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The World
Magic
Religion
Languages
Races

Nations
Tear: A powerful, multi-racial trading nation, located at a defensible juntion of moutains, river and sea. 
Salidar: A coastal human nation, with a large settled halfling population. A bitter rival to Tear.
Rheuadon: A human nation that traces it history back thousands of years through the ages. A staunch ally of the dwarves, fighting to hold back the trolls of the southern marshes. 
Kandor: A high elven and human nation, famed for its shrewd merchants and powerful river fleet. 
Amador: A militant high elven nation with close ties to the Crystal Tower, often refered to as "the Fist of the Tower," for it propensity to lend military strength to its causes. 
Cyrador: A democratic melting pot of humans, elves, gnomes, and many other races ruled by a council of guilds rather than a king. 
Ganji: A reclusive human nation with strange martial customs comprised of five feuding clans. 
The Crystal Tower: The center of authority for magic in Jorduan, where female magi receive their training and the base of operations for hunts for male casters to cull. Known for its far reaching tendency to probe into the politics of other nations without fear of reprisal. 

Regions
The Waste: A vast, sun baked desert, populated by warring tribes of orcs and desert elves. 
The Southern Marshes: A ever enroaching mass of bogs and swamps to the south of Rheuadon, known to be home to vicious trolls with appetites never fully sated. 
The Burning Lands: A scorched land of volcanoes and charred ground, where fires have smoldered for centuries, never fully burning out. Home to dragons and other fell beasts. 

 

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Jorudan Jakyriss Jakyriss