Lore

Nations & Cultures

Sixteen nations claim the known parts of Aeledd — though much of the world remains wilderness between them. Select a nation on the map or browse the cards below.

Aluvair — A vast alluvial plain of fertile soil, crossed by rivers and defined by its floods. Aluvair Dovenost — An aloof land that settled happily into isolation and built a rich culture of its own. Dovenost The Mists of Eltiel — The shrouded remains of the great nation of Eltiel, the Skyways — its fall unexplained. Eltiel Mists The Five Duchies — Hearty, steadfast, iron-forged folk of five independent industrial locales, each led by a Speaker. Five Duchies Kindaria — A remote land of vast wilds shot through with deep chasms, home to some of the world's largest and strangest creatures. Kindaria Konnigstrava — A kingdom in ruins, once a prosperous feudal monarchy of benevolent kings and queens. Konnigstrava L'Dahn Linenation — A people of great patience, knowledge, and understanding, raised to a life of service and found traveling all nations. L’Dahn Melluria — "The mines give to me so I give back to them; no one stands alone" — a nation bound to its shifts in the mines. Melluria Merrigor — A land of aristocrats and master artisans, where serving Merrigor even through death is celebrated. Merrigor Myos Islands — An island nation at the convergence of Lattice Nodes known as the Sea Gates, ringed by storms that rarely touch the isles. Myos Republic of Ophrailes — A democratic republic balancing power between the Crown, the Legislature, and the Judiciary. Ophrailes The Principalities of the Reach — Not a name adopted by any nation — a frontier of freedom to build, to rule, and to do as one chooses. The Reach Rues — The land of legend, returned to the world stage after centuries of isolation behind a magical barrier. Rues Spyndelmere — A storybook land of green hills, enchanted forests, crumbling towers, and gallant heroes. Spyndelmere T'barris, the Serpent Kingdom — The Serpent Kingdom, where people live in balance with the Arcanis — the great magical beasts of the world. T’barris Vale of Scyllina — A small nation resting in grassy, mist-prone hills around an offset inland sea. Scyllina
The nations of Aeledd (placeholder geography — select a nation to read its chapter)

Aluvair

A vast alluvial plain of fertile soil, crossed by rivers and defined by its floods.

Dovenost

An aloof land that settled happily into isolation and built a rich culture of its own.

The Mists of Eltiel

The shrouded remains of the great nation of Eltiel, the Skyways — its fall unexplained.

The Five Duchies

Hearty, steadfast, iron-forged folk of five independent industrial locales, each led by a Speaker.

Kindaria

A remote land of vast wilds shot through with deep chasms, home to some of the world's largest and strangest creatures.

Konnigstrava

A kingdom in ruins, once a prosperous feudal monarchy of benevolent kings and queens.

L'Dahn Linenation

A people of great patience, knowledge, and understanding, raised to a life of service and found traveling all nations.

Melluria

"The mines give to me so I give back to them; no one stands alone" — a nation bound to its shifts in the mines.

Merrigor

A land of aristocrats and master artisans, where serving Merrigor even through death is celebrated.

Myos Islands

An island nation at the convergence of Lattice Nodes known as the Sea Gates, ringed by storms that rarely touch the isles.

Republic of Ophrailes

A democratic republic balancing power between the Crown, the Legislature, and the Judiciary.

The Principalities of the Reach

Not a name adopted by any nation — a frontier of freedom to build, to rule, and to do as one chooses.

Rues

The land of legend, returned to the world stage after centuries of isolation behind a magical barrier.

Spyndelmere

A storybook land of green hills, enchanted forests, crumbling towers, and gallant heroes.

T'barris, the Serpent Kingdom

The Serpent Kingdom, where people live in balance with the Arcanis — the great magical beasts of the world.

Vale of Scyllina

A small nation resting in grassy, mist-prone hills around an offset inland sea.