ISIMIIR: A continent containing 9 recognized countries,planes and regions. This Continent was once ruled by the Old Isimiirian Empire which fractured soon after the elves who ran it were driven out by their rebellious subjects, the humans, half-elves, and other races that now comprise Isimiir. Now, many of the remaining countries and the region of the Durkault Mountains, are starting to reestablish communication and cooperation as they realized from the last war, that if the Q'aanites invade again, they may all fall forever.
It is important to note that most cities, castles, fortresses, and towns are surrounded by the teeming wilds, brigands of every race, monsters, and zones of magic gone awry after the Great Cataclysm. Once unified countries, these once proud bastions of humanity are city-states, walled towns, and picketed villages, united by culture and governments that can offer only the basics of national defense. More often than not, they are on their own like small candles surrounded by a surging darkness.
* Once an Elven Empire, now shattered into nine realms
* Dragons are rare and truly powerful, gods walk the earth
* Threatened by the Q'aan from the East and intense quarreling within
* Most of each country is overrun by hostile enemies and monsters
* Numerous planes and sub-planes crisscross Isimiir's land
* Land in upheaval after the Great Cataclysm and war between gods
ELIOPIA: "Let the lesser races live in their squalor, we have paradise."
REALM ALIGNMENT: Chaotic Good
RULING ALIGNMENT: Chaotic Good
PREDOMINANT RACES: Elves, Fey
TECHNOLOGY LEVEL: High Middle Age
MAGIC LEVEL: High
The Elven Realms, Also called the Dream, or Faerie is the plane where elves and fey now live. Though the elves once lived and ruled a united Elven Isimiir, they were overthrown by their subjects and created a magical plane where they retreated from the cares of the mortal world. In this plane, that attaches to Isimiir, the elves enjoy agelessness, beauty, and an idyllic lifestyle created by the minds and dreams of the Elven and faerie people. They can and do travel from this realm from time to time for adventure, diplomatic duties, or even warfare, but the gates are normally closed to all the people in the Civilized nations including the Gaemannian Elves who chose to stay behind when the Elves fled the world of Gaela'dra.
* Realm of Faerie is not part of the physical world of Man
* Inhabited by Elves and the Fey
* Elves are ageless here, magic is more powerful
* Portals to Isimiir abound but only elves and fey can use them
* Godless, Elves draw power from powerful faerie beings called Tuath
* In civil war between the Seelie (Good) and Unseelie (evil) courts
GUAVHARDIIM: "The enemy of my enemy is my... ally... for now."
REALM ALIGNMENT: Chaotic Evil
RULING ALIGNMENT: Lawful Neutral
PREDOMINANT RACES: Goblin, Hobgoblin, Ogre, Ogre Mage
TECHNOLOGY LEVEL: Iron Age
MAGIC LEVEL: Low
Guavhardiim was once ruled by the old Isimiirian Empire but has since completely fallen to Goblinoids. Thes goblinoids, through their own self-interest have united with the New Isimiirian Confederation (Zanitar, Lazarius, Trakaldar, Kajimara, the Spine of Durkault, and Guavhardiim) though the rule of Law is sparse outside of a few cities. The laws in the land are harsh and barbaric and trial by combat, eye for an eye, and vigilante justice abound. the police forces are corrupt and brutality is the norm. Since the country, at this point is so disorganized, the ruler cannot yet be blamed for the frequent assaults, kidnappings, and invasions into other countries.
* Land of Goblins, decentralized government with little authority
* Nomadic lifestyle outside of the cities
* Might makes right, everyone is either predator or prey
* Slavers, Brigands, and Miscreants abound, justice is by the blade
* Built on the ruins of the old Elven Empire
* No formal religion, schooling, or artistic culture
LAZARIUS: "Slay the Apostate, Punish the Wicked, Defend the Righteous."
REALM ALIGNMENT: Lawful Good
RULING ALIGNMENT: Lawful Good
PREDOMINANT RACES: Human, Divani
TECHNOLOGY LEVEL: High Middle Age
MAGIC LEVEL: Standard
Lazarius is a Feudal society run by a Theocracy that is so invasive that most of the nobles in the land are part of the church and represent either Whelm or Erelaine, the two primary gods in the Isimiirian Pantheon. Aesinthia I, Queen of Lazarius is a Priestess of Erelaine, and is the first Ruling Queen since the beginning of the nation. In addition to humans, there is a special race only born in Isimiir, the Divani, they are children born with the favor of a god and possess certain abilities of their patron god, a Divani of Whelm has cobalt blue eyes, a commanding presence, and a voice that can crack plaster with it's volume when he is angered, for example. Though Diviani do occur in other Isimiirian lands, most are born in Lazarius. The rule of Law is powerful in Lazarian cities and most towns but the damage caused by the last Great war with the Q'aanites destroyed many lives and Lazarians are still teetering on the brink, trying to survive as a nation. Over half of that nation is still occupied by Q'aanites or ruled by no civilized ruler at all and has been that way for over a century, the lands on the nebulous border of Lazarian and Q'aanite control are brutallized and often suffer if a breach in the Lazarian defenses is made.
* Land of Divani and Humans
* The Church rules the country only outranked by the Queen
* Worship the isimiirian Gods, religion is pervasive and entrenched
* Chivalry based Culture where honor, loyalty, and etiquette matter
* Highly organised mage and clerical learning centers
* Every person of majority (18) joins the military for 2 years
RHAMIER: "We are Free, The Spirits are Free, the Land is Free."
REALM ALIGNMENT: Chaotic Neutral
RULING ALIGNMENT: Chaotic Neutral
PREDOMINANT RACES: Centaur, Animists, Gnolls, Bugbears
TECHNOLOGY LEVEL: Stone Age
MAGIC LEVEL: Low
Rhamier was once ruled by knights from the Old Isimiirian Empire, however, that old culture has long since fallen and the people who live there, the Animists, as well as gnolls, centaurs, wemics, and other races live in nomadic tribal units much like Native Americans of the Plains once did. Further down, the borders of Rhamier give way to the Untamed Lands, a place where no rule of Isimiirian civilization has ever existed. Though the Tribes have a Unity Tribal Council once every three years, and fought alongside of Isimiir in the last Great War, they remain independent of the Isimiirian Confederacy and aloof from politiocs as a whole.
* Land of the animists, animal people who worship nature gods
* Personal and tribal freedom is paramount
* No government exists, matters are settled by a Tribal Confederation
* Nomadic and hunter gatherer lifestyle
* Primitive weapons and technology
* Tribes are small and far flung but have strong racial bonds
SKRAELUND: "Let no one enter, let no one leave, we rule the jungles"
REALM ALIGNMENT: Chaotic Neutral
RULING ALIGNMENT: Chaotic Evil
PREDOMINANT RACES: Yuan Ti, Lizardfolk, Kuo-toa, Sahuagin
TECHNOLOGY LEVEL: Stone Age
MAGIC LEVEL: Low
This is a cold jungle, a hostile place so dense with plants and vines that whole roads can be hacked out of the woods and if not maintained, will be swallowed back into the wilderness within months. The Old Isimiirian Empire once tried to conquer this land but failed. Animists, Shifters, and Shapechanging creatures abound here and stories and legends of the lost civilization of men sent to tame it long ago still echo off the stone walls of ancient fortresses long abandoned. There is no official goverment in Skraelund as recognized by the Isimiirian Confederacy.
* Land of the jungle people, shapeshifters, and dinosaurs
* No government exists, savage tribes vie for territory
* Ancient ruins of a lost culture abound
* Lycanthropy and other diseases flourish
* dire animals are abundant and grow to epic proportions
* canibalism, bloody sacrificial rites, and mass murder are common
SPINE OF DURKAULT, THE: "We are the backbone of the free races."
REALM ALIGNMENT: Lawful Good
RULING ALIGNMENT: Lawful Good
PREDOMINANT RACES: Dwarf, Gaemannian Elf, Warforged
TECHNOLOGY LEVEL: Pre-Industrial Era
MAGIC LEVEL: (Dwarf) Low, Gaemannian Elf (Standard)
This is the mountain range that separates Isimiir from the Q'aanite held lands beyond. There are two principal races that hold this range for the sake of all civilization in Isimiir, the Durkault Dwarves and the Gaemannian Elves. The Durkault dwarves defend the spine against all-comers with ingenious weaponry and savage determination, they are war-hardened and grim guardians who realize that losing their fight will expose all of the humans beyond them to the savagery of the Q'aanite Hordes. Since, the last great war, the dwarves have thought of the humans as their allies and have begun to sense emmisaries to the Isimiirian Confederation. In return, humans have been sending warriors to help the dwarves in their fight. The Gaemannian elves are the last elves officially left on this plane (The entire Elven Empire is in another plane and they often travel to Isimiir, but not usually in an official manner). Their job is to assist the protection of the Spine of Durkault, where the dwarves live in the mountains, the Elves live on the top and use their agressive battle tactics to fend off the Q'aanites and take their fight deep in enemy lands. Though they used operate independently, now the Gaemannians have joined the Isimiirian Confederacy but independent of the Greater Elven Empire which they regard as corrupt, selfish, and weak. The Gaemannians are cold and aloof, but fast friends with the Durkault Dwarves and those brave souls who choose to 'stand the walls' with them.
* Land of Dwarves, Golems, and Gaemannian Elves
* Highly regimented and militaristic societies
* Unending fight against the Monsterlands
* Immense mountain fortresses, dungeons, and defenses
* Gaemannian air force is best in the world, griffons, drakes, eagles
* Living and unliving constructs abound, high technology level
TRAKALDAR: "The nightmares whisper to us, dragging us into hell."
REALM ALIGNMENT: Chaotic Evil
RULING ALIGNMENT: Lawful Good
PREDOMINANT RACES: Trakaldan Human, Unseelie Fey, Abberations
TECHNOLOGY LEVEL: Dark Age
MAGIC AGE: Low
This land is immensely dangerous as the entire land is contained in a massive nightmarish forest. This forest is supernatural and wholly evil in nature as if it were hell on earth or someone's worst horror. The people here are few in number and bolstered by the Steel Colossus known as Wasagnaar. They are active in the Isimiirian Empire but too weak from fighting the Dark to help in any real international capacity. Usually, they ask for assistance from other nations. Rumors that the fallen Family of Trakaldar, from which the country was named, still lurk in hellish forms still scare children to bed at night.
* Land of Humans, Unseelie Fey, and Aberrations
* The Nightmare forest spans all of Trakaldar, it is living and evil
* Unspeakable creatures roam here bent on destruction
* Wasagnaar, a massive golem is the only god worshipped here
* Most of human population has died, elves grow weak here
* Magical Cybertechnology augments Wasagnaar believers
ZANITAR: "We are the best, the finest, the smartest, all others are weak."
REALM ALIGNMENT: Neutral
RULING ALIGNMENT: Neutral Evil
PREDOMINANT RACES: Dionne, Mamluk, Human
TECHOLOGY LEVEL: Renaissance Era
MAGIC LEVEL: Low
Zanitar is the only Isimiirian country with Galleons, they are a port nation with a grand navy that looks outwards on the rest of the world rather than dealing with Isimiirian issues. They support other Isimiirian coutries only be cause if they fell then the Q'aanite armies would be at their doorstep as well. Myth'Rinal is the largest city in all of Isimiir and is a world class city even when compared to other continents. Zanitar is in the Renaissance period of development and has a mixture of African, Spanish, Italian, and Moorish influences. Duelling over honor is prevelant here as are the nasty and bloody politics that often pitch noble house against noble house. Fencing weapons and pistols are commonplace and the average Zanitarian looks down upon other Isimiirian countries as backwater cousins. The Isimiirian Confederacy Great Coucil is held in Zanitar every year, and they host representatives from almost all civilized known countries in the world. The Ancient Elven Emperor ruled from Zanitar at one time and the old elvish presence is still felt in the impossibly beautiful stone and crystalwork that still stands in the city. Mamluk Condotta are located here as slaves to the old, corrupted empire.
* Land of Half-Elves, Humans, And Mamluk
* Renaissance era technology: pistols, galleons, art, armor, lifestyle
* Anti-magical Inquisition wiping out all divine and arcane spellcasters
* Five Castes: Royal, Noble, Citizen, Commoner, and Mamluk
* Half-Elves are royal Caste, Selected Humans are Nobles
* Dueling, assassinations, poisonings, and noble warfare are common