Regions of the Trade World

History and Info on the Dongolos Republic
Religion: The Eight Spirits.
Culture: Dongolos Trade.
Geography: The Dongolos Islands are twelve islands in the middle of the Miku’La Ocean. After the development of the Trade tongue, half of the islands were named in Ra’Lazeran and the other half in Miku’Atalla. The Ra’Lazeran named islands, listed north to south, are Dongolos Sale, Dongolos Trine, Dongolos Vallz, Dongolos Rale, Dongolos Vish, and Dongolos Lith. The Miku’Atalla named islands, listed north to south, are Dakalika, Untalla, Sabiku, Kulaka, Pekilu, and Sulaka. The Miku’La Reef is also part of the Dongolos Republic.
History: Back as far as 800 BT the Lazeran and Aquian were constantly at war with one another, unable to progress at all in expansion or civilization, though the Aquian were always the more tribal of the two. After Graz Sondalan and Kikula of Pekilu formed the peace summit, however, the islands began to prosper. The Trade tongue wasn’t accepted easily, but by the time the people began sailing to new continents and discovering other cultures, a strong bond formed in Dongolos. Despite having worked together for hundreds of years, each of the islands were treated as independant nations until AT 529 where each of the leaders formed an eleven person congress with a representative from each island (Dongolos Rale is uninhabitable). The Republic is largely based on trade and naval production, but has very low military output. The flag for the Dongolos Republic is a blue globe on a red background, and in the globe are the twelve islands spiraled out from the center. This flag is an international sign of peace due to the Treaty of the Trade World and anyone who attacks a ship, structure or unit with the Dongolos Republic flag is subject to removal from the Trade World, as well as retribution from other countries.

History and Info on the Gha Khalla Tribes
Religion: The Eight Spirits.
Culture: Greenskin Tribal.
Geography: The Gha Khalla tribes are the Bangah Dra Tribe, the Chu Gancho Tribe, the Keldot Tribe, the Ras Tulla Tribe, and the Vuulga Tribe. These tribes roam the Dancing Grasslands on the east side of Gha Khalla.
History: For as long as any of the natives can remember the Star Clan Elves and the Gha Khalla tribes have fought. It was around the time that Dongolos appeared that the Star Clan was finally pushing most of the tribes back to the coast and beginning to take full control of Gha Khalla, but the Dongolos supplies and trade with Gancho Tolgran led to a powerful jumpstart to the tribes. In the following years, the tribes took back full control of the grasslands and even fought skirmishes as far west as the Narwyn Woods. Only the Chu Gancho Tribe, the Bangah Dra Tribe and the Ras Tulla Tribe signed the Treaty of the Trade World, however it has not stopped the battles with the Star Clan Elves. Both sides have every intention of wresting control of the continent from the other’s grasp. Any alliances formed between tribes is shakey and skeptical, at best. They know that even if the tribes take control of Gha Khalla, they’ll just end up fighting each other.

History and Info on the Star Clan Elves
Religion: The Constellations.
Culture: Star Elf Clan.
Geography: The Star Elf Clan is made up of four families: the Elvaleryn, the Fairth, the Rolyn and the Zorvain. The families are broken up throughout the west side of Gha Khalla, and the Zorvain specifically dwell within the Narwyn Woods.
History: The Star Clan Elves and the Gha Khalla tribes are a fluctuating force of skirmishes and all-out wars across Gha Khalla. The Star Clan families are split based on ideals and region. The Elvaleryn are the most diplomatic of the families, while the Zorvain are the most aggressive, likely based on their respective proximity to the Dancing Grasslands and the Gha Khalla tribes. When Zorvain was taking the brunt of the tribe attacks after the appearance of the Dongolos, Ninaste Shen Astarii of the Elvaleryn took an expidition team and met with the Dongolos themselves to create a trade network to be utilized by the Star Clan. The other families were against this decision, but as the tribe attacks increased, they were convinced it was the best for their survival. As a result, even the Zorvain family, who rarely leave the safety of their forest, met at the peace summit to sign the Treaty of the Trade World. The only family who was absent was the Rolyn. The families have still remained mostly tribal, with the exception being Elvaleryn who combined their village, Taluntaven, with the port city given to them in the treaty, Valehon, renaming the new city to Valehaven.

History and Info on the Deep
Religion: The Pantheon.
Culture: Deep Belandian.
Geography: The Deep is built into the Skjoldr Mountains and the underground, a civilization below the Aeth. The ancient Dwellers are said to have had boarders reaching north to Broken Bridge and south past the Lingering Archipelago all the way to Far Isle. Now, the Deep spans almost three-quarters of the length of the Skjoldr Mountains.
History: Tales of ancient Dwellers are numerous, with likely a significant amount of fiction and fairy tale, but some proof exists in the Deep of the ancient Dwellers when they were originally chased underground and created the Deep themselves, hollowing out more of the underground than the current residents have been able to use now centuries later. The Deep Dwellers take missions to the surface in life, but most often stay underground. There are also a small number of Qoln that live in the Deep that the Deep Dwellers highly respect for their knowledge and wisdom, believed to be a gift from the Pantheon. People of the Deep are very spiritual with constant and sometimes significant offerings to the Pantheon or one of its members, the five gods. The Deep is broken into twelve districts, each with a Marshall, but the Deep Lord rules over all in the Deep, a child selected at birth by the Qoln and raised until coming of age at 20 and taking over as Deep Lord. In between Lords, the Marshalls rule democratically, and it was during one of these periods that the Dongolos arrived in the Deep. The votes were split and no trade was set up until Lord Arni Jukanson took position as Deep Lord on AT 699 and called on the Dongolos Republic to set up a port on the western coast of Belandia on AT 702.

History and Info on the City-States of Nevaglarond
Religion: Raas the Burning.
Culture: Nevaglarond Sun Elf.
Geography: Formed on the west coast of Shael’taya, the City-States of Nevaglorand are five independant city-states that are bound by the Law of the Sun, a treaty creating semi-democratic relations between the city-states in order to increase trade and to provide protection for one another. The five city-states are Grazlan (trade city set up by Dongolos), Lindar (bard college), Numenenya (farmland), Ragil (military), and Vernien (coastal).
History: Some time around five hundred years before the Trade calendar, or 500 BT, the Samnelya Empire stretched across all of Shael’taya, only unable to take Quorendor. Legends told of a massive tidal wave flooding the entire continent from both the Miku’La Ocean and the Severed Ocean leaving devastation across the continent and wiping out almost everything outside of the Dwei Peaks. During the Everflood, as it was called, all of the cities on the west coast suffered heavy damage and Samnelya retreated into its fortress, leaving the people for dead. The next hundred years was spent rebuilding homes, and with no trust left for the Empire, each of the cities declared independence. Around 200 BT Samnelya had rebuilt its army and made plans to take back the lost cities, of which there were four at the time. Numenenya was easily taken, leaving the people of the cities scared that their home and freedom would be taken by a ruthless emperor once again. During this time, the remaining three cities formed an agreement to work as a civil union, helping one another in times of crisis or trade, but governing themselves. Near 100 BT Numenenya had been reclaimed and the City-States of Nevaglarond had been officially formed. By AT 28 Samnelya, reluctantly, had no choice but to allow Nevaglarond to coexist with them. After the Tulkleitha Revolution in AT 392, Samnelya started war again with Nevaglarond in AT 425. The war tolled on them until the Dongolos Republic arrived and formed Grazlan. With superior resources, Nevaglarond was able to push Samnelya out of their lands again in AT 607.

History and Info on Quorendor
Religion: The Eight Spirits.
Culture: Quorendor Sun Elf.
Geography: Quorendor sits secluded in the Dwei Peaks by Lake Draelan. The cities of the Quorendor are few in number, but tightly grouped together in the small patch of land between the peaks and the lake.
History: Little is known about the history of Quorendor, only that it has existed several generations before the Samnelya Empire, the second oldest country on the continent. Samnelya has tried to take over Quorendor, but to no avail. At one point the Empire was able to take a single city in Quorendor until the Everflood took place shortly after, causing the Empire to retreat to its fortress. The forces garrisoned in the taken city were never seen again after the Everflood. The political system and exact geography of Quorendor are a mystery, as no outsider has returned from it. However, during the Treaty of the Trade World, Leuthil Carthin appeared at the summit as an ambassador of Quorendor and signed the treaty, creating a small hamlet outside of the Dwei Peaks called Norsando in AT 779 to allow trade. Inside Norsando is a passage to the rest of Quorendor, but many are warned, after entering the Dwei Peaks they would never be allowed to return to the outside world.

History and Info on the Samnelya Empire
Religion: Raas the Burning.
Culture: Samnelya Sun Elf.
Geography: West of the Dwei Peaks lies the Samnelya Empire, a strong and powerful military force made up of several spread out cities under the rule of the capital, Samnelya, a massive fortress-like city said to have been originally built by Deep Dwellers before the Broken Bridge was lost.
History: Samnelya was formed by Calen’loki Iralen, called the Jade Green Dragon. Iralen was a warlord of immense power who was able to take control of all of Shael’taya, aside from Quorendor, which Iralen held a great respect for. Despite his conquest of the continent, he was a beloved emperor, loved by his subjects. Rumors and tales say that he was never pleased with his son’s actions and thoughts as a ruler and had no intention to pass the Empire down to him, but his own son had him assassinated and a forged letter naming him the new emperor. Whether or not it was true, the reign of Agernost Iralen began around 420 BT, which was commemorated by the building of the Jade Fortress, a mighty palace that Agernost ruled from. Convinced his Empire needed Quorendor, Agernost dedicated all of his military forces to taking Quorendor. It was during this time that the Everflood took place, wiping out most of the Samnelya Empire, but Agernost retreated into his Jade Fortress in the capital of Samnelya, kept safe until the disaster passed. Around 200 BT the rebuilt Empire would try to take back the now Nevaglarond, eventually failing. Tensions were constantly high between the Empire and the City-States, but the Empire eventually decided to set up colonies to the east in AT 108. However, tired of the reckless rule of the tyrant emperors of Samnelya, the colonies began a revolution in AT 351. By AT 392, the United Tulkleitha was formed as an independant nation. Driven power hungry after losing most of its territory, the Empire fought constant wars with the City-States and Tulkleitha until just a few years before the Treaty of the Trade World, where Emperor Haran Aredhel proposed a ceasefire to attend the summit.

History and Info on the United Tulkleitha
Religion: Raas the Burning.
Culture: Tulkleitha Sun Elf.
Geography: In the plains east of Dwei Peaks, just beside the Nimras Woods, are the Tulkleithan lands. Tulkleitha is the name of the plains which contain sixteen colonies that make up the United Tulkleitha. Each colony has its own laws and rules, but also laws of the United Government, run from the capital of Taur’Mar by the Raaheru (or lord lion), which take precedent over individual colony laws.
History: The sixteen colonies (originally nine) were set up in the Tulkleitha Plains by the Samnelya Empire starting in AT 108. They suffered heavy losses from skirmishes with the Coastal Aquians to the south and rarely received any aid from the Empire. It was more common that they were taxed more heavily and had to give up more and more resources, leaving the colonies almost defenseless against the Aquians. In AT 292, Raumo Haerea led a strong fight against the Aquians, pushing them back into their own lands, but he used many provisions meant for the Empire in the process. Outraged, the Empire demanded retribution for the man labeled as a hero in his own home. Raumo was easily enough identified, in that he traveled with a tamed lion, a creature native to the plains. His lion was named Uuranor, the fiery sun, and the two of them were a force to be reckoned with. In AT 351, the Empire marched a military force to take captive the traitor, Raumo, but they found the people of Tulkleitha up in arms, led by Raumo. After the revolution ended in 392, the colonies became a single nation called the United Tulkleitha. Though there were many more skirmishes with both the Empire and the Aquians afterward, the United Tulkleitha held strong and gladly signed the Treaty of the Trade World during the summit.

History and Info on the K’sanaar Woods
Religion: The Mother Tree.
Culture: K’sanaar Floran.
Geogrpahy: The K’sanaar Woods fill the land connecting Belandia and Shael’taya. Old depictions show there was previously a much less dense forest where K’sanaar now stands, as well as a massive stone bridge that connected the two continents. Now there remains only the thick forest and the destroyed remains remembered by the world just as Broken Bridge.
History: The Floran of K’sanaar are the most aggressive of the three Home Trees, often having skirmishes with all of the nearby regions. They have developed a bad reputation for never letting anyone cross from continent to continent, effectively killing the relationship between Belandia and Shael’taya.

History and Info on Duskmire Bay
Religion: Will of the Soveriegn.
Culture: Coastal Aquian.
Geography: South of United Tulkleitha is a large swamp that leads into the Severed Ocean, but the whole area makes up Duskmire Bay, the fog-filled, dreary home of the Coastal Aquians. The Aquian here each follow the will of the Sovereign, a mighty creature of the sea. Though broken into a few dozen schools, each act in tandum to exert the will of Sovereign.
History: Duskmire Bay has been the home of the Coastal Aquians as far back as any of the surrounding regions can remember. An aggressive people, the Coastals have worshipped Sovereign for centuries via a “Vilu Miku’Ta”, which translates to “Ear of the Ocean”. The Vilu Miku’Ta are the most powerful magic-users, and thus the most in tune with arcane energies. Each school has only one and they are said to directly hear the will of Sovereign. The Coastals almost exclusively trouble their neighboring regions, inciting battles in northern Belandia, K’sanaar Woods, and the Tulkleitha plains. The inhabitants of Duskmire Bay were startled originally by the Islander Aquians, finding them strange and docile. It wasn’t until all of Belandia and Shael’taya had already joined the summit that Takillu Vilu Miku’Ta, Speaker of the Kelemi School, was told by Sovereign that the Costals must attend the summit. Since, the Coastals have reluctantly joined the Trade World, actively waiting for Sovereigns secret motives to come to fruition.

History and Info on the Six Holds
Religion: The Pantheon / The One True God.
Culture: East Arland.
Geography: On the far east of Arland are the Six Holds, separated from the rest of Arland by the Ferris River and the Great Yulan Lake. Within the lands of the Six Holds is the Angliss Mountain Range, abundant with metals of all types. Valtine (symbol: the falcon) sits to the west of the Angliss Mountain Range. On the east side is Glendale (symbol: the bear) and near the coast, Whilhold (symbol: the king crab). On the west side of the Deep Drae Forest is Braznik (symbol: the stag). Built in the Great Yulan Lake and its surrounding land is Yulan (symbol: the crocodile). South, in the cold Thresher Plains is Cross (symbol: the fox).
History: The Six Holds have access to some of the best resources in all of Arland, and abundant amounts of most of them. The Holds lived without interaction other than small caravan trading for many years, unaffected by the wars on Arland’s west coast. It wasn’t until Alistor’s Crusade reached them on BT 47 that the Holds raised arms and defended Great Yulan Lake against Alistor’s creeping influence across the contient. The formed the Six Hold Pact, agreeing that they would aid the others in any time of need, but there would never be an overarching governemnt to rule over them. Each Hold would always live by its own rules, set by its Holdmaster, also chosen separately in each Hold. An occasional meeting is called between the Holdmasters at Angliss Peak, a place held sacred by all of the Holds. On AT 682, Dongolos landed in Whilhold and set up the small port village of New Water. Between the caravan routes already set up in the Six Holds and the river sailing techniques prefected by Yulan, the Six Holds became the economic powerhouse of Arland.

History and Info on the Hillsford Province
Religion: The Pantheon / The One True God.
Culture: Central Arland.
Geography: South of the Long Vanes River, west of the Ferris River, east of the Triumph River and north of the Thresher Gulf sits the Hillsford Province. Originally a collection of villages and small towns acorss the wide land, Castle Solon was built in the center and remains the primary hub and ruler of all of the lands.
History: During Alistor’s Crusade, the unruled farmlands of Hillsford were adopted into the Kingdom of Alistor under the One True God. This began in BT 62, a quick and easy conquering with little to no bloodshed. For Hillsford, having a king meant literally nothing. Their lives went untouched. However, when the Six Holds resisted the Crusade, the battles collided hard directly in Hillsford. To make matters worse, after the Crusade ended, Hillsford found themselves under represented and over taxed, borderline starving under the thumb of the figurehead in Castle Solon. Combined with the unfair treatment of Canisaer slaves brought from the West Arland culture, an uprising began. The Unleashed formed in AT 89, a Canisaer resistance movement that learned how to remove their collars. A bloody conflict known as the Hounds War left Hillsford wartorn, but in the aftermath a new government was formed using Castle Solon as a centerpiece. The Hillsford Province was formed, calling itself the land of the free, with its first law freeing all Canisaer in Hillsford. The Unleashed moved West toward Alistor, and between Canisaer uprising and battles across the Blood Sea, Alistor had no choice but to leave the Hillsford Province to its own devices.

History and Info on the Holy Land of Viktor
Religion: The Pantheon / The One True God / The Mother Tree
Culture: Folgrand Floran.
Geography: North of Hillsford and Great Yulan Lake lies the Holy Land of Viktor. Legends tell of Viktor Triumph making first contact with Floran of Folgrand Woods and labeling the entire landmass as a sacred zone outside of any city’s reach. Small settlements were formed in the Holy Land free of tax and tyrannical rule, each used as a pilgramige point to reaching the Home Tree of Folgrand.
History: The name Viktor Triumph is famous in all of Arland as a legendary hero, a fairy tale to small children and a peacekeeper of the Holy Land. Some centuries before the Trade calendar, the Holy Land of Viktor was named and has been kept. Viktor is remembered as a hero of the One True God and the chosen of the Pantheon. His name, while revered differently by the two religions, is a symbol of peace for both, keeping the Holy Land safe even during Alistor’s Crusade. It is also the Floran of Folgrand that created the Arcane Collars as a symbol of peace with Viktor so that the people of Arland might not live in fear of the Bloodhounds. Canisaer take pilgramiges to the Home Tree to give birth.

History and Info on the Kingdom of Alistor
Religion: The One True God
Culture: West Arland.
Geography: West of the Triumph River is the Kingdom of Alistor, the largest country on Arland. Once many cities and countries, Alistor, named after its first king, united the land under the Scripture of the One True God during Alistor’s Crusade. Though many were unwilling, the Kingdom still stands as the most powerful country on Arland.
History: Forgotten countries and cities once existed in the lands of Alistor before Alistor ransacked the land during Alistor’s Crusade, starting in BT 93 and going until halted by the Six Holds in BT 42. A common practice early in the Crusade was razing cities and burning historical texts. Any who still followed the Pantheon were heathens and would be wiped from the world. The original Scripture handed down depicted all non-Atherians as beasts that cost the true believers their wings, taining them. This led to harsh enslavement of the Canisaer and battles to the north against the Lazeran of Trithalla. The creation of the Blood Sea, the massive channel connecting Arlands north-most point to the continent of Trithalla. Navigating the Blood Sea is nearly impossible due to the amount of ship wreckage stacking up in it. After the Crusade finished and Hillsford gained it independance, Alistor couldn’t have been more furious. The battles with the Lazeran and the Hillsford boarder, along with Canisaer uprisings in their own lands, left Alistor hurting when Dongolos arrived on the continent. Alistor very reluctantly accepted the Treaty of the Trade World, and most of its people despise the teaching of the Trade tongue.

History and Info on the Island Nations of Guiles
Religion: The One True God.
Culture: Arland Islands.
Geography: South of the Kingdom of Alistor are a collection of islands ruling themselves. The Island Nations of Guiles are made up of Fort Blazen, Lense, Ventures, Millow, Durden and Three Drake Rock. Each island collectively follows the laws of the Guiles Temple on Three Drake Rock.
History: During Alistor’s Crusade, ships set off south in search of land and found the Island Nations. Each tribal and following its own traditions and rules, the Scripture was still easily accepted. The teachings of the One True God led to the creation of the Guiles Temple on Three Drake Rock and the creation of a single state to be ruled by the Kingdom known as Guiles. However, after seeing how Alistor handled the rest of the Crusades, Guiles distanced themselves from them, feeling Alistor had missed the true meaning of the Scripture. Thus the Island Nations of Guiles were formed in BT 45. Lacking strong knowledge of navigating in the Severed Ocean, Guiles had a clear advantage in sea combat against Alistor who was still busy moving their ships north to Trithalla, racing the same channel for generations. In BT 12 Alistor accepted the Island Nations of Guiles as a separate nation in hopes to create strong trade relations to improve in their fights with Trithalla.

History and Info on Ghost Ship Cove
Religion: The Cycle.
Culture: South Trithalla.
Geography: Where the Blood Sea meets Trithalla the coast was filled with the wreckage of ships during the long battles with Alistor. The residents of Ghost Ship Cove set up a poweful fort to meet Alistor forces should they cross the channel.
History: Ghost Ship Cove is a fort of soldiers, veterans, and shipwrights, constantly at war with Alistor. It is the home of the Great Wall Clan, a Lazeran tribe of builders and fighters. Constant war with Alistor has left them with little development other than weapons and ships. The Great Wall Clan is mostly left alone by the other clans of Trithalla, due to their beautiful battle against the outsiders of Alistor. To join and fight alongside the Great Wall Clan is considered a great honor.

History and Info on Far Reach Desert
Religion: The Cycle.
Culture: South Trithalla.
Geography: Just north of Ghost Ship Cove is the sprawling Far Reach Desert. The few civilzations formed here are built around the oasis, treasured landmarks for the taking.
History: Far Reach Desert is occupied by the Black Rock Clan, the Fire Tongue Clan, and the Glass Sword Clan. The three clans fight constantly for the oasis around the Far Reach Desert. Blackrock are barbaric warriors, powerful and fast. The Fire Tongue are known for practicing powerful magics. The Glass Sword are the most powerfully equiped, learning how blow sand into a thick and strong glass harder than some metals. Territory battles are constant in the Far Reach Desert.

History and Info on the High Talis and Underock
Religion: The Cycle.
Culture: Central Trithalla.
Geography: North of the Far Reach Desert are the Talis Mountain Range, a massive mountain stretching across the entire continent. A large underground community exists underneath High Talis, known as Underock.
History: The Lazeran of High Talis are not as war driven as their southern brothers and sisters, but they still live for the hunt. The lands of High Talis are very religious and spiritual, creating several temples dedicated to the Cycle. On the mountains reign the Sky Spear Clan and the Cloud Shadow Clan. The two try not to interact much, mostly keeping to their hunt, but some Lazeran seek greater glory in a larger skirmish. Underneath the High Talis in Underock creeps the Soft Step Clan and the Gray Moss Clan. Like topside, the underground is dedicated to large temples to the Cycle and the hunt.

History and Info on Big Lake
Religion: The Cycle.
Culture: North Trithalla.
Geography: East of the High Talis is a massive body of water called Big Lake. The surrounding land makes up the Big Lake territory, cut off from the Silith Woods and Salamander Hills by the High Talis.
History: Big Lake is more civilzed than Central and South Trithalla, having more settled civilizations, but still tribal and clan based. The Swamp Root Clan, Razor Tail Clan and Stone Scale Clan dwell in Big Lake. The three clans work together and even have trade systems set up. Big Lake was the first region willing to create trade with the Dongolos Republic in AT 702.

History and Info on the Silith Woods
Religion: The Mother Tree.
Culture: Silith Floran.
Geography: North of High Talis is Silith Woods, a massive forest formed around the Silith Home Tree.
History: The Silith Floran have mostly kept to themselves, hiding from the hunt-driven Lazeran. They do not bother with contact or trade and rarely leave the forest. Before the Treaty of the Trade World, Lazeran considered the prospect of the Floran a myth in the Silith Woods. The Qoln of Salamander Hills and Underock preached to the Lazeran that Silith Woods was a sacred place and that while hunting the woods was important, they must not venture deep inside.

History and Info on Salamander Hills
Religion: The Cycle.
Culture: North Trithalla.
Geography: North of the Silith Woods up to the northern coast of Trithalla is Salamander Hills, large and hilly plains. A massive volcano sits at the Nothwestern corner of the continent called Salamander’s Den, named for the colossal fire breathing salamander that sleeps in its depths.
History: Like the Lazeran of Big Lake, the tribes of Salamander Hills are more diplomatic, living on trade, but also paying worship to Salamander in the nearby volcano. The clans in Salamander Hills are the Sharp Tooth Clan and the Long Runner Clan. A representative of the Long Runner Clan, Kreiz Long Runner, was given the mission to take a missive from the Qoln of Salamander Hills all the way Ghost Ship Cove in AT 700. This missive would lead to the ceasefire between Alistor and the Lazeran, and eventually the spread of the Trade Tongue across Trithalla.

History and Info on the Wildlands
Religion: The Eight Spirits.
Culture: Nomad Felazin / Temple Felazin.
Geography: The long and storm-filled lands stretching from the Skjoldr Mountains south to the Reaching Archipelago are known as the Wildlands. Seemingly unpredictable storms and powerful beasts make the lands nearly inhabitable by all other than the Felazin who can sense the storms and survive by constantly moving or going underground.
History: The Felazin, who revere the Qoln for giving them their language, live in the Wildlands either by moving whenever a bad enough storm approaches or dwell at one of the monasteries, large stone structures made to weather the storms. Those who live in a monastery retreat into the underground beneath the monastery until the storms pass and then rebuild any damaged portion of the temples. The nomadic Felazin simply move to avoid storms, constantly leaving one home for another. For this reason, the Felazin have rarely been territorial, most clans are happy to share a safehaven together while they wait out a storm and then separate without qualms. In the past, the Felazin consistently felt uneasy around Deepdwellers, put off by the crystal in their heads. That along with the inability to reliably survive in the conditions of the Wildlands, the Felazin rarely interacted with the Deepdwellers. Many Felazin were uneasy of the Treaty of the Trade World, but others were intrigued by a new world on the other side of the sea. After long council with the Qoln, the Felazin met at the peace summit to sign the Treaty of the Trade World.

History and Info on the Far Isle
Religion: None.
Culture: Temple Felazin.
Geography: The Far Isle is a large, snowy island just west of the Reaching Archipelago. It was discovered by the Dongolos Republic in AT 721. However, the island was already inhabited by the Hoz Trible of Felazin.
History: The Hoz Tribe of the Far Isle were immediately accepting of the Dongolos Republic, even helping them to build their trade docks without compensation. Stories tell of sailors claiming the Felazin and Qoln seemed to stand at the edge of the island waiting for them to arrive. The Far Island remains under the control of the Felazin people, specifically the Hoz tribe. Since its discovery, the temples of Far Isle have always welcomed new comers to explore and study with them.

History and Info on Kuristand
Religion: None / All.
Culture: All.
Geography: An offshoot island near the Barren North, Kuristand was settled by the Dongolos Republic. The island contains a massive crater surrounded by what appears to be burned aeth and dying trees.
History: Kuristand was formed in AT 717 as a research outpost for the Dongolos Republic, however, they claimed their independance during the peace summit becoming a land with no natives, welcoming all who would come. Scientific and archeological studies are the most prominent fields in Kuristand, focusing on the crater, as well as other ruins and artifacts found across the island. Since the Treaty of the Trade World, Kuristand has become a metropolitan hub of industrial advancement.

History and Info on the Crow’s Nest
Religion: None.
Culture: The Crows.
Geography: The Crow’s Nest constantly drifts around the oceans of Aether, never staying still for very long.
History: After the success of the Treaty of the Trade World, pirates became more and more common. After strict military action against them, a pirate crew called Jackson’s Crows formed the Crow’s Nest in AT 791. The Crow’s Nest is a collection of ships tied together to form a floating island and safe haven for pirates and criminals. The Black Jackson and his Crows live by a code of honor, however, and starting trouble in his nest will get you exiled to the bottom of the sea.

Regions of the Trade World

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