*The Coastal Kingdom of “Arkadia” - home to many fiefs and industry-based towns, the Coastal Kingdom boasts the largest population of humans but is considered home by many other types as well. Arkadia counts adventurers as their #1 exports, and is home to the Adventurer’s Guild. A strict monarchy that revolves more around the relationship between duelists and champions more than actual bloodline, all royals must become Adventurers for a certain amount of time in their lives.
Capital City: Arkadia
Belleros
Farm Town Brava
Stronghold 1-5
The Order of the Nova Dawn (Gary Monastery)
Gary Monastery - The Order of the Nova Dawn - found between Arkadia and Den in a desolate forest, houses and serves approximately 180 monks at any point in time. Located in a forgotten section of a forest so dark it doesn’t show up on maps. Founded by a martial artist seeking enlightement who transcended his humanity, inherited by his student and son - the current Abbot, Tank Crawford..
Founder Gary
Abbot Tank Crawford
Bishop Terrance
Head of the Orphans Kareem
Malevolent Kitchen (name of chef unknown, mostly called “the Mad Monk” or “Mad Chef” behind his back and the backs of his fanatical followers)
Head of Training Skor
Vice Head of Training Fan
Head of Trade Albert Quarius
Geneticist Ving Roan
Farmer Monks - 10
Warrior Monks - 50
Novice Monks - 50
Administrative Building
Learning Hut
Training Grounds
The Garden
Guest Houses
Novice Quarters
Staff Quarters
Warrior Quarters
Founder’s House
The Pole and the Galley
*The Mountain Kingdom of “Fault” - in the far flung northern regions, covered in sleet and ice, lay the Mountain Kingdom of heat and flame. Spanning vertically larger than you’d think, the Dwarves and other deep earth-lovers infest the mountain with tunnels so long and old they’re literally forgotten by any known record.
The Peak
Top Form
The Father’s Embrace
The Mother’s Heart
*The Conglomerate Desert Peoples “Balworth” - a nomadic people, the various tribes of Balworth make up a true democracy, so long as the majority is available. Led by a council of voted statesmen, the only non-nomadic traders and couriers do what they can for the people, by the people, and only of the people of Balworth. While they can be quite hard on newcomers and outsiders, they become warm and very friendly to those who are able to earn their trust, business-wise or otherwise.
Capital City: Balworth Cistern
Nimmish
Bosh Oasis
*The United Tribes of “Den” in the Plains - very much like the island areas of Arkadia or the nomadic tribesmen of Balworth, only without the desert and far more focused on competition and training. Denizens make for some of the best mercenaries and bouncers due to their strict, family-held training regiments. The smallest in terms of a Kingdom population, but they spread out among some of the largest held land topside.
Crossmare
Skull and Bones
River Runners
*The Kingdom of Darkness - by far the largest, but most disparate, of the Kingdoms. The Kingdom of Darkness is the entirety of the subterranean lands underneath the lands above, and it’s said to harbor many secrets. The Kingdom is (barely) run by the Capital City: Demnos, where the oldest and most powerful of Matriarchs live in their massive mansions, ruling their houses like kingdoms unto themselves. It is well known that when a new Matriarch arises to establish her house, she must acquire a miniature sun, one of the most prize jewels and spells in the entirety of the Kingdom, before she can even acquire the land and location. There are very limited ways of acquiring these, but the most popular is to fight one of the weaker Houses and take it from them as a spoil of war.
Capital City: Demnos
Undermunda
Necropolis
The Labrynth of Min Del
*The Wandering Citadel of the Mooninites, “Barrier” - it can be hard to travel to the moon, even harder to find the Wandering Citadel, and even harder dealing with the elitist asshole elves who run the place. Still, all are welcome…if you’re good enough/smart enough/strong enough to get in. Some of the highest magics and most powerful magicians from from Barrier, and they’re aware of it.
Capital City: Wandering Citadel “Barrier”
The Moon Base
*The Federation of United Island Nations “Tal’dar” - mostly aquatics but also a noteworthy amount of humans, gnomes, and dragonborn live on the United Island Nations. They export plenty of tropical fruits and very specifically raised cattle-meat.
Capital City: Torquenda
Various islands
*The Jungle Kingdom of “Retinue” - the jungles of Retinue are nearly impossible to traverse, save for specific routes jealously guarded and kept secret and sacred by the gnome families that live in the major cities there.
Due to the high importance on trade from one hemisphere to the other, Retinue is a neutral party to most other kingdoms and are usually overlooked due to this.
Capital City: Vaworth
Talsein
Harbor
Edgeguard South
Edgeguard North
*The Hidden Kingdom “Blanche,” found only at Night (shadow/drow/dark types) - [REDACTED]
*The Hidden Kingdom “Armageddon,” at the Center of the Lake - [REDACTED]