Nimia (northwest) is the continent home to the nations of Ashguard and Wilt. Sedona (southeast) holds the nations of Quay and Greenbridge.
The world of Chionthar is massive, but our stories take place on the twin continents Nimia and Sedona.
Nimia
Home to the nations of Ashguard and Wilt, Nimia is considered the birthplace of humanity. The population of Nimia is almost exclusively human and tiefling. Nimia's terrain is colder and harsher than the subtropical and mediterrenean climates of Sedona. Volcanic mountain ranges, glaciers, marshes, moors, and tundra can all be found.
Sedona
Sedona is Nimia's sister, and much, much older. Sedona holds the dwarvish country Greenbridge and the elvish country of Quay. Unlike Nimia, Sedona is where anything but a human can be found; monstrous races live in harmony with elves, dwarves, and orcs. Tieflings, driders, and bugbears can be seen buying cloth and spices at the same markets. Sedona's climate is subtropical, with lush jungles, deserts, mountains, and rolling plains.
Ashguard is the volcanic country in Nimia's north. It spans the icy tundras and the barren wastes to the north and east, down to Hawk Bay in the south. The capital of Ashguard is Havenal, which is ruled by queen Crysanthe Ducrane in the absence of the King Davian Ducrane, who is ill. Notable politics include the legality of slavery; much of Ashguard functions on slave labor. Only humans and tieflings live in Ashguard. Other races are strongly discouraged from visiting, and monstrous races such as drow, goblins, and kobolds may be attacked. Ashguard's primary economy is powered by the refinement of volcanic rocks, minerals, gems, medicine, and military strength. Ashguard has many strange customs including the submissive role of women in society. Daughters are discouraged and it is common (though unspoken of) for families to discard female infants rather than raise daughters. Women are unable to hold property in most cases. Ashguard's primary interest is in colonizing Sedona and the outlying islands. Ashguard has a fraught history with their neighbor Wilt, but are tense allies. Ashguard permits same-sex couples openly, only male.
In Ashguard, the role of women in society is heavily stratified. Female slaves are equivalent to male slaves but are marginally more valuable, as for breeding. Commoner and merchant class families will prevent daughters from marrying below their station and will prevent an education, believing women are not intelligent enough. These commoner and merchant class women are often sold in arranged marriages for dowries. It is common for commoner families to discard infant girls and leave them to die to prevent having to raise a daughter. In noble families in Ashguard, women are considered inferior and are actively hidden or suppressed. Noble women are rare and usually come from arranged marriages outside of Ashguard. Noble families in Ashguard who have daughters actively cull their infant babies, intentionally killing female infants to prevent the shame of having a daughter, which is seen as a genetic failure. The few women who do survive in noble families in Ashguard are often uneducated and trained to be entirely subservient. Women in Ashguard are considered property, as it is believed they are incapable of taking care of themselves. Striking or harming a woman in Ashguard is not considered a crime, but a property crime. Murdering a woman in Ashguard yields only a fine paid to the man who owned the woman. Women in Ashguard who are menstruating are forced to sleep outside of their family homes, as they are believed to be dirty. Women in Ashguard are rarely in positions of power or control.
Ashguardian culture is heavily influenced by high fantasy and the cultures of pre-revolution France, the Han Dynasty of China, and American Industrialism.
Wilt is the southern country of Nimia, below and to the west of Ashguard. Wilt frowns on slavery and doesn't allow it, but Ashguard slave-takers are legally allowed to retrieve runaway slaves. Monstrous races are attacked on sight, but races other than human or tiefling may be tolerated for trade. Wilt's primary exports are lumber and stone. Wilt has four major cities: Greywynne Keep, Cravan, York, and Spit. The native language, Wiltish, is identical to Gaelic. Wilt is a cold region with many marshes, a delta, islands, and glaciers. Wilt's capital is Greywynne Keep, overlooking the ocean on basalt cliffs. Wilt holds both sexes equally and permits same-sex couples openly. Wilt has a tense history with Ashguard but remains a passive ally. Wilt's main interest is in continued peace. Wilt's culture is very reminiscent of vikings and medieval Scotland. To the north of the civilized parts of Wilt live the Skör, an elusive tribe of raiders and hunters.
Notable locations in Wilt include the ruins of Portview Keep, near Greywynne. One of the most recent skirmishes between Wilt and Ashguard was the slaughter of Portview Keep, a town north of the capital of Wilt. In a miscommunication, Widowghast Patriarch Thomas (deceased) released early mortar canons on the town, slaughtering almost all of its people and blackening the earth. Ashguard apologized and Thomas Widowghast was fined heavily, though never faced any real punishment. This tragedy took place fifty years ago. The ruins of Portview Keep are a day's ride from the capital and remain barren. Many bodies remain unburied because of the damage.
The gods of Chionthar are those of the Dungeons and Dragons realm, which helps LLMs manage their lore. Read more here. If you have a different god you follow, add it to your chat history.
Religion is an important part of life in the world of Chionthar. Many people worship different gods at different times and circumstances. Some have a favorite god, or dedicate themselves entirely to a single god. Some gods are outright forbidden to worship in some parts of the world. Devoting oneself to a god is one method of gaining power.
Bane, the God of Tyranny
Bhaal, the God of Murder
Chauntea, the Goddess of Agriculture
Cyric, the God of Lies
Eldath, the Goddess of Peace
Gond, the God of Craft
Helm, the God of Protection
Illmater, the God of Suffering
Kelemvor, the God of the Dead
Lathander, the God of Birth and Renewal
Loviatar, the Goddess of Pain
Selune, the Goddess of the Moon
Shar, the Goddess of Darkness and Loss
Silvanus, the God of Wild Nature
Talos, the God of Storms
Torm, the God of Courage and Self Sacrifice
Umberlee, the Goddess of the Sea
Bahamut, the Dragon God of Good
Gruumsh, the Orc God of Storms and War
Lolth, the Drow Goddess of Spiders
Similarly to the gods of Chionthar, races are those commonly recognized in Dungeons and Dragons as this makes it easy on the LLM.
Races are not bound by alignment constraints; people are people no matter their shape, size, birth, or color. But where there are people, there is racism, fear, and xenophobia. Who you are decides what parts of the world you come from and can safely travel within. As a general guide, the continent of Nimia is primarily human and tiefling, but other non-monstrous races may exist in extremely small numbers or as slaves within Ashguard. Within the continent of Sedona you can find any race but human living mostly peacefully together, including monstrous races.
Standard Races
Human (Nimia)
Tiefling
Dragonborn, metallic or chromatic (Sedona)
Gnome (Sedona)
Halfling (Sedona)
Dwarf (Sedona)
Half-Elf
Elf (Sedona)
Half-Orc
Exotic Races (Sedona)
Aarakocra
Deep Gnome
Fairy/Fae
Genasi
Harengon
Owlin
Shadar-Kai
Triton
Aasimar*
Duregar
Firbolg
Githzerai
Kenku
Satyr
Tabaxi
Verdan
Changeling
Eladrin
Goliath
Locathah
Sea Elf
Tortle
Leonin
Monstrous Races (Sedona)
Bugbear
Centaur
Goblin
Grung
Hobgoblin
Kobold
Orc
Lizardfolk
Minotaur
Shifter
Yuan-Ti
Drider
Dhampir
There are a number of factions within Chionthar that work outside the laws of a country or city. Some are criminal organizations, such as the Chained Brotherhood and the Thieves' Guild. The Harpers are a largely neutral faction seeking to maintain global balance. The Templars follow the gods Torm and Lathander and seek to spread their religion - sometimes by force. The Chained Brotherhood is an advanced, complex network of slavers.
The Skör
The Skör are a tribal nation of humans living in the outlying glacial islands outside of Nimia. They are neutral sovereign territory with their own language, customs, religion, laws, and conflicts. The language of the Skör is called Skörs, and is identical to Icelandic. The Skör are a Viking-like culture of coastal raiders, nomadic villagers, hunters, and warriors. They are secretive and elusive. They primarily only trade with Wilt and Quay. Their primary export is sealskin, pearls, fish, and oil. They are a highly skilled sailing people with advanced ships and vessels for seafaring. The Skör are governed by a tribal leader and a religious leader, who are supported by a council of tribal secondary leaders from each faction of the greater tribe. The Skör do not frequently interact with outsiders, preferring to keep their culture and customs to themselves.
Born to the Baronette family fortune, Amarantha was the only daughter of famed wine makers and slave trainers. From a young age she excelled in the arcane arts and showed her intelligence and cunning, winning her popularity and influence. As cousin to the Ashguard Queen Crysanthe, Amarantha holds significant political influence. It's unknown how Amarantha came to secretly worship Cyric, the god of lies & trickery, but Amarantha is a high ranking member of Cyric's secretive cabal of followers in Nimia. She commands a dozen red mages, including Honerva, her prime mage. Amarantha herself is a powerful sorceress who derives her power from blood magic, harvested from her experiments on slaves, the astral plane, and raw arcana. Amarantha is about 80 years old, but appears perpetually young due to her arcane skills, and often says she is 25. She is sly, cunning, and highly intelligent. Amarantha is a skilled politician and dignitary. She enjoys fine things, like gold, wine, and music. Amarantha openly owns slaves and is a collector of rare and uniquely beautiful individuals.
The god of trickery, strife, and lies. Once, Cyric ruled death, murder, lies, intrigue, and illusion, but was cast out by the other gods. Cyric rose to madness with his inability to discern reality from lie, and was defeated by several of the good-aligned gods thousands of years ago. Cyric was sealed away in a prison in another plane, though occasionally he is still able to touch Chionthar in dreams.
Honerva is Amarantha's prime mage and her faithful servant. She is about fifty, with long, straight blonde hair, fair skin, sharp cheekbones and jaw, and she is slender and tall. She only wears red and serves Amarantha, never questioning her orders or hesitating even at the most heinous, inhuman commands. She worships Cyric.
Born to human parents in a small town, Roman was born a girl named Mora, with horns and sharp teeth. His birth killed his mother. Being monstrous, his father was outcast with Mora, and resented him for the death of his wife. Mora grew up bullied, outcast, unloved by her father, and bitter. When Mora was a teen, he collapsed in a field and was visited by the vision of Cyric in his fever dream. Cyric offered an arrangement to change Mora's life: Cyric would transform Mora into a man and grant him magic, strength, and power; in exchange Mora was to follow Cyric's directives and help find the Cyrinishad. Mora eagerly accepted and woke up as a young man, finally in the correct body. Roman is transgender but has been magically turned into his real gender, male. Roman's first task from Cyric was to burn and raze the town, which he did. Roman killed everyone, including children, out of vengeance for his tormented upbringing. Roman left the blackened remains of Thistletop behind and followed Cyric's suggestions, leading him to join the Chained Brotherhood in Wilt. Through a series of unfortunate circumstances, the Chained Brotherhood's leadership in Wilt determined Roman was a traitor, and sold him to Amarantha Baronette in Ashguard. Roman was Amarantha's slave for eight years, being given the name 'Hale', branded, tortured, abused, forced to fight in pits and service her. Roman broke under Amarantha. He eventually found a chance to escape her estate outside the Ashguard Capital and did so, fleeing his life of slavery.
The sole daughter of the Widowghast family, Circe is a disgrace for being born a woman. She has recently been engaged to the Butcher of Iron Lake, Lord Rafe Althin. Circe possesses the sharp mind of her family legacy, but her exposure to the world has been suffocated under Ashguardian custom.
The Widowghast family is headed by Edmund, the patriarch and Circe's father. Her mother, Lucretia, died by suicide some fifteen years ago. Circe is largely ignored by her brothers, save for the youngest, Cassian, who believes Circe's birth as a girl drove their beloved mother to her suicide.
Edmund Widowghast
Lysander Widowghast
Dorian Widowghast
Castor Widowghast
Lucien Widowghast
Soren Widowghast
Tyrion Widowghast
Cassian Widowghast
The Widowghast Arms Company was founded by the grandfather of current patriarch Edmund Widowghast. The Widowghast Arms Co. manufactures arcane and powered weaponry used by the Ashguard military, but also sells their patents and products to Wilt's military. They are the primary manufacturer of gunpowder in Chionthar. War and siege weapons, blades, projectiles, rudimentary [steampunk] firearms, cannons, ships, and clockwork elements are sold by the company. The company is headed by Edmund Widowghast and his oldest son Lysander, with his other seven sons investing and involved to varying degrees.
Rafe Althin, also known as the Butcher of Iron Lake, is an infamous military officer in the Ashguardian royal army. He is famed for his ruthless tactics in quashing the protests and rebellions of slaves and miners in the north, helping enforce law during colonization, and his brutal tactics in fear and terrorism. Rafe's first wife Mhairi died in childbirth along with their child about ten years ago and he has never been the same. A cold and stoic man, Rafe values logic and results over morals and ethics. He is a soldier first and a man second. He is engaged to Circe Widowghast but has never met her. The engagement was an arrangement between Lysander and Cassian Widowghast to encourage Rafe to purchase his arms for his men from the Widowghast Arms Company.
The over-enthusiastic hunter-for-hire is an outcast from one of the many Orc bands wandering Sedona. Kahl is admittedly an experienced and skillful hunter and tracker, though his boisterous personality and flippant attitude show his youth. He is accompanied by a massive direwolf named Hopper, who Kahl considers his only true friend. Kahl's relationship with the natural world is deep and complex, but he's just as likely to be found half-drunk in an inn as in the forest.
Crysanthe Ducrane is the current Queen of Ashguard. She has twelve daughters, each who has married for power and helped fund the Ducrane royal family's colonization efforts of the northern islands off Nimia's coast. She is not inherently evil, but her indifference to evil (such as Amarantha) make her just as cold. She upholds the legality of slavery in Ashguard. She is a misandrist and a close friend to her cousin, Amarantha. Her husband, Davian, has been ill for several years and has not been seen in public in eight months. Crysanthe rules Ashguard with an iron fist despite the country's inherent sexism against women, and commands the continued colonisation efforts and subjugation of poorer nations, such as Wilt. With the Widowghast Arms Company bolstering the power of the Ashguardian military, Crysanthe seems an unstoppable inevitability as she quests to choke the world of its resources for reasons unknown.
The Witch of the Wilds, Frey, is a mysterious woman who resides in the far edges of Wilt. She is Circe's aunt, the sister of the late Lucretia Widowghast. Frey is an accomplished warlock and arcane practitioner, though she is extremely secretive. Frey is cold, quiet, stern, but not evil. She is perfectly neutral in all things, though she does love her niece, Circe. Frey is pragmatic and collected, tall, and ageless appearing. She wears her dark hair in a low bun and favors grey clothing. She uses crows and ravens as her familiars, often using them to scry on the events of the world outside her tower. Frey can planeshift and cast powerful spells. She isn't heartless, but she is disengaged from the world, and prefers the company of her familiars, spirits, demons, and fae to humans and other mortals.