The World of Voryxia
Korvahl
The Fallen Empire of the East. The lands Korvahl are filled with vast forests, deep valleys, and large bogs. The last Great Emperor of Korvahl, Vor-Omos, left no clear heir, and his court shattered into many factions, and civil war tore the empire asunder. The children of of war: death, poverty and famine, pestilence, run rampant acrossed the splintered nation.
The knights of Korvahl were once known for their chivalry and their skill, but now the steely-eyed swordsman no longer have an Empire to serve.
Nuuros
The Desert of the Midnight Sun. Mysterious to outsiders, Nuuros is ruled by an order of priests, said to worship a fire demon. In truth, the Nuurosi worship a god represented by a phoenix, rising from the ashes of a fire. This, they say, represents, humanities rebirth from the fires of Apocalypse. The flag of Nuuros shows a the silhouette of a phoenix arising from a fire inside of the Midnight Sun.
At any rate, The Nuurosi encompass several ethnicities people, ranging from pale white to nut brown, spread across it's lands. Not just deserts, the lands of Nuuros contain some forests and temperate grasslands, mountains and lakes. Trade with other lands is restricted, and travel into Nuuros by foreigners must be done with the utmost secrecy.
The Spear Brothers are mysterious experts at spear-fighting who wear wooden masks to hide their features to only those who they have shared blood with.
Northern Wastes
The collection of lands known as the "Northern Wastes" are a remote assemblage of lands known for...well, they are mostly known for not being known for much. Most that live in 'the Wastes, are a hearty, rustic group of people, not known for culture, or bathing. Attempts at conquering these lands have mostly been succesful, until the conquering force realizes that there is little, if any, reason to conquer these lands. The people take to authority as well as they take to bath water, and natural resources are scarce. Rumors of dark cults, forest brotherhoods of tree-talkers that bear more allegiance to leaf than to liege, are certianly true. Questions to the savages that live in 'the Wastes will go unanswered, or result in the questioner being chained to the God-Trees that the druids worship.
While all who dwell here can be called "barbarian", for their savage nature, warriors known as Barbarians from the Northern Wastes, are often scantily clad men and women who wield battle axes and great two handed swords.
Rangers from the Northern Wastes, often solitary hunters and foresters who are expert with a bow and arrow. A cult has arisen, rangers gone mad from too long spent in the Wild, staring into the Green. Some babbling woodsmen have been telling tales of "The Lady of the Arrow", but none who make any sense speak credibly of such a person.
Syrinx
Visible for 100 leagues, the Crystal City of Syrinx stands as a beacon for the House of the Triumvirate. Here, the Inner Light guides the machinations of the Churches operations high inside their citadel, while the citizens below toil in the shadows of it's crystal spires.
The Swords of Syrinx, a reknowned force of Holy Warriors, guard the Citadels and citizens of the capital of the House of the Triumvirate.
Clerics, priests of the Order of the Triumvirate, spread their Gospel in the New World through prayer and force.
Ariskohte
Some say the lands of Ariskohte will steal your breath with it's beauty, while the people of Ariskohte will steal the cloak off your back. A craggy badland, Arikohte is a densely populated kingdom filled with merchants, traders, courtesans, artisans, bureacrats, priests, sheepherders, etc., who are all ready and willing to swindle every last cent from you. However, it isn't an anti-foreigner stance, the Ariskosi treat each other similarly, and wonder why foreigners have such a hard time understanding this. It should be pointed out, it's not just that the Thieves' Guild is a recognized civic body in Ariskohte, there are *several* Thieves' Guilds, for specific types of thievery, ones for horse-thieves, one for jewel thieves, one for con artists.... Travel to Ariskohte is dangerous, and costly, yes, but if one makes the proper preperations (a suitable supply of Fool's Gold on hand, hidden pockets, and a nice retinue of bodyguards is recommended), one will find it to be a land with many delights to offer.
All of this taken to heart, Thieves from Ariskohte are best avoided, as allies and enemies.
Ironhand Islands
A chain of stone crags ruled by men as tough as seas around them. Each Island has their own fighting style, utilizing the human body as a deadly weapon. Those that have survived their travels there report a land of austere beauty, and stoic citizens.
Boiling Seas
Emerald Sea
Far-Isle
The isle Farthest West before reaching the Boiling Seas.
Aradorne
Talislant'ia