These brief descriptions of Sunafes' kingdoms represent what a well-learned noble would know of each region. Most commoners would know little more than rumours and gossip regarding anywhere beyond their immediate neighbours.
The loosely allied central kingdoms (Velos, Kalica, Nicia, Addina) house the world’s most sophisticated (and, so, tumultuous) political infrastructures. All of the Central Kingdoms are majority Mnek believers, with all of the temples and churches of the Old Gods having been replaced with those worshipping the Two Facing Light.
Addina is known for its refined artisinal culture and extravagant tastes. Cities are known for their ornate spires and sweeping arches. Governed by a Ruling Chancellor, whose seat is rotated annually among nine ruling families.
As the heart and first kingdom of Mnek's followers, Velos remains a predominantly monastic culture. Living in small hamlets and villages interspersed between fortified temple sanctums, its people are reflective and stoic. Governed by fully democratic voting, Velos is known for its tortuously slow decision-making – each major decision requiring majority approval from stones cast by each citizen.
Kalica is a proudly militaristic nation ruled by an aging warrior King. Famed for their disciplined armies and devastating war-machines, Kalica protects the Central Kingdoms from the threat of Joxam invasion.
Nicia is the wealthiest of the kingdoms, protected on all sides by water and blessed with rich and productive fields. Nicia boasts the world's largest universities and libraries, and is ruled by a divine king – their head of both the Nician state and its Church of Mnek, Two-Facing.
Joxman was once an allied central kingdom before the dwarves retook Drakk Goruz. Now it hosts warring tribes of dragonkin and wandering monsters, all driven out of the mountains and their deep places in the earth.
Drakk Goruz - "Dragon's Horn" – is more than a towering range of mountains and peaks. Its infinite winding caverns are the spawn to much of the world's terror – dragons, monstrosities, devils, and worse. Three centuries ago, the 140 independent Dwarven and Gnomic houses, who also call Drakk Goruz their home, banded together and swept much of Drakk Goruz clean, driving its nightmarish fiends north into the wild.
Sirabi is a savage land where only the hardiest can survive. Dark-skinned, nomadic tribes move through these desolate flats in a constant fight for food and shelter. Sirabi's vicious biting winds never cease, whether during its tundra months of brittle cold or its scorching summer droughts.
The eastern kingdoms are less developed and refined than those to the west, both economically and socially. Known more for being hardy woodsmen and courageous sailors, easterners are often ill at ease among their western neighbours and their new God.
Arbrut is the most advanced of the Eastern Kingdoms, known for its powerful horses and chivalrous knights. Ruled by a young Queen who has recently converted her people to Mnek, Arbrut acts as both an economic and cultural bridge to the west.
Proud farmers and woodsman, the Klehgard are ruled by a council of Thanes made up of the landowners who provided the largest contribution to that season's stores. Though sometimes brutish or crass, the people of Klehgard are masterful carpenters and carvers of wood.
The Stehein are famed seafarers, having crossed the wide sea and led settlements to Eahlsund and Trynse. Living mostly off of fish and trade, Stehein is ruled by its richest family of shipbuilders – those who designed the first vessels capable of crossing the sea.
The Western Strand holds the fewest developed or civilized kingdoms of any region in the known world. While many obstacles remain, the Strand is increasingly being looked at as fertile ground, with settlement efforts having expanded immensely over the last three generations.
Eahlsund & Trynse
Eahlsund and Trynse are both newly settled regions, populated by men and women from the Eastern Kingdoms sailing out of Stehein. Life on the edge of the Western Strand is far from stable, with no form of central governance among the local villages and countless obstacles and struggles to overcome with the turn of each season.
The Western Highlands are home to the Tusk - the nomadic tribes of orcs, goblins, and trolls. As strong as they are ruthless, these tribes prey on caravans, travelers, and settlements without any remorse. In the eastern half of these great hills and plains live the Highlanders, famously tall and savage men who ride great stags and quarrel constantly with the Tusk. The Central Kingdoms have long held tenuous trade agreements with the Highlanders.
The Resian Lowlands are the ancestral home of elves, halflings, and all manner of sprites or nymphs. These mythic jungles, with their towering trees and haunted mists, are as alluring as they are feared. There are seven current houses of intelligent species in the wood, who rule by a shared Council of Elder females.
For most, the Far Isles are a near-infinite source of stories to scare children into sleep. Many are also quick to attribute strange happenings and unnatural creatures to some conveniently unknown origin north of the inhabited world. Some don't even believe these islands exist – but they are most certainly wrong.