoria was once a trading jewel in the crown of the Regalian Empire, but its recent destruction has sent shockwaves across the surrounding region and the economic landscape of neighboring territories. The island was formed during the Cataclysm by the rise of a supervolcano out of the ocean. The volcano soon cooled, and a variety of small tropical animals and larger plants started to grow. By 100 AC, the island was a little paradise, undiscovered until vessels from Carmoor found it and set up a trading outpost in 150 AC. This outpost was all the contact the region had with the outside world until the Regalian Empire fully explored the island in 184 AC. The explorer sent, Ulric Kelmar, discovered quartz on the island, particularly around the then inactive volcano. Carmoor politely withdrew from the island after making a small trade deal with Regalia, resulting in the island’s extensive colonization by the major power. Other minerals were soon found on the island and trade from it flourished. By 300 AC, it was a major player in Regalian finance, the taxes derived from it adding a strong bonus to the state budget. Unfortunately, in 303 AC, disaster struck the island as the supervolcano erupted, instantly ending the lives of dozens of miners and endangering hundreds more. A huge evacuation effort was launched, but at ultimately, of some 20,000 documented colonists, only 5,000 fled unharmed, with several hundred more suffering various degrees of burning. The island now represents one of the greatest civilian disasters in Regalian history, but the Empire still claims it as a client state. For the moment the volcano sits inactive once again, it's miles of hardened lava fields a harsh reminder of nature’s cruelty. Merchants under contract with the Regalian Empire have since returned to the region to begin mining new deposits of minerals found at the edge of the volcano’s hardened magma flows.


Silverwind was once a focal point of trade across the Great Middle Sea and beyond, but has since fallen into less reputable hands. In 210 AC, the Regalian Empire established an official colony on the previously unexplored island to help control new trade routes. Unfortunately, the government placed there grew corrupt and began numerous backroom dealings with states Regalia deemed enemies while also funneling wealth away from the Empire. Following the Chrysant War, the Regalian Empire severely bombarded the island which collapsed its economy and caused the survivors to leave in droves. Unfortunately for Regalia, this only served to create a “pirate state” when the brigands converged on the island, creating a haven for themselves. Attempts to destroy this infestation have failed, and Regalia now leaves the area alone. The island has various ruins along its coast, the vast majority of which have been renovated into crude shanty towns for homes and businesses. Its interior is overgrown with thick vines and small tropical trees. The “state” is run by a council of the most influential pirates on the island and seas who infrequently meet to discuss all manner of goals and ideas. These gatherings often devolve into brawls that are famous for their widespread nature, consuming whole shanty towns. It is said that if you are a pirate, you have visited this island at least three times during your life.

Daen's Minor States

A map of the nations in Daen.

Altalar Principalities

The Altalar Principalities, more properly known as the Altalar States, have many names. Among the Altalar, they often call them Princedoms, while some others call them mere provinces of Teled Methen. Regardless of semantics, all names represent the same concept of Altalar nations. These nations are varied in size and focus, from militarism to scholarly endeavors to religion, from minor chunks of territory to great swatches of varied terrain. In the old days just after the Wildering and at the end of the Allorn Empire, there were dozens of such nations. But today, consolidation by conquest, marriage unity and economic deals have reduced the number down to a dozen. They arc from the east to the west of southern Daen, across the ancient homeland of the Altalar known today as Teled Methen. Recently, many were devastated in the Dread War that saw the Kathar invade in huge numbers. Despite that blow, all of the Principalities survived the fighting and now seek to rebuild themselves, though for many the process will take years. However, the Altalar are a long-lived Race, and for them the time will undoubtedly pass easily as it always has.

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Caslin is seen as one of the most vulnerable states in the Regalian Empire but also one of the most important. The former Elven princedom survived the Cataclysm because it had far fewer slaves than other regions. However, the regional monarchy suffered continued issues with escaped and armed slaves from Bastierra, before it finally toppled following the formation of Daenshore, and Bastierra’s collapse into anarchy. An Ailor oligarchy took control of the region and expanded Caslin’s territory while also tying themselves to nearby Daenshore. In 219 AC, the Regalian Empire approached the state and issued an ultimatum: Accept their rule or face economic isolation. Caslin’s government accepted, and a Regalian governor was put in control of the nation. Since then, the country has actively cut down their jungles to feed the endless demand for lumber from the Regalian Empire. Their western border, however, is constantly under threat from Avanthar raids. The plain riders pillage what supplies they cannot get from the Cielothar or their grassy expanses. When Daenshore collapsed into chaos in 303 AC, Caslin became the new center for Regalian governance on the continent, and their nation has rapidly expanded to accommodate this role. The government is controlled by the Regalian governor with the oligarchs now only serving to help keep the people satisfied. The nation’s Daendroque Ailor population keep to the coastline while the Varran minority keep to their independent and autonomously ruled city-states while the minority of Altalar still work in the major cities. The nation is best known for its production of lumber and as the receiving point for 90% of Avanthar exiles from the Avanthar States. These “undesirables” rarely stay long and soon move on to Daenshore or other Ailor territories.


Bastierra was once a part of the Elven Empire but has since collapsed into a far less important territory on the world stage. At the time of the Elven Empire, Bastierra was a region of six principalities, but following the Cataclysm and the Orc Invasion of Daen, the region fell into chaos. The Princedom of Bastierra at this time moved in and tried to conquer back its neighbors, the Daendroque Ailor, hiding along the western coastline of Daendroc. In 50 AC, however, Daenshore succeeded in fully breaking away and was soon followed after by four other new states. Bastierra became an authoritarian state, desperate to keep the old status quo of Altalar over Ailor and other Races. But in 112 AC, it’s former conquests turned against it with the help of mercenaries, Bastierra fell into the hands of the Ailor. For the next century, the land was broken up into squabbling provinces before 221 AC where the Regalian Empire supported the central state of Bastierra once more along with its reconquest of the neighboring states, however it stopped at the territories who had already joined with the Regalian Empire. Since then, the nation has helped provide lumber and Tabacca to Regalia. Due to the recent years of turmoil on the continent, the nation’s government, consisting of a Regalian appointed governor and a provincial cabinet of ministers, has descended into facing allegations of corruption. The nation is made up of majority populations of Daendroque Ailor and Altalar along with minorities of Varran and Cielothar. The nation is well known for its large-scale Tabacca plantations that account for ⅓ of the Regalian Empire’s supply. Another feature of Bastierra is Justinian’s Wall, a long but straight two-meter high fortification that clearly defines the nation’s boundary with the Hordelands beyond.


Andalon is a Daendroque nation state. (Further information pending the 2021 Geography Update)


Basqulierra is a stark contrast to the neighboring nation of Andalon. Instead of crime and industry of illegal substances making it infamous, peace and hard work are what define the nation. Basqlierra was formed out of an Elven Empire-era princedom that overthrew its Altalar leaders after the Cataclysm much like Andalon. Bastierra, still an Altalar controlled region, exerted its authority over infant Basqlierra, however the nation broke away with others of its kind in 51 AC. From then on, the nation was free and clear. It has remained as such for years, peacefully joining the Regalian Empire in 216 AC. The Empire has seen it fit to keep the regional corporatocracy in control and does not interfere much with the harmonious nation which boasts some of the lowest crime and violence rates of the Daen states. The nation is one of the most lightly populated in Daendroc, with Daendroque Ailor living alongside Altalar, Cielothar, and Yanar amicably in their wet climate as compared to Andalon’s dry landmass. Various rivers cross the region, most ending in prominent Lake Basqlie, and provide the people with plenty of areas to ply their most well-known trade, that of shipwrights and custom boat designers. They are best known for playing a role in designing the Lusitian ship of choice, the Nau.


Catalon is a state viewed with high importance by the Regalian Navy. The kingdom, much like it’s neighbors, was created after the fall of an Elven Empire-era princedom fell into Daendroque Ailor hands. The nearby nation of Bastierra moved in and exerted its authority over the then disorganized Catalon, but the nation broke away in 51 AC. Catalon had early contact with the outside world, as their prestigious second ruler, King Tino, heavily invested in exploration. Catalon ships sailed to Lusits, then Solacia before reaching as far as the northern coastline of Carnigoux de Foix in Ithania. Tino’s death ended this mad dash of exploration, but his successors remained interested in the sea. As Lusits grew to be an increasingly decadent culture, Catalon quickly positioned itself as a major portion of its naval and merchant fleet. When Regalia reached Catalon following its conquest of Ithania, Catalon voluntarily joined the Empire, submitting themselves to people they saw who could take them anywhere they wanted. Since then, the Kings and Queens of Catalon have been free of Regalian control to rule their nation as they see fit, which they have done for over a century. However, this has become a point of some turmoil within Catalon in recent years, for many of its younger generation believe that their monarchs gave up a proud heritage on the whim of an overbearing foreign power. An unsettling proportion of Catalonian youth have been turning to illegal activities, but the state is still able to supply Regalia with new sailors, pressing criminals into naval service rather than imprisonment. As one might expect, the nation has a vibrant maritime culture, and almost all of its settlements are on the coastline. Catalonians are also known as some of the most well-traveled fishermen in Aloria, supposed reaching as far as Carmoor and beyond.


Amaolits is frequently given the title of the smallest western state alongside Arvost, though for the Amaolitsians, this is hardly a headache as they preoccupy themselves with their peaceful lives. Amaolits was once part of an Elven-Empire era princedom, but when the Cataclysm hit, the Ailor slaves only managed to take control of half the state. Bastierra soon came in to rectify this and took control of the nation until Amaolits broke off with other Daen states in 51 AC. The nation formed a loose democracy but soon grew into a kleptocracy as thievery and trickiness became more prevalent in the national culture. Amaolits leaped onto the world stage in 104 AC when several of their citizens engaged in a failed heist to kidnap Henri I’s daughter Princess Amelia, bringing scrutiny on the nation. The Amaolitsian reputation as thieves began at this time, and their nation experienced some turbulent relations with Lusits, Bastierra, and Catalon as a result. When Regalia reached the western Daendroc states, Amaolits was first invaded, and then asked to submit to the Empire - which it did. In the following years, their klepto-democracy was dismantled, and a new provincial government was installed with the help of Regalia. Today, Amaolits has kept it’s reputation as a hive for future criminals, despite that the majority of it’s people are not actually involved in any criminal activity. This perception is unlikely to fade with the Daendroque Ailor population majority followed after by a sizable minority of Varran. Aside from their undeserved unsavory reputation, Amaolits possesses many of the best tattoo artists in Aloria, with steady hands and artistic minds that also lend themselves to dagger tricks.


Visois is a unique nation formed in the aftermath of the cultural revolution which birthed the formal Ithanian culture. The land eventually occupied by the nation was once open, arid land left alone for centuries by the Allorn Empire, with only a limited population in the region which vanished in the wake of the Cataclysm. Following the birth of Ithanian culture, by 100 AC many exiles inhabited the territory. While they accepted the pacifist and eccentric ways of wider Ithanian culture, these exiles had not accepted matriarchy, hence their exile. By 150 AC, a further split occurred, with Andois forming its own separate nation. Still, both nations remained loyal to the other core Ithanian ideals, and Visois has since grown into an important state because of the ports they offer the Imperial Navy of the Regalian Empire. They are ruled over by an aristocratic oligarchy, but have no central leader. Leadership is instead distributed across the Grand Commander, Grand Diplomat, and Grand Judge, all of which are positions elected from the aristocracy of a Grand Assembly. The Grand Commander is focused on military matters (usually naval deals with the Regalian Empire) and the Grand Diplomat deals with foreign affairs of commerce, while the Grand Judge acts as a minister monitoring the nation’s interior and carrying out judgments and sentences on national laws and cases to guide policy at home. The nation is most well known for its cultural views but also for its highly complex bureaucracy. A result of this is the Visois’ claim of being the best organizers and assistants in government, with systems of filing they invented being used across Daen and now within the Regalian Empire.


Andois is possibly one of the most radical offshoots from Ithanian culture. Unlike the vast majority of Ithanians, even those of neighboring Visois, Andois believes in total equality. This radical position saw them broken off from Visois, where they currently exist trapped in a cold war with both their neighbors. This conflict was once worse, with the Northern Elven Kingdoms more directly threatening them over the years by launching various minor attacks on their shared border. Despite this, Andois survived and ultimately incorporated itself into the Regalian Empire alongside its sister nation of Visois. The nation is ruled as a liberal meritocracy with an aristocratic class in the form of major business leaders and landowners who work to benefit the people, rather than themselves. Additionally, though it has taken several generations, the idea of total equality for both Ailor sexes has extended out to other Humans and even Varran. Such a radical position has earned them few friends and their population is therefore small and very isolationist. Their arid region is best known for odd beliefs but also unique methods of storing water from rains and other natural events to best irrigate their fields.


L'Elvellen is one of the most recently created states in Aloria, and the result of the power of the Regalian Empire. Originally, the territory occupied by current L'Elvellen was a region known as the Northern Elven Kingdoms, a series of states that served as a buffer between Ithania to the north and Daendroc to the south. The region was dominated by the Altalar, with the Kingdoms of Thellassia, Haelstram, Othenron, and Medlemmor H'tallin prospering. For over a century, they had been a great power in the region that Regalia had often dealt with fairly. However, as the Regalians turned more toward the Orcs, the ancient alliance between Ailor and the Altalar here finally came to an end. The Elven War of 302 AC then brought the various kingdoms to an end, and the Regalian Empire was victorious. The military promptly took over and established a military government while bringing in resources and bureaucrats from Ithania to help run the region. In their honor, they allowed the region to possess a D'Ithanie name, and so L'Elvellen was born. Since this inception, the state has been quiet, with most of the Altalar population fleeing to principalities in the south or into pro-Nelfin Ithania in the north and not resisting the mass Ailor migration taking place into the territory. The vast region is overseen by a military governorship, with current districts taking up most of the same territory as the kingdoms they replaced. While most Altalar have left, a number of those in poorer conditions or with limited prospects have also stayed, and as previously mentioned, large numbers of Ailor have been migrating to the region from the Regalian Archipelago but also Daendroc and Ithania as well as some of the island areas of Corontium. While the Northern Elven Kingdoms were by no means poor, their full industrial capacity was extremely limited. Under Regalian foremen and planners though, mines now cover the mountains and value resources are extracted with great speed. The region is not known for anything in particular, beyond the Elven War of 302 AC, which was one of the fastest victories in recent memory for Regalia.

Ithanian Hivres

The Ithanian Hivres are former Altalar principalities that fell into Ailor hands after their peaceful march for freedom from Altalar rule, allowing the regional Altalar to survive and thrive behind the scenes, working in politics and other affairs while Ailor came to dominate. Each Hivre is equal in the Ithanian mind to a kingdom, but in practice the outside world sees the regions as provinces beneath the Ithanian Sovereignty (which is not an undue assessment). They range in size as well as terrain, but all are loyal to the Regalian Empire and united in obedience, faith, and pacifism. Recently though, with the region’s invasion and relatively bloodless conquest by a Regalian-born nobles acting independently, the region's more radical or patriotic elements have fled abroad, seeking to maintain true Ithanian ideals rather than the more militaristic edge this foreign-born Ithanian seeks to impress upon them.

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Fendarfelle's Minor States

A map of the nations in Fendarfelle.

Fendarfelle Colonies

The Fendarfelle Colonies are one of the newest states to arise in Aloria but also recently one of the most devastated. After the Cataclysm, the landbridge between Ithania and Fendarfelle was severed, and the landmass was only rediscovered in 200 AC by Ithanians. They discovered that the earth was fertile for farming, but the Regalian Empire saw the miles of enormous trees instead. The Colonies themselves were set up independently over time with the eastern half focused on lumber and mining by Regalia, while the western half was mainly settled by Ithanians who built villas for wine production, alongside smaller farming ventures. Regalia obtained full control of the region by the late 200s, at which point they halted settlement of the region by Ithania. Many prospective colonies who have survived until today have come to see that as a good thing as they avoided the Bone Horror Crisis in 304 AC that devastated the Colonies, killing 70% of the population as the jungle terrain poured out thousands of hostile Bone Horrors. With the Bone Horrors receding, however, Regalia is likely to re-open colonization to the Ithanians and others to help rebuild the devastated region. The state was ruled by a colonial council that discussed issues of the major settlements and would hear complaints from minor groups if dire enough. This body was mainly Ithanian in nature as the Regalian settlements were all logging camps separately controlled by the Empire. Following a trade dispute in 294 AC, the Regalian Empire took over the colonial council as well by installing their own governor. The Colonies are most well known for their wine, some of the best in the world, as the soil of Fendarfelle guaranteed the Ithanians had many good years of grape production.

The North Belt's Minor States

A map of the nations in The North Belt.


Hvitskag has been a state besieged for many years and a wilder cousin to nearby Nordskag since the two Skags were settled. Before the Cataclysm and for over a century afterward, what would become Hvitskag was nothing more than a collection of small villages and homes populated by Velheim Ailor. Many miles away, as the Regalian Empire succeeded in their war against the Skagger Horde, people began to flee to a new land, and one of the destinations became Hvitskag. By the end of the Skagger Wars, Hvit’s population had swelled, and fighting soon broke out for control of the island. Nordskag, then far more organized, invaded at the same time and ultimately Hvitskag united under the Syvtrehaug family who pushed Nordskagger forces out. In the decades since then, the two states have had a bitter rivalry but due to their smaller size this has only ever culminated in Hvitskagger raids on small Nordskag towns. However in 305 AC, with the ascension of Osvald Krumme, the Regalianized son of the previous king, a plan was approved to invade Hvitskag. This invasion succeeded, and the whole island was seized and made part of Nordskag. Much of the ruling Syvtrehaug family was executed, and the state has been under military control by both Regalian and Nordskag military forces ever since then. The state is made up of Velheim Ailor, famed for their guerilla tactics, but not much else. The only other notable fact about the state is that it will most likely be out of fighting spirit for the next ten years as the conquest killed many of the most experienced leaders of the nation.


Mirnoye is a mysterious state located in the North Skags known for helping birth the Vladno culture as well as engaging in a successful war with Regalia in early 305 AC. The state is believed to have originally emerged sometime after the Cataclysm. The island itself soon became known as an inaccessible wasteland due to the powerful snowstorm that shrouded the landscape. Contact with the state remained minimal for decades as the “Maelstrom of Mirnoye” only waned once a year on the 24th of November. However, in the spring and summer of 305 AC, a tactical error by a Regalian admiral resulted in Mirnoye vessels being attacked. As a result, the “Thundership” soundly defeated the vessels sent after it and war began. At the time, Regalia was stretched thin, and a settlement was ultimately reached which called for the demilitarization of nearby territory in both Hvitskag and Nordskag that Regalia complied to. Details about the nation beyond this are only hearsay or assumed based on comments mentioned at the peace talks by the Miynoe representatives. Diplomats are fairly certain the nation is a crude monarchy and that the population is very well adapted to their hostile climate. They are also believed to have somehow mastered or learned to contain lightning or electricity as their ships are equipped with unique weapons and devices. The country is also known for the coastal ghost city of Mirnoy Ablast, visible through the storm to those who dare get close enough. A great city of stone and massive statues of gods, a rumored war emptied the city of all inhabitants leaving it only as a vast temple for the Mirnoye. No outsider is said to have laid eyes on it.

Cain Folkar

Cain Folkar was settled long before the Cataclysm by peoples who would become the Velheim Ailor. Following the world changing event, Hedrylli ships crashed along the new coastline. A local myth tells that two brother captains then lead these people on a rampage across the landscape, forming Cain Folkar. However, the younger of the two was reckless and ultimately the two fought, resulting in an exodus of people to what would become Cain Mar where they proceeded to conquer the few Velheim Ailor already there. The eldest brother then turned inward and established himself over a vast territory all the way to the Inner Kalm Sea. Following the arrival of refugees from the Skagger Horde of the Regalian Archipelago, hostilities between the two Cains broke into open war. For the past 100 years, these series of conflicts known as the Cain Wars has occasionally pulled in other nearby nation such as Orvy and Falsemarr as well as mercenaries from nations like Hedryll. The recent Bone Horror Crisis ended the Fifth Cain War as several nations in the region all united to fight the undead menace that threatened their joint livelihood. The nation is ruled by a monarchy and a noble family who married into the Cain household as their stewards during a period of royal weakness. They have since taken over when the nation and rule it’s Velheim Ailor population well. The nation is most characterized by its rivalry with Cain Mar but also a mysterious site called Ul’s Gate, a colossal Helbolwen built into a mountain with some of the most disturbing imagery in the world inscribed at the entrance. The site poured forth Bone Horrors during the Crisis and is now off limits save for those seeking glory in killing the undead monstrosities within.

Cain Mar

Cain Mar was formed after the Cataclysm by Velheim once part of Cain Folkar led by the younger brother in a pair of sibling captains. This younger brother was supposedly more rash that his sibling but he still fought effectively in battle, and a kingdom was crafted out of the Isle of Mar. When refugees of the Skagger Horde reached the region, the two states fought with words as they tried to convince the groups to settle into their territory. Ultimately, Cain Mar succeeded, but Cain Folkar declared war as a result. For the next 100 years, conflicts were fought on and off by the Kings of both nations. It was only with the rise of the Bone Horrors as a new threat to the world that the two nations declared a truce to deal with the shared threat. Cain Mar came out on top, but their monarchy thus far refuses to attack their enemy as the Bone Horrors are not yet dealt with in their enemy’s lands. The nation is made up of Velheim Ailor, but a sizable minority of Ceardian Ailor have settled in the region over the years. The nation is most well known for its rivalry with its brother state of Cain Folkar. Cain Mar is also notable for a patch of dead land known as Ul’s Forbannel or Ul’s Curse. It is said to be a place where the blood of the Oldt Fayth Giant God of the Sea fell, and in anger, Ul cursed the site to serve as an endless reminder of the fight to all the Gods. The land has never again born crops. This scar in the earth is located on the island’s eastern coastline and is of great interest to scholars due to how permanent a site it continues to be.


Morfadal is the nation located west of the Inner Kalm Sea that claims a dubious descent from Mirnoye. The state was originally a collection of windswept icy plains until Velheim Ailor reached the region within 50 years of the Cataclysm. The Morfadalian nobility claims theirs came from a failed colony of Mirnoye who were forced north after the Cataclysm. The people became nomadic on the open terrain, but over time a few major sedentary centers arose as did the nation’s nobility. A brief war was fought when the idea of a kingship was introduced in 96 AC with the winner pressing his power over the small towns. There has only been one substantial conflict since this, a war with Cain Folkar that cut a swath into Morfadal territory much to the anger of the regional aristocracy. Despite this loss of land, Morfadal has seemingly forgiven the kings of Cain Folkar as the two states exist as loose trading partners. Since 304 AC, there have been reports of packs of Bone Horrors across their land, but the territory is so open that it is unlikely these groups will cause any serious harm to the rural nation. The population is made up entirely of Velheim Ailor, living in sedentary settlements dotted across their state or in non-permanent tent clusters. Morfadal is notable for a bi-yearly sled race, with a course that sometimes stretches across half the state. It is also known for the “The Lone Man”, a Velheim-styled statue worn away by the sea found on their southern coastline which the Morfadal claim is the site of the old Mirnoye colony, now supposedly sunken into the sea. They feel the statue is like those that can be found in Mirnoy Abast although the ancient city has yet to be examined by outside eyes.


Falsemarr is the only North Belt nation with a majority population of Unionism which has resulted in their conflict with nearby Tryllejag. The kingdom was originally a cluster of inland settlements made up of Velheim Ailor that slipped up streams following the Cataclysm. The region gradually developed further and a single port was built on the coast to both trade and protect the mouth of the largest river mouth. It was this port that a Regalian ship took shelter after being blown off course in 160 AC. A preacher onboard, who had been traveling to Trollar to try and convert the natives instead set up his mission in the port. From there, he and other priests spread the religion inland and ultimately converted an Earl in 220 AC. This Earl soon declared himself king and the nation fell into line behind his power. Nearby Tryllejag was furious as they were now denied settlement to the south by the formation of this new nation and because it was led by Unionists. The then king of Tryllejag attacked a short time later, in 228 AC, thus beginning an almost uninterrupted war. Falsemarr has not broken, however, and has crushed internal resistance to the war in recent years. Falsemarr is currently winning the conflict as they have taken a new section of territory from their enemy but worries about the recent military buildup occurring from their enemy. The monarchy and its Velheim Ailor subjects are most known as Velheim Unionists. The nation is also well known for their dams and similar structures to help manage their river trade. Many of these are built with one or more Herons prominently displayed on them in the form of art. Tryllejag has thus made it a point to try and destroy these dams.


Orvy is the newest state in the North Belt but simultaneously one of the oldest. The state was once one of the several kingdoms ruling over territory that would become Tryllejag. Orvy ultimately fell when their king’s youngest son betrayed his brothers to a neighboring king out of jealousy. The people of Orvy were disgruntled from then on as their attempts to fight this union had been met with overwhelming force, as had any attempt at local autonomy. This continued for several decades, and in that time, Orvites turned to the Inner Kalm Sea and became prolific sailors of the vast lake. Following the Battle of Femskip (a conflict between Tryllejag and Cain Folkar in which Orvy sailors played a large role), an independence movement surged out of control. This was further bolstered when the old royal family re-emerged, descendants of the second son’s second son who had avoided execution all those years ago by fleeing. Orvy then turned their fishing skills against Tryllejag as the nation suddenly found nearly ⅔ of its sailors uncooperative that resulted in food shortages. Orvy then brought their masters to the bargaining table, and they gained their independence in 293 AC. Since then, Orvy has thrived and passionately embraces their newfound freedom but are still tied to Tryllejag through trade obligations. The nation is a monarchy, and their population is entirely Velheim Ailor, all living in elevated homes as their nation’s terrain is very marshy. As such, Orvites are excellent fishermen, both on the Inner Kalm Sea and in their swampy home waters.


Tryllejag is the largest Velheim state in the North Belt as well as arguably the most aggressive. The state was once a small cluster of settlements along the southern coastline who resisted Elven and Hedryll raids in the few decades leading up to the Cataclysm. After the event, the people were forced inland on an exodus before they found new lands and prospered. In 79 AC, the first kings emerged across the region which resulted in some 50 years of on and off conflict. In 140 AC, King Elgslakter united the kingdoms in a single nation, and it has not been idle since. Over the last century and a half, they have engaged in conflicts against Norr Mirkal and Falsemarr to the east and south respectively. They have also been an opponent of the Regalian Empire in the past, hating the rise of Unionism and the loss of the ancient “true faith” of Old Gods and the Oldt Fayth. Most recently, Tryllejag annexed the largest island of Noor Mirkal into their kingdom while also losing a chunk of territory to Falsemarr. They were also forced to allow the long disquieted region of Orvy their old title of kingdom back. For now, the nation has put up with these failures, but reports indicate the nation is preparing for a new offensive. The nation has had a monarchy for 160 years (with two interregnum periods), and their population is mainly Velheim Ailor with a minority of Url also living among them. The nation is best known for its wood carvings as their forested terrain makes this art form easily to learn, but hard to master. They were also known for their large Url military regiments, but Regalia has recently taken this title from them as the Empire seeks greater military power.

Noor Mirkal

Noor Mirkal is a fragmented state formed out of the ruins of a once small but thriving maritime nation. Originally founded at the edge of Drovv territory by escaped Elven slaves, the Mirkalans supposedly scattered themselves across a sizable archipelago of islands. As the Elven Empire weakened, the Mirkalans reunited and crafted a small but thriving society. The Drovv occasionally raided the state at the request of the Elven Empire as did the fellow Ailor state of Hedryll during the time of their raiding Empire but the nation did not buckle. Unfortunately, the Cataclysm was not kind to them, and much of their nation was plunged into the sea. The society became very maritime based after this and contact was restored between the islands by 100 AC. Ever since then, Noor Mirkal has been a society of fishermen and divers with a connection to the Oldt Fayth giant god of the sea and the Old Gods Union of Water. Contact with the outside world began after Tryllejag sailors reached more civilized regions of Aloria and a Nordskagger expedition landed on their shores in 210 AC. The state has remained neutral in many conflicts, and Regalia remains uninterested in its people. The nation is currently a loose confederacy of five of the remaining Mirkalan tribes, each possessing their own terrain in their small nation. Tryllejag recently annexed their largest island into its growing kingdom, cramming refugees on the remaining islands. The Velheim Ailor population is best known for their diving ability as well as aquatic-inspired clothing and art, earning them the title of “Raudmenn” among other groups of Velheim Ailor. Their lands are also known for their sunken ruins located across the region, some barely a foot beneath the surface.


Dorkarth is viewed as one of the darkest of the Northern states, as it is a state of all Vampires and their “cattle,” enslaved Url, Ailor, and the odd Dwarf. The state was colonized before the Cataclysm by Velheim Ailor, who built up a sizable population before the world-changing event killed half the settlers. Following the Cataclysm, the Ailor remained separated, which ultimately made them easy prey to the first Vampires. The Ailor population of the region was enthralled to their will due to their brutal displays of power and came to believe a twisted and dark variety of Oldt Fayth which kept them subservient to the powerful beings. Eventually, the Great Vampire Wars began, and Dorkarth ended up being scoured by unturned Velheim looking to put an end to the Vampire menace within their land. The Vampires did return, but their great power is now broken. The state is ruled by Desprinces, inheritors of the ancient titles of the Princes who originally lead the Vampires. These Desprinces now lead and help maintain the records of the Vampire's past in their covens, and strive to acquire what little power exists in the decrepit state. The nation is made up of a large Vampire population with minorities of Ailor, Url and Dwarves kept as “cattle,” living in poor conditions in bulky stone structures, standing alone in dark forests, and open windswept moors. Root vegetables and real cattle provide food to the enslaved Races and their “cattle” stock is increased by raids carried out every few years on nearby Ellador and Jorrhildr settlements as birth is very rare among the slaves.


Trollar is possibly the wildest state in Aloria most famous for its Trolls and Ogres. Trollar was once a section of Ellador inhabited by Ogres and Trolls in their respective “tribes” as any Dwarven fortifications existed underground. The region was eventually settled by Velheim Ailor who survived past the Cataclysm shattering the peninsula. Now two smaller islands, Trollar’s surviving life condensed and adapted. Contact between the Ogres and Ailor remained hostile for decades, but internal conflict gradually reduced these battles to few and far between once they had once been. By 100 AC, the Ailor lived in their half of the island while the Ogres and Trolls lived on the other half and the second smaller island nearby. This division has remained in place ever since. The first contact with the outside world came when a group of Url found the region and settled there, intent to use it as a hunting ground. From this, outside interest grew in the region, and when the Regalian Empire arrived, the Tribelands of Trollar was proclaimed a state by the local people who temporarily united but soon returned to anocracy. Regalia thus far has minimal interest in the region but established an outpost on the Ailor side of the state. Currently, Trollar is ruled by the Storstenhøyd tribe but their arch enemy, the Lillbekkdalen Tribe, is posturing for a takeover of foreign relations. The nation possesses a large population of Velheim Ailor, who are very aggressive and often bear combat scars, but also possess small populations of Url and Orcs who have come for the thrill of the hunt. The Tribelands are best known for the local Ogre and Troll populations.


Grebor is the last of the surviving young generation of Dwarven Holds in Aloria, its origin going back to approximately 20 AC, mere years before the emergence of the Dakkar. Like many other periphery Holds, Grebor became a fallback point for the Dwarven people. They fought hard, especially after learning of the survival of Aldruin against the Dakkar and over the coming decades, Grebor gave birth to a deeply powerful warrior state. However, this state proved unable to stop the Isldar when they came for Aldruin, trashing the Hold and carrying off its thousands of inhabitants into slavery. It was at this time that Andinn Blackhammer emerged as a savior of Dwarf-kind, delving deep into the earth and returning with the Urdweld Dwarves who, while crude to look at and difficult to get along with, were rapidly incorporated into the Dwarven Hold. Andinn then reestablished Aldruin, and currently works to ensure that both regions recover defensively before pushing on in an attack against the now chaotic Isldar. Grebor is technically a monarchical oligarchy, in that several “kings” run the kingdom without a high or greater king above them to lead their people. For now, most see that figure to be Andinn, though his role has no precedence in the Hold’s history. The nation is famed for its warriors, Warrior’s Walk being a grand hallway of Dwarven statues honoring some of the greatest Dwarves in the Hold’s history, and thus its weapon smiths. Rovand, a once ruined district of Grebor near the surface, has now been reclaimed and is an Urdweld enclave in Aloria outside of their deep, dark homeland shrouded in mystery.


Aldruin is one of the newer Dwarven Holds in Aloria, in that it was founded only a few decades before the discovery of the Dakkar and the chaos that followed. As a result of the chaos, the nation was flooded with refugees as Dwarven morale similarly collapsed. However, when Aldruin became the first place that the Dakkar were pushed back, it became a rallying point to the Dwarven population of Aloria. Many still left, and most did not return, but those that stayed helped to craft a powerful state with trading ties to Velheim Ailor in the region as well as scattered groups of Url. However, the nation’s generally open ways allowed easy access for the Isldar and their rapid conquest of Ellador. While Aldruin and its sister Grebor were temporarily spared, Aldruin was ultimately brutal sacked by the Isldar and its entire population carried off in chains by the Isldar. However, Grebor has helped restore the nation and while it is now a shadow of its former self, its presence has not faded from Aloria. The region, like Grebor, is a monarchy with its recent king being a former Grebor military commander, who is practically a governor rather than a fully-fledged king. The population of the kingdom is entirely Dwarven, with a decently large number of Urdweld emerging from the dark seeking to help reestablish the Hold’s position as an economic center for Ellador. The Hold’s only population center, Rorgrin, was once home to great mechanists shops and forges, but today, only the kingdom’s mines are active, helping to produce raw materials for shipment or sale abroad, though largely being taken back to Grebor to aid their rising military strength.


Kausis is a minor kingdom found on the southern shore of Ellador, tucked away in snowy mountains for over a century. The nation is home to the Ohrneti, an Ailor Culture long cut off from wider Aloria largely by choice. How they got to Ellador is a source of wild speculation, but once they got there, these zealous Unionists established a state bent on crusading and purifying the harsh landscape around them of all Vampires, Aberrants, and non-believing heathen. Regalia eventually made contact with them, and their people are sworn to obey that state, though their zealotry definitely rubs people the wrong way when they travel south seeking add as they have done recently. With the Isldar ascending to the role of rulers of almost all of Ellador, Kausis is one of the few territories unmolested by the Isldarinn and so they seek aid from the Empire they are sworn to serve. The nation is a theocratic monarchy, with a Holy King above all others though in practice the regional clergy and military forces are the true power behind the throne. To become the King, one must be anointed by the Patriarch of Kausis, and crises have begun because the sitting Patriarch refused to crown the rightful heir due to religious reasons, instead appointing some other military leader. The region is best known for its unique origins, but also for having some of the best hunters in the region. Their hunting skills are often more geared toward Humans and other Races though, and the Vladno have sometimes taken to employing them to aid in their slavery operations.


Hedryll is known as one of the oldest Velheim nations in the world today with a rich history connecting it to many world events. Before the Cataclysm, Hedryll came into being when a Velheim chief united his fellow chieftains under his banner, proclaiming a monarchy. His people, seabound with unique vessels well ahead of any Ailor naval vessel at the time, explored and plundered the world. This raiding empire continued after the Cataclysm, though many songs are sung of the lost treasures resting underwater due to Hedrylli ships being destroyed by the disaster. But it ultimately paled in comparison to the tumult that began three decades after the Cataclysm, when Vampirism brought the Great Vampire Wars down onto the whole region. Ever since then, Hedryll has been left to its own devices and is viewed now as a decayed state, their population and wealth never properly recovered. The nation is made up of a major Ailor Velheim population and a minor Dwarven population and possess a monarchy. The monarchy rules over their nation as best they can given the state’s decline and no longer claims the title of empire. The Hedrylli people themselves are known for their work as mercenaries, many companies of which involve themselves in conflicts across the North. They are also known for their horn playing and great epic poems.

Essalonia's Minor States

A map of the nations in Essalonia.


Østryll exists a lesser cousin but also as a long-time rival of the nearby state of Hedryll. The nation was originally a region colonized by Hedryll, but over the years the region grew rebellious and sought autonomy, which Hedryll was quick to confront. By the time of the Cataclysm, Østryll had a strengthening resistance movement while Hedryll was beginning to stagnate, as the world nations learned to defend themselves from these raiders. Following the upheaval of the world, Østryll broke off of Essalonia leading to temporary chaos. But several decades later, in 89 AC, they were poised to rebel. Hedryll, tired of war, let them go freely, and Østryll set about crowned their own monarch from the ranks of the leaders of the resistance. In 140 AC, Hedryll launched an army at the nation, by a king desperate to recover some level of prestige for his nation. This attempt at conquest was fought off, and in 145 AC, peace was bitterly declared. Since then, Østryll has had temperate relations with its progenitor that occasionally flare up into saber-rattling across the Ryll Strait that keep the two states apart. The population is made up of Velheim Ailor and Dwarves with a monarchy ruling the nation like Hedryll. The Østrylli people are also known as mercenaries but even more well known as excellent blacksmiths thanks to a combination of Dwarven and Ailor knowledge. The nation is also well known for possessing the largest collection of artifacts from before the Cataclysm as a Hedrylli Royal Treasury that now serves as a museum of sorts. The Østrylli aggressively guard these treasures but have given an object or two away to friends of their king or visiting diplomats.


Vhelon is a mysterious island republic state found off the coast of the New Ceardian Colonies. The island was a minor location to the explorers who first reached Essalonia but was marked for later exploration due to ruins sighted along its coastline. The Regalian Empire sent an official party to the island in 256 AC only to find their path blocked by mages of all sorts. Regalian records soon determined the group were false colonists who had lied on their settlement papers. Regalian authorities declared the island off limits. This proved a mistake as the cult’s numbers swelled and they declared themselves a new nation exempt from the rules and laws of the New Ceardian Colonies in 268 AC. Despite the Regalian Pessimism, military forces were sent to purge the island with the help of the Azure Order. However, records of the military attack have since been destroyed. Vhelon has since retained its autonomy, but with the rise of Regalia once again, some return eyes to the long-elusive prize. The island itself is hilled and densely-brushed with unknown ruins located inland and along the western coastline. The population of the island is apparently a blend of Shenathar Kathar, Altalar, Ailor, and Songaskians with a high level of mages in the group. The state is a liberal republic with the population embracing magic and other cultural “abnormalities”. The island is notable for its treacherous terrain which has forced exploration to be only present along the coastline and for its mysterious ruins which some believe are Seraph in origin.


Torse stands as a once proud state and the once arch enemy to the neighboring nation of Arlora, but it has since collapsed into a shadow of what it once was. Torse formed out of a small population of Velheim Ailor in the south of the peninsula both states would come to call home. Obsessed with expansion and exploration, Torse rapidly pushed north before encountering Arlora under circumstances muddled by bias and intense hatred on both sides. What is for certain is that war was declared and peace never was. For nearly 200 years, the two nations battled before regrouping, rebuilding and then attacking again. Torse suffered from extreme xenophobia and sexism which reduced their support from other states. They did, however, accept a large number of Ceardian Ailor into the nation to help them fight their enemy and following the Destruction of Old Ceardia, this population grew even larger. In 303 AC, Torse and Arlora were ramping up for another bout of conflict when a colossal statue appeared, triggering the events that would lead to the Battle of Curag Fields. Torse was a broken nation after the events of the Battle, Estel having rampaged across the nation. They were soon to start recovering but the Bone Horror Crisis triggered another evacuation, and soon all that was left were the Undead. At present, plans to resettle Torse have come to quiet fruition, and it is a willing possession of the Regalian Empire. The nation was once known for its abhorrent treatment of women, shaving their heads bald except for a single braid of hair as well as its glorification of male couplings but their disastrous collapse has seen an end to that practice.


Arlora stands as a near dead state and the once arch enemy to the neighboring nation of Torse, but several decisions have resulted in their collapse. Arlora began as a cluster of Velheim Ailor settlements before the Cataclysm that fell under the rule of the Hedryll Empire as an outpost in their raiding. When the Cataclysm struck, Arlora rose up, killing and forcing the Hedrylli to flee. They crowned the head of a local Old Gods cult as their king and formed a monarchy based on the Union of Water. Arlora first came into contact with Torse under circumstances muddled by bias and intense hatred on both sides. What is for certain is that war was declared and peace never was. For nearly 200 years, the two nations battled before regrouping, rebuilding and then attacking again. Arlora was smaller than its enemy, but it benefited from trade and accepting newcomers that resulted in Ceardian Ailor filling their country. Following the Destruction of Old Ceardia, this population only grew larger. In 303 AC, Torse and Arlora were ramping up for another bout of conflict when a colossal statue appeared, triggering the events that would lead to the Battle of Curag Fields. Afterward, Arlora was in debt to Regalia, and the Empire attempted to use this to woe Arlora into accepting client state status. This, in turn, led to the Bone Horror Crisis that killed 95% of Arlorans. What few remain are in hiding, ashamed of their role in the Crisis. The region is currently still populated with Bone Horrors but also the Undead and some Isldar, though the tradition Kingdom has quietly reemerged as what amounts to a Regalian colony. Before its destruction, Arlora was known for its unique Arlor Trees of which there were few remaining and epic tales of forest people.


Silsaerimas was a once prosperous state teeming with silver mines, but following the Regalian Empire’s turn away from using silver in their coinage, the nation has collapsed into poverty. It was originally founded following the collapse of the Elven Empire as a small group of Lilda-Altalar, and former slaves uncovered records of the former Elven colony in Essalonia. Seeking a truly isolated refuge, they set sail and reached the continent after a year. They settled despite not reaching the cite of the old colony and soon uncovered the abundance of Silver around them. Mining began in earnest, and the nation traded it to nearby Qadir and Velheim settlements. Over time, Silsaerimas became a monarchy and grew prosperous as these settlements formed states of their own. When the Regalian Empire made contact with the state in 201 AC, Silsaerimas turned its attention to providing Silver for Regalia, and the Empire later annexed the state in 240 AC. However, in 264 AC, the Regalian Pessimism caused a Silver crash just as the Silver mines themselves ran out. The economic collapse that followed forced the abdication of the Ailor monarchy. In 300 AC, his ancestors returned and reinstated themselves with the help of the Regalian Empire, but this new leadership has been unable to deal with the poverty of their nation properly. The nation’s population is made up of Altalar, Ailor and Qadir, all living in relative peace as the former standard of living and job market adapt to the lack of need for miners. These people do, however, leave each year and some estimate Silsaerimas will need to be absorbed by the New Ceardian Colonies to maintain its travel routes. The state is currently most known for its scarred landscape where former mines once existed as well as its declining population.


Dormin was once the door to the silver mines of Silsaerimas, but following that nation’s collapse and a revolution on the island, Dormin is now thriving once again. Dormin was founded in the early days of the Kingdom of Silsaerimas from miners sent to form a colony on an uninhabited island near the coast. While little Silver was found, the presence of Copper and other minerals resulted in a sizable colony set up to mine the island. As the years wore on, this island also grew into a point of overseas trade with nations beyond Silsaerimas. By the time Regalia annexed the “Silver State,” the island of Dormin had grown rebellious and desired their independence after serving mainland interests for their whole existence. The island ultimately broke away during the economic collapse Silsaerimas suffered and declared a republic however quickly assured the Regalians that they were still glad to be part of the Empire. Mining halted across the island, and the island economy was adjusted with the help of a newly arrived brewing company. They soon popularized the land as excellent growing ground, and the island republic now focuses heavily on the brewing industry. This reliance has resulted in almost all the companies possessing leading representatives at the national assemblies called once a month which has lead to rumors of a rising oligarchy on the island. However, the major Ceardian Ailor and minor Qadir populations are happy and would not resist such a change if it meant further security. The nation itself is well known as a brewing land with several famous brands of mead and ale named after the island, or it’s mining colony past. It has also become a supplier of merchant fleets to Regalia, mostly hired men acquired by the oligarchs to prove their usefulness.


Harron is a well-known puppet state of the Songaskian Masaya on the world stage, eagerly participating in their military actions against other states but has lost their direction since that state’s civil war. Harron was originally settled as a military outpost in 144 AC to deal with lower-class Songaskians who had fled, seeking a new life in peace with the Qadir in Califaera but the early Masaya would not stand for it. Harron expanded into a colony in 195 AC and finally, it’s own state after a vote by its General Staff. This council of military men was, however, loyal to Massya and in 210 AC, they declared war on Califaera. For the next six decades, the war was relentless, but the tide was turned against Harron when Regalia came in on the side of their enemy. A truce was called until 303 AC when the Masaya of Farah’deen declared war on Regalia. The east was plunged into chaos, Harron at the forefront in a renewed campaign against Califaera but ultimately reached a stalemate with their century-old rival. The state has since turned inward to repair the damage from this conflict, only nominally siding against the young Massya in the recent Songaskian Civil War and joining his uncle. The state is a military junta led by a General Staff of nine generals, each controlling a section of the “kingdom” and are publicly led by a political figurehead known as the Massake who lives in comfort but does no real work. The nation itself is Songaskians along with smaller minorities of Races serving as slaves. The state is known for its militarism and the long war with Califaera but also for its military constructs, all highly effective designs at servicing and protecting troops.


Califaera was a formerly peaceful state, but their war with neighboring Harron has dragged them into great suffering. The state was originally a small Qadir colony from the time of the Sariyd Empire but, after the Great Storm, became independent and came to develop the Ardualanaar Culture, an offshoot of traditional Qadir ideas but with a militaristic edge. In 137 AC, they accepted low-class Songaskians seeking better lives into their state but this led to conflict with Harron and the two nations occasionally fought each other in small border skirmishes before the full war was declared by Harron in 210 AC. Three years later, internal unity shattered as the living Nkosi, and several of his allies were assassinated by a group soon be known as the Heraatz. These rebel Songaskians were secretly backed by the Masaya and Harron. Califaera began to lose the war, but they soon found an ally in the Regalian Empire. A truce between the fighting nations in 276 AC allowed Califaera to turn towards dealing with the rebels. In 303 AC however, the Masaya of Farah’deen declared war on the Regalian Empire and all pretext was lost. They openly aided the rebels and Harron in trying to crush Califaera but were ultimately unsuccessful. Following the war, support for the rebels fell away, and Califaera was able to defeat them. They have been working to rebuild their nation ever since. Their government is a form of constitutional-oligarchy monarchy where nine major tribal families choose a Nkosi, a public figure who mainly leads the military. The state’s population is mostly Qadir, but large groups of Ailor and Songaskians also fill the arid city of Ashanna. The region is most well known for its rich veins of minerals like Ruby and Solacrox, which lend to beautiful works of art and objects made by the region’s craftsmen. These minerals are also what Califaera trades with Regalia.

Farah'deen's Minor States

A map of the nations in Farah'deen.


Mooriye is a nation of defiance and staunch tradition to the point that it is somewhat out of step with the rest of Aloria. The nation was once nothing more than a land encompassing both territory belonging to the Sariyd Empire but also several minor independants. The ancient inland city of Mzwenhlanhla lay in a riverland, and was the most prosperous settlement in the region, but that all changed in the Great Storm. Most of the terrain was reduced to a barren wasteland of cracked earth flats and sand dunes. The Qadir of the region who survived congregated in this city and those pearl cities along the coast that remained, and began to eek out a life in the changed world. The arrival of Qadir fleeing from the Songaskian Masaya galvinatived the people, turning them into the zealous Khaneh, obsessed with maintaining the traditions of the Sariyd Empire and to defend both themselves and their “weaker” cultural cousins (mainline Qadir) in nearly Al-Alus. Their territory is ruled by the impressive City of Mooriye, and the nation has modelled itself on the organization of the city. The city is a theocracy, where priests of Esrah Alwattah strictly maintain a hold on the citizen’s minds and spew propaganda about the Songaskia and all other outsiders. Their xenophobia has been a problem in recent years as Regalian attempts to contact have been frustrated by their mistrust for outsiders. The city and, by proxy, the territory, is most well known for the production of advanced and highly specialized mechanical equipment. This equipment is mainly used in defense of the city, and the priests are rumored to be incensed that the technology Regalia acquired to defeat the Bone Horrors was apparently similar to that of the city’s defense forces. Another popular claim is that the city holds the Esrah Alwattah inside its walls, but as none but the high priests are allowed to see it, it remains only a rumor.


Hadravia is an oddity on Farah’deen as it is a blended nation of blended people who follow a very unique brand of Unionism. The nation was formed after the Cataclysm battered the region and brought Ailor to the lands, and it was further changed underneath a band of Songaskia who arrived from the developed Songaskian Masaya. They sought to rule, but after a major religious experience, distanced themselves from the nation they had come from and instead blended into the existing one. Unionism reached the area soon after, and peaceful interactions were established with nearby Saruhanna in 170 AC but the arrival of the Songaskian Masaya to the region shattered the peace. They grew furious with a Unionism that was a corruption of their Shambala beliefs and they turned to Saruhanna and Malifant as war-making proxies. For the next century, the two states fought on and off conflict against Hadravia. Hadravia persevered, especially after the Regalian Empire began to support them. This support came to a head in 303 AC when war erupted across Farah’deen as Hadravia was now attacked openly by the Masaya. Regalia came to their aid and ultimately kept the state alive, devastating the armies sent against them. Hadravia then backed the young Massya in the Songaskian Civil War and at this time, remain one of his most ardent supporters. The state is now a monarchy, with a religiously powerful king known as the “Sun Child” that rules over a council of 25 nobles who run the country. The population is collectively of the Hadrav’yan Culture, which is dominated by Ailor and Qadir though there is a Songaskian minority and a number of Half Races who live in the area. The nation is best known for its blended population but also the Shadow Canyon, a deep cut in the earth whose floor is only touched by the sun once a day for less than a minute. Dark things are said to dwell inside.


Saruhanna is a state recovering from the devastating effects of the Hadravian War and the sudden isolation from their political masters in the Masaya. The country was settled by Songaskians who pushed across the lake known as the Juguou Sea to find new territory in the name of the Sun. The local Qadir stayed out of their way, and Saruhanna soon thrived, making contact with Malifant and Hadravia during exploratory missions. Unfortunately, this growing state attracted the attention of the Songaskian Masaya who immediately sent delegates to the region to “remind them” of their origins. This group radicalized the upper classes, turning both states against Hadravia and soon, the Saruhannan Tilsigila was declaring war on their former trading partner. For the next several decades, Saruhanna fought on and off with Hadravia until 303 AC when the Hadravian War broke out. Officially joined by military forces from the Masaya, they marched on their enemy. When Regalia seized much of Malifant, several of the armies turned back and clashed with Regalian forces encroaching on Saruhannan territory. Ultimately, these armies ended the war as they helped capture the Crown Prince of the Regalian Empire at the time, Cedromar Kade. The country has been working to rebuild itself and Malifant ever since the war ended. The state is a theocratic monarchy, led by a priest-king called a Tilsigila who oversees a council of other holy men in ruling the nation. The nation’s population is Songaskian and Qadir with minority populations of various races who serve as slaves. The region is most known for its tar pits where unique bones are sometimes recovered. It is also famous for one member of the royal family, the “Chain Queen” Jalilah Tras-Lahi who is said to have bested three Imperial guards in single combat with her unique weapons and high combat skill.


Malifant is currently a proxy state of the Songaskian Masaya considered to be somewhat of a “wild” frontier due to its lack of major population centers. The state began when some Songaskian populations moved north-east towards the coastline. Instead, they found the Mali Messas, unique rock formations in the arid landscape which they decided to call home. By 150 AC, their small communities were established and began to flourish. They connected with Saruhanna and Hadravia, becoming trading partners for a time but the arrival of the Songaskian Masaya saw an end to that. They helped establish a “government” filled with pro-Masayan officials who immediately decried Hadravia as vile and needing to be eliminated. Malifant only nominally joined in the war effort, however, as the rural population could only drum up so much military support to send. Instead, the nation turned to mining the minerals found in the unique rock formations around them, ultimately providing minerals like Copper to their allies. In 303 AC, they were attacked by Hadravia in a daring offensive over the desert between their nations which began the Hadravian War. Their Prince attempted to lead their military to victory only to be crushed multiple times. Ever since the end of the war, Malifant has been hard at work trying to rebuild what it lost. The state is a monarchy that can consult with a larger body called the Grand Assembly that is made up of one representative from each “Dugubaato” or township. The Assembly exists mainly as a discussion group as they hold no real power over or with the King. The nation’s population is mainly Songaskian and Qadir who are known for their mistrust towards outsiders. The region is also known for the Mali Messas, unique rock formations endemic to the region.

Writers HydraLana
Processors AtticCat, Conflee, Erzly, Enkiduu, Sozzer, Nesstro, Molimo, ScaledSupremacy, Eronoc, Percuriam, SupremeCripple, Scribbe, Wumpatron, AlphaInsomnia
Last Editor HydraLana on 04/18/2021.

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