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Map of Thedias and surrounding continents.
10,000 km by 7,000 km
Drecia: Mostly known as a hilly expanse with sparce forests and large quantities of water, this was once the heart of a nation known as Thedias, with borders that reached from Mid Oestria to Helioth, this was the birthplace of a tyrannical dictatorship that demanded conquest and expansion for the sake of human growth, now it is known as the home of commerse and trade, for it’s still wide reach and bountiful pockets of farmlands, forests, and open access to the Thedian Sea, where the fish that makes up a large portion of their produce, is caught.
Asmon: With greater forests and rockier, rougher expanses, Asmon was considered the spear head of Thedias once it was absorbed into the empire. Due to the largely Orcish population before it’s capture, the nation began to rebel, hoping to revolt and elect a new leader for the Thedian Empire, and begin expansion further north, into lands untouched by humans, and past the continent, but not without causing a civil war that began to drain the empire’s resources. Asmon is now a shell of what it used to be, and got the shorter straw of the treaties since the reclamation attempts from Oestria’s denizens and the intervention brought by Auroua after a failed attempt to raid the continent. Regardless, they have small, scarcely controlled territory within the Ochium Wilds, and the mainland does provide ore and timber as export, as well as majors in physical labor and martial training.
Auroua: Home of many breeds of Elf, primarily High Elves, the Rain-forest continent was once blockaded from the rest of the world in fear of attack from Thedian Empire and for Auroua’s once xenophobic views, now only allows access to the continent through a well defended island by the name of Iona’s Breath, named after a long past queen who sought to safeguard her people. The north eastern coast, known as the Broken Coast, hosts the city of Vigil and a great deal of archipelagos that the Thedian Empire attempted to use to invade by land, now it is used to prevent the smuggling of goods between the coast. In spite of trade agreements and alliances, the continent is still widely bordered and monitored. The continent exports rare and native woods and horticultural goods that fetch high prices, offers magical training, and houses fishing vessels for their own needs within the Auric Ocean.
Oestria: Primarily consisting of thick forests and steady plains, This, once small collective of multiple races, began to grow into a single nation after the fall of the Thedian Empire, where communities of Gnomes, Dwarves, Elves and Halflings caught in the collateral damage the Empire caused, began to repair and retake land that had been warred upon between humans under the banner of peace. Over time, the Civil War between the empire caused each side to lose more and more land, long enough before a truce came about, and treaties were signed, giving birth to Oestria. Under a loose Democracy, this band of multiracial peoples export lumber and relatively common ores, such as iron, copper, tin, stone, etc, in spite of not having an official sea port, as well as provide for themselves in the forms of farms.
Ochium Wilds: Taking up a vast majority of the southern, unnamed, and mostly unexplored continent, the Ochium Wilds are a plethora of tundra mountain ranges, Alpine forests, Grand rivers and thick, deathly cold, boggy swamps, cradled by harsh, rocky crag-faces that both shelter the climate of this chilly paradise, and block intrusions. Few forms of civilization are known to exist within the fierce, and dangerous wilds, being the Qindahl tribes that are scattered throughout, and bands of shady folk that hide in the Soundless Mire. Rumor in the area suggests that the area is watched and guarded by Fey, which makes it nigh impossible to create decent footholds within the larger sum of the continent, as response to the Thedian empire’s expansion.
Achor: Largely a series of mountain ranges, and sea battered crags, the land of Achor is home to large colonies of Dwarves and Deep Gnomes who mine and utilise the land around them to provide some of the best quality ore within the area, even having access to Mithral, Adamantite, Targath and Orichalcum, which are difficult to purchase anywhere else. The area was cleared out by the Dwarves, but still houses giants and goliaths, who rampage the clusters of Dwarven towns riddled throughout the peninsula. Some individuals even create ships that travel to more dangerous, difficult to reach places than Drecian ships can manage, and are more accessable and larger than the sparcely used Aurouan ones.
Helioth: The north eastern portion of the long dead Thedian Empire houses rough, dry landscapes that split between deserts, prairies, and mountain ranges, home to few human groups and even fewer dwarven keeps, this area is easily the home of stone and ore that the two bordering countries need, and for those wanting to brave the harsh climates bordered by the bodies of water, rumors of long dead civilizations buried beneath the sands or locked away in between the canyons of the arid wastelands.
Crowskull’s Isle: Named after the Dwarven Pirate, Bhalgarn Crowskull, and not the island’s shape, the craggy collection of rock houses wyverns, goblinoids, and other rough and tumble unmentionables that would easily slaughter would-be adventurers and their hopes to establish settlements. Because of this, only one such place exists in the form of Final Breath, the resting place of Bhalgarn, who’s last wish was to create a fortress to spite the island’s ill intentions. Only the bravest and heartiest live in Last Breath, and often need supplies from the nearby city of Nin Garum to keep the town intact, but from the town comes animal parts that would be otherwise too difficult to acquire.