09-05-2016, 08:48 AM
![[Image: Logasiormap_zps2a04da45.jpg]](http://i1301.photobucket.com/albums/ag103/Tearen0/Logasiormap_zps2a04da45.jpg)
Key:
Stars represent Capital cities
Crosses represent important cities
Rectangles protruding from coastlines represent major ports
Jagged Triangles represent major mountains
Inland solid lines represent major rivers
Cloudy lines represent major forests.
The Mainland of Logasior is mostly sub-tropical, though its northernmost limits do variate through temperate all the way to cold climates. The Mainland is usually divided into four distinct regions; Southern, Central, Northern, and Western. Theses areas are referred to as Southern Logasior, Central Logasior, etc. The entire region ranges somewhere around 627,000 square miles (about the same area as the western United States)
Central Logasior is the largest region of the subcontinent, named so because it borders all of the other three distinct regions. This area is defined by three major geographic borders; the Oath Mountains, the Feydom, and the Silent Wastes. The climate in the Central area is the most varied out of the primary sections, being mostly warm temperate in the core of the center. Low mountains and rolling hills dominate the landscape, broken up by a patchwork quilt of heavy forest and open farmland. Four thick rivers flow through the Central area, two of which can be used by smaller ships to get from one coast of Logasior to the other without having to go through the South Sea. A multitude of smaller rivers and streams branch off from these, this natural irrigation lending to the Central area's fertility. The more north one gets in the Central area, the more broken the land gradually becomes, before flattening out into the Silent Wastes. Central Logasior's primary coastline is on its eastern side, though it also has a smaller stretch in its southwest region.
The southern limits of the central area are defined by the towering Oath Mountains, which stretch from East to West, cutting off the Southern peninsula from the rest of Logasior. The two largest mountains in this range are at the far ends of the range.
The Western peak is known as the Charred Vault; an active but mostly tame volcano that smokes almost constantly. Its ash created and maintains the Onyx Coastline, a long stretch of black sand beaches that see much tourism and travel, as the coastline is one of the primary ways to get around the Oath Mountains.
The Eastern peak, more removed from its respective eastern coast, is Mount Dürnhost, but is more colloquially referred to as The Beacon, since its snowy peak shines brilliantly during the day for hundreds of miles around. Despite its name and connotation, however, it is known to be one of the most dangerous places in Logasior; the cliffs and bluffs of the mountain constantly ravaged by territory wars between red and silver dragons.
Despite the Mountain Range being primarily east to west, there is a vestigial northern splinter that runs halfway to the center of Central Logasior. While these mountains are by no means as imposing as main range, there is one particular peak known as Roc's Landing, named so for its primary inhabitants.
Not much is really known about the Feydom; it is a wild, thick, and nigh untamable forest located in the western reaches of Central Logasior. While there are many thick forests in the central region, none are as enigmatic or dangerous as The Feydom. Roads that are cut through the trees are grown over and disappear. Settlements that are struck up are crushed by freak earthquakes and storms. This almost supernatural resistance to the hands of mortal folk is naturally suspected to be the work of zealous Druids and their Fey benefactors, earning the forest its name.
The only ways to get past The Feydom are to the north and south, where the forest gives way to prairie and coastline, respectively. It is rumored that it is also possible to navigate through the forest on canoe or riverboat, but this is may just be urban legend.
Past the small northern mountain ranges lies an expansive, flat tundra that starts so abruptly, many believe magic is at work. The only geographic features are small, scattered acres of evergreen trees and the occasional brook or bond. The Silent Wastes are called such because of the fact that the air and weather around them is always eerily calm, with only faint, tantalizing breezes on occasion. It is a damp, oppressive place that is home primarily to herds of caribou and the orcs who hunt them. While there are a few settled villages, they are all very isolated, dismal places whose names are constantly forgotten.
Traversing the Silent Wastes is not difficult by any means; many highways exist that trade caravans move along. Still, travelling in the area is daunting all the same, as any trip taken within the wastes brings a strange, distracting chill to one's spine.
Northern Logasior is the third largest region of the subcontinent. It is primarily a cold environment, full of tundra, cold deserts, and foggy moors that all carry an oppressive chill to them. It is the least civilized area of the continent, at least by popular terms. Its primary inhabitants are creatures such as orcs, frost giants, and nomads whose bodies have hardened to the chill of the wastes. Most of the terrain is full of low rolling hills, but there are two areas that break the monotony. Like Central Logasior, the Northern quadrant only has an eastern coastline.
The northeastern part of Northern Logasior is likely the most dismal, dank, depressing land in the subcontinent. It is a land choked with cold bogs and moors. The land is poisoned by a cold rot, making farming difficult.
The northwestern part of the cold lands is home to the Rusted Mountains, a dense chain of peaks that starts in the middle of the Northern area and spreads steadily westward, blocking off almost all exploration and travel. This area of the Northern section is colder than the others, full of snowy drifts and powerful glaciers.
If there is a mountain range more impressive on Logasior than The Oath Mountains, it is these frigid peaks. Coated eternally in ice and snow, the Rusted Mountains are named so for their overwhelming richness in metal ores, primarily iron. The peaks are jagged and broken, making travel through them difficult if not impossible. No mountain really rises above the rest, but there is a large divot in the center of the range; a kind of circular valley. This is known as Ugren Koash, and is home to the majority of the brave souls who dare to eke out a living in the mountains.
The smallest quadrant of Logasior, the Southern area could easily be called the most active as well. It is located on the large, protruding peninsula of Logasior, capped by The Oath Mountains. The climate here ranges from comfortably warm to blazing hot. It is a land of sub-tropical jungles and wild, bounding hills that take unbelievable shapes such as spires, domes, and more. Geographically, it is divided into two primary regions, easily identifiable via climate.
The western half of southern Logasior is a deep, unforgiving desert, named the Sapphire Desert for its rich abundance of gemstone mines (especially sapphires). In its more northern areas, it is mostly scrub, meaning some intrepid life can get by, but the farther south one goes the more they will find only sand. Only the southernmost terminus of the western half can support life, nurtured by rainfall from the coastline.
The eastern half of the peninsula is full of forested hills and valleys that twist and wind in fantastic patterns. It makes farming difficult, but large flat areas do exist in the transition between these hills and the desert. The wet, river ridden eastern half also hosts large networks of caves, the largest of which are capitalized upon for easy travel underneath The Oath mountains to the north.
Western Logasior is the second largest area considered to be a part of the Logasior Subcontinent. Its primary terrain is fertile, flat prairie, but its more northern areas do sport medium-grade mountain ranges. Where there is not flattened prairie in the Western area, there is water. Rivers dominate the Western quadrant, and as such, act as natural irrigation and roads throughout the land. Western Logasior has only a southern coastline that curves at its eastern end to become Southern Logasior's western coastline.
Geographically, Western Logasior is fairly unremarkable, but there is an island in the Deep Gulf that is considered a part of this land.
The Deep Gulf is the span of water that is nestled in the large arcing coastline that both Western and Southern Logasior share. These waters are the most active in all of the land as far as trade is concerned, as the shallow coastal waters make for easy, fast sailing. The Deep Gulf is named so because of its oddly deep waters; the coastline of Logasior dropping off extremely quickly along its entire curve. Because of this, aquatic races are less common in this area in the southern sea.
Ketstone island: This is a rather large island of about two-thousand square miles. It sports modest hills and forests, and would otherwise be rather unremarkable if it didn't oddly jut out of the bottom of the Deep Gulf in a manner reminiscent of a giant column. In fact, Keystone island is more or less perfectly circular, with its sloping coastline dropping off just as sharply as the mainland's. The Island is also home to many ancient ruins, which have been explored ruthlessly over the years.
The Feral Islands are a massive volcanic archipelago some three hundred miles off the eastern coastline of the Logasior Mainland. It stretches nearly the entire distance of the mainland as well, with its largest island also being its northernmost. The island is called Ian'Eska, and is roughly twenty-four thousand square miles in size (about the size of West Virginia). From there, the islands trickle south in a straight line that tapers to a point at their southern terminus. The second largest island in the chain is the Isle Minos, which is located halfway down the archipelago.
Since the chain is so long, the climate varies wildly across the Feral Islands, with Ian'Eska obviously being the coldest island year-round, though not necessarily locked in permafrost due to warm ocean currents. A majority of the islands, however, could be described as warm temperate, with sweeping hills with few trees and a lot of scrub and brush. The islands, having volcanic pasts, all tend to be cone shaped, and are filled with winding tunnels.
Ian'Eska is the largest island in the Feral Isles, and is therefore the most heavily forested. The warm ocean currents that bathe the island make it comparatively warm year-round for how far north it is located. The Island also has the largest mountain of all the Feral Islands, though it is still smaller than even the more modest mountains on the mainland. Since Ian'Eska has gone the longest without volcanic activity, its soil is the most fertile, with many of its cave systems having collapsed. The southern quarter of the oblong island is the least forested area, and as such, is the most settled by non-elfs.
The Isle Minos is the second largest island in the Archipelago, and the most northern island that still sports occasional volcanic activity. As such, it is less fertile than otherwise, making it a harsh scrub desert at the worst and warm, grassy hills at its best. This island is full of the most cave networks by far out of the Feral Islands, owing to its occasional nickname "Hollowland". The island is, in fact, a massive shield volcano whose main crater has long been dormant.
The "Southern Sea" is the catchall term for all waters and islands south of the Logasior Mainland. These waters are mostly open and deep for about five-hundred miles off the main southern coastline of Logasior, the peninsula of Southern Logasior notwithstanding. After this stretch of deep, open water, the ocean floor begins to rise sharply again, and gradually hundreds of small islands, shoals and lagoons become prevalent. This area is full of ocean life, and has the largest concentration of aquatic races anywhere in the Logasior region. The shallow waters and abundant reefs can, however, make navigating especially large ships through the islands difficult if not outright hazardous.
Most of the islands are dense jungle paradises, full of exotic flora and fauna, as well as tribal relics and monoliths. For the most part however, while many islands do have a small fishing village able to harbor a few large ships, these lands are mostly unexplored. The largest island known is also the northernmost, called Gnarl Island, so named for its relatively low elevation, making much of its landscape mangrove and swamp.
While not technically part of Logasior, the massive, barren ocean named The Eastern Vast is listed here for continuity. The Eastern Vast begins after the Feral Islands end. It is an unbelievably empty stretch of ocean, which no one has dared to explore or chart, for fear of becoming lost or simply not being able to ration a voyage long enough. It is an enigmatic, terrifying place, in which many a ship have disappeared forever
There are a multitude of Kingdoms and Nations in the land of Logasior, organized and ranked here by their power, lands, and influence on the goings on of Logasior. Each country's rulers are listed under their entry.
By far the largest and most powerful kingdom in the entire region, Gurn'Gedat essentially occupies all of Central Logasior, with the exception of Deepwood far in the northwest. Gurn'Gedat's sheer size is the reason for its clout, being able to farm, produce, and export a myriad of valuable trade goods. The nation owes much of this wealth to its primarily Dwarven population, which has long been the ruling class majority for well over ten-thousand years. Only as recently as two-hundred years ago did it come to be ruled by its Silver Dragon Queen. Its armies are, by far, the most modernized in all the land, again due to the concentration of brilliant dwarven and gnomish engineers located within its walled cities.
Though the Frontier has not had an all out war in many a century, it often requires a large amount of active troops to deal with internal conflicts that arise from either raiding war parties or half-hearted rebellions. Gurn'Gedat is still a primarily peaceful country, however, and is renowned and respected for carrying its size and weight with grace and diplomatic sensitivity.
Culturally, the Shining Frontier is the largest melting pot of cultures within Logasior. Bits of lore and tradition are pulled in from all over the region, which makes Bards much more prevalent in the cities of Gurn'Gedat than elsewhere. Despite this, the heavily dwarven heritage of the land tends to lean daily life towards the dwarven values of industry and loyalty. The people of The Frontier almost always follow the ideal of work before pleasure, but when the time for leisure comes, they embrace it with gusto.
Primary Gods, in Order: Moradin, St. Cuthbert, Bahamut
Moradin is worshipped primarily due to the ancient Dwarven heritage of The Frontier, but also for his core values of hard work and order. St. Cuthbert has a large following for his representation of vindication and unbiased justice. Bahamut's following is a relatively new major god to be worshipped within the Frontier, the interest having risen out of Queen Amber's own faith.
Primary Races, in Order: Dwarves, Gnomes, Humans, Elves, Half-Bloods
The Capital of Gurn'Gedat is an ancient Dwarven Fortress metropolis named, confusingly enough, Gurn'Gedat. This can lead to some confusion in foreigners, as locals call both the nation and its capital by its one name (and seem to possess an uncanny ability of knowing whether they're referring to the capital or The Frontier as a whole). The city also acts as an inland port for river trade, as it sits right next to the Stoneswift river, the largest river to wind through Central Logasior.
The primary port city of Gurn'Gedat is Silvershore, which was renamed in honor of The Frontier's new queen. Many people, especially Silvershore natives, still call it by its old name of Drakport. It really acts as two harbors, managing both oceanic traffic and river trade, as the City is built at the mouth of the Stoneswift river's eastern delta.
The second largest city of The Frontier is Krez Durell, a city that is half carved out of an entire mountainside. It is notable primarily for its size, and the fact that it is the entrance to the single largest manufactured tunnel system in all of Logasior, called Kardanh. Kardanh is known as being the swiftest way to pass the Oath Mountains, as its other end opens up on the far side of the range. This does, however, mean that the southern entrance is located inside of Bastion, which is the primary reason for diplomatic contention between the two nations.
First and foremost, The Shining Frontier of Gurn'Gedat is ruled by the Silver Dragon Queen, Amber. Amber's rulership is no small controversy in the primarily Dwarven Gurn'Gedat, even after these past two centuries. She is notable for not having technically been born as a Silver Dragon, having been reincarnated as a Young silver on an adventure long ago (she was initially a half-elf). Rumor has it that the reason for her ascension to royalty has something to do with a joint quest for both Moradin and Bahamut. Though at first she was a tad heavy handed as a ruler, she eventually came to be a fine ruler with some assistance from her royal court. She is mostly well loved by her people now, but certain older dwarven ruling families resent her for her throne.
Queen Amber's second in command is the Lord of Krez Durell, a dwaven arcanist by the name of Azrid. He is a devout cleric of Moradin, and both reveres and envies Amber for her opportunity to have a personal audience with his god. Many people are convinced that it is actually Azrid Krez Durell that runs Gurn'Gedat, as Amber relies heavily on him for political advice. Azrid is quick to denounce such claims, chastising such dissenters as both heretics and malcontents
While not as large as The Shining Frontier of Gurn'Gedat, Sinjai holds almost as much power in the region through sheer force of commodity. A majority of Sinjai's lands are perfect for farming and agriculture, as it occupies a majority of Western Logasior. As most of the rest of Logasior's mountainous or forested lands are not ideal for such things, Sinjai acts as the breadbasket for the entire subcontinent. Because of this, there no other nations in Logasior that can really afford to be an enemy of The Sinjai Kingdom for fear of starving its people. This suits Sinjai just fine, as the kingdom is pacifist in the extreme, having no formalized military. This does mean that, on occasion, defenseless Sinjai villages come under attack from ill-advised raiders. Such war parties are quickly driven off by the militaries of other Logasior kingdoms, eager to strengthen their alliances to the Sinjai.
Culturally, the Sinjai Kingdom is a land of freedom an prosperity. Every building is constructed as a monument to greatness, and every day is welcomed with the excitement of endless possibilities. It is a society of thinkers and creators, for whom it is more important to share knowledge than to profit from it (despite this outlook, significant profit is still made). A majority of Logasior's greatest artists and thinkers hail from the Sinjai Kingdom. In more rural areas, people take pleasure in the simple life of agriculture, while still paying homage to the national pastime of education and self-improvement. Art holds an important place in the Sinjai Kingdom, and a majority of its finest treasures are entire castles and palaces decorated with paintings and frescoes.
Primary Gods, in Order: Ehlonna, Aasterninian, Garl Glittergold
Ehlonna is the primary deity of The Sinjai Kingdom for her attitude of temperance regarding the use of natural resources, as well as her close association with horses, which are an important part of daily life in the Sinjai. Aasterninian is worshipped primarily out of respect for the Queen's personal reverence for the dragon goddess, but Aasterninian's attitudes towards quick thinking and innovation have won her many true devotees. The large Gnome population owes to Garl Glittergold's following, but in similar fashion to The Frontier, he is revered and honored for his association with commerce and prosperity.
Primary Races, in Order: Gnomes, Dragonborn, Halflings, Dwarves, Humans
The Capital city of The Sinjai Kingdom is Drest Nakai, a sprawling city of domed towers and painted sandstone ramparts. It is generally regarded to be the most beautiful city in all of Logasior, with murals, frescoes, and mosaics covering almost every structure. It is a busy city, full of trade stands and foot traffic as shoppers go about their days. It is located in the western reaches of The Sinjai Kingdom, and is therefore also the staging ground for many exploring parties wishing to expand even further westwards.
The Sinjai Kingdom has two sister port cities, one of Kal Affit and the other one named Kol Affita. Kol Affita is far larger than its counterpart, as it is located at the merging borders of three major nations of Logasior (The Sinjai Kingdom, The Shining Frontier, and The Sapphire Empire). It is known to be the single most active and wealthy port in all of Logasior, and for this reason, is also the second most defended (Only We'Darastri in the Sapphire Empire surpasses its defenses).
Another city of interest is that of Neshtai, located on Keystone Island, which The Sinjai Empire bought from the Sapphire Empire over five hundred years ago. It is known to be one of the largest homes of archeological and historical research in all of Logasior, due to its proximity to the most enigmatic ruins in the land.
The Sinjai Kingdom is ruled by the Bronze Dragon Sultan Senkentadrassa, notable as the second of the only two dragonesses to rule land in all of Logasior. She is a loving and benevolent ruler, able to pander to her peoples desires due to the sheer economic power that Sinjai possesses. She is a known user of psychic powers, leading certain more paranoid diplomats to distrust her whenever they have an audience. Senkentadrassa also takes it upon herself to organize what meager defense forces are present within The Sinjai Kingdom. She has been known to actively lead her troops into battle on many occasions, even though being a Bronze Dragon, she is not as powerful as others of her kind.
While Senkentadrassa has no real second in command, she has a vast network of dukes and duchesses that oversee the finer workings of Sinjai for her.
The Sapphire Empire is named for both the desert it holds dominion over as well as its primary export. It is located in the western half of Southern Logasior. If the Sapphire Empire was any larger, it could easy be on par with the power of The Sinjai Kingdom or Gurn'Gedat, but this is not the case. The fact that most of the Sapphire Empire's lands are sun-scorched desert makes them more dependent on the Sinjai Empire than most other nations of Logasior, and as such, The Sapphire Empire is extremely loyal to their allegiance. When one thinks of the Sapphire Empire, one thinks of three words; Sand, Gems, and Magic. Indeed, if there is one place left in Logasior that still pursues arcane magic with a passion, it is The Sapphire Empire. Because of this, the increasing gravitation towards technological marvels is causing the Empire to lose its relevance in Logasior, as its infrastructure can only rely on its old power for so long. As such, in its desperation for power, it only recently became an "Empire" (formerly called the Sapphire Expanse). In keeping with its new desire for expansion, it has declared war on the neighboring land of Bastion, which raged for almost twenty years before it became a cold war.
Culturally, the Sapphire Empire is going through what could be called a period of national introspection. The past two centuries have not been kind to the people of the Sapphire Empire, and the prosperous days of Tyretlethen's rule have long passed. Where wizards were once free to study their tomes endlessly, they are now often called upon to serve for the greater good. There is a cloying sense of imminent failure of some kind at the back of everyone's minds, and a once boisterous people with a zest for exploration and experimentation have now become pragmatic and hardened. In the desperate scramble to remain relevant in Logasior as a whole, cultural mainstays such as artistic or intellectual achievement have fallen to the wayside.
Primary Gods, in Order: Io, Boccob, Aurifar
Io, the Concordant Dragon is worshipped as the primary deity of the Sapphire Empire because it is the national decree. The mandatory worship of all citizens of the Empire has been in place since the Expanse was first formed thousands of years ago. Boccob, naturally, is the god most citizens of the Sapphire Empire actually revere due to the heavy influence of magic on daily life within the Empire. Aurifar has an equally large following in the northern and central reaches of the desert, usually by nomadic tribes of Sand Giants or other desert dwellers.
Primary Races, in Order: Half-Bloods, Tieflings, Desert Dwarves, Yuan-Ti, Blue Dragons
The capital city of The Sapphire Empire is known as We'Darastri, but is more commonly shortened to Daras. It is the only capital city in Logasior that also serves as the country's primary port city. Because of this, it is very heavily defended by the Empire Navy and magical wards alike. Simply being allowed to dock at We'Darastri takes three days, as any incoming ships are inspected thoroughly. We'Darastri is a fantastical setting, full of spiraling towers and arcane wonders of architecture. The city is full of magical amenities, and is heavily policed by an elite guard known as The Azure Guardians.
It is divided into three primary sections, the middle, high, and low cities. The middle city makes up much of We'Darastri, and is home to the middle and lower classes, full of shops, homes, inns, and so forth. The high city is a walled section of We'Darastri that houses all of the city's aristocracy, and also serves as a stronghold. Finally, the lower city is a series of ancient sandstone catacombs that run underneath We'Darastri in a frenetic spread. Most of these catacombs have been converted to sewers, but there are still a few unaltered ones that play host to the city's large undead or light-sensitive population.
The only other real city worth noting in The Sapphire Empire is not so much a city as it is a large living area built around The Azure Citadel, the home of The Sapphire Empire's ruler. It is an academic community that focuses less on history and geography and moreso on the mysteries of magic. The Azure Citadel serves both as the palace as well as a college for aspiring wizards and sorcerers, the most prestigious in all of Logasior.
Most all other cities and towns in The Sapphire Empire are either tiny outposts amidst the unforgiving sands or fortress towns built along the Empire/Bastion border.
The Sapphire Empire is still reeling from the loss of it’s great leader Tyretlethen, even though his slaying happened two centuries ago. Since then it has been ruled by the eldest of Tyretlethen’s sons, Theredax, who singlehandedly slew all of his brothers and sisters so that he would be uncontested. He is distinctly aware of the fact that he is living in his father’s shadow, and does his best to carry on Tyretlethen’s legacy of economic genius and tactical cunning.
Theredax is, however, a tad too war hungry for his own good, and it is his aggressive nature that keeps him consistently plotting against Bastion to an almost obsessive degree. Theredax personally is not quite as big a patron of the arcane arts as his predecessor, and leaves the management of the Azure Citadel to the national archmage, a Yuan-Ti named Sstheno Arkinian.
The land of Ereb Taure takes up the entire Elven island of Ian'Eska, and is therefore the only Kingdom controlled solely by elves in Logasior. It is a mysterious and distant land to most, and with good reason. The only elven cities recognized by the Ereb Taure ruling family are those located within the island's dense forests. It is impossible to mount any kind of siege on these elven cities, as all are hidden from outsiders. The nation of Ereb Taure is isolationist in the extreme, and there is very little known about it aside from the fact that its military power is nothing to be underestimated.
The Primary reason Ereb Taure is rated so highly above other, more well known countries, is the fact that it controls such a large area of land with absolute impunity. A lesser known reason is that, gauging from the general knowledge of Taurean diplomats, Ereb Taure has an expansive network of informants that keep the country apprised of all goings on in Logasior.
Culturally, Ereb Taure is a land of quiescence and inner involvement. The people of this island nation are soft-spoken and slow to anger. While most of the non-elven inhabitants aren't above throwing a festival or two a year, the unseen-but-felt presence of their elven overlords prevents them from becoming to exuberant. The primary art of Ereb Taure is that of music, especially singing. Tauren ballads can be heard in taverns all across Logasior. Other than this, the visible people of Ereb Taure tend to be simple farmers, fishers and sailors.
Primary Gods, in Order: Corellon Larethian, Ehlonna, Deep Sashelas
The primarily Elven nation of Ereb Taure worships Corellon Larethian out of racial necessity, plain and simple. Ehlonna has a large following with the many rangers that trek the great forests of Ian'Eska, as well as the farmers who do their best to honor the land they work. Deep Sashelas has a considerable following in the coastal communities, which interact with Aquatic Elves on a semi-regular basis.
Primary Races, in Order: Elves (Presumably), Half-Elves, Humans, Halflings, Fey
Aside from a few small port cities, none of which are particularly large or influential, no one has ever learned either the location or names of any other cities in Ereb Taure.
All that is known of the rulers of Ereb Taure was gleaned through conversation with their quiescent diplomats. The current ruling family of the Elven domain has the last name of Nénharma. The elders, and by Ereb Taure tradition, the rulers, are only ever referred to as Lord and Lady Nénharma.
Deepwood is a smaller nation whose borders cross three regions of Logasior; Northern, Central, and Western. As such, it shares borders with The Sinjai Kingdom, Keldren Osst, and The Shining Frontier. Though not as secluded as Ereb Taure, the Domain of Deepwood keeps mostly to itself, as it is located in a long, deep valley, and has tall forested mountains around it on all sides, forming a natural wall. Though it does not begrudge outlanders, this quiet nation rarely contacts any others for simple matters. It is a modest land, full of people who revere the ideal of the middle path of neither aestheticism nor hedonism. They are very fond of the nature, and as such, many of Logasior's non-elven druids originate from The Domain's wild hills.
Culturally, The Domain of Deepwood is split down between two clear lines, one side being the druidic, main population and the other being the native Kenku population. Still, both sides of the divide benefit from a pioneering and opportunistic spirit, and there is a great sense of national collaboration within Deepwood. Everyone is always willing to lend a helping hand to any task to see that it is carried through to its desired conclusion. The non-Kenku population of Deepwood has little need for artistic works, but the Kenku are quite fond of tree-carving and stone-stacking to create great natural amphitheaters where they can play out their great legends and myths. Externally, Deepwood is known for creating some of the finest ales and liquors in the region.
Primary Gods, in Order: Obad-Hai, Ehlonna, Quorlinn
The heavy druidic culture of The Domain naturally lends itself to the worship Obad-Hai for his philosophy as nature as a source of power. Yondalla comes in close second due to the high saturation of Halfling citizens, but also for the highly rural lifestyle that many within Deepwood share. Quorlinn is the patron deity of the Kenku, though services devoted to her are often hidden and secretive.
Primary Races, in Order: Halflings, Gnomes, Kenku, Elves, Fey
The capital city of The Domain of Deepwood is the Hanging City of Aerestan, named so because the entire metropolis is suspended above the forest floor on the deepest part of the center of Deepwood. Like the rest of the country, Aerestan is a quiet place, with the ambient buzz of insects and the song of birds. It is a peaceful, spiritual retreat for The Domain's large Druid population, who warp the wood of the trees to form paths as necessary. The palace of Aerestan, known as Daskjall, was built into the boughs of a massive tree, thousands of feet tall.
Many of Deepwood's villages and cities are fortified, out of a general desire for preparedness and to appear tough to other nations. No city is quite as much a testament to The Domain's fortress architecture as the fortress city of Gatewall. There is only one way to easily enter the Domain of Deepwood, which is via a natural pass through the shielding mountains that surround the nations. The nobles of Deepwood took it upon themselves to have a massive wall built across this pass, and a singular, massive gate to be place in the middle of said wall. Naturally, with the gate being the only way to get in and out of Deepwood, traders settled around the massive structure and formed the city that stands on either side of the Gate today. Since the wall signifies the border between The Frontier's and Deepwood's lands, this means that the city of Gatewall is in both nations. This can cause legal problems sometimes in the city, but Queen Amber of Gurn'Gedat agreed to grant Deepwood jurisdiction over The Frontier half of Gatewall, if only to avoid dispute.
The Domain of Deepwood came to be ruled by the Druidic Amythest Dragon Thelldrenalokan almost seven hundred years ago. A much younger dragon at the time, Thelldren was forced into the leadership position by popular vote of the Ashen Council. Thelldrenalokan felt vulnerable and threatened in his new position, leading the the over-defensive precautions that have been set in place throughout the land. Quiet, patient, and observant, he rules The Domain with a gentle touch, and almost all of his subjects revere his wisdom.
The Ashen Council mentioned in the latter passage serves as Thelldrenalokan's royal court; they are a team of sages and druids who use their powers to stay in touch not only with nature, but with their people. This leads The Domain of Deepwood to be the second most magically influenced nation in Logasior, after the Sapphire Empire.
Bastion is the last nation in all of Logasior ruled exclusively by humans; in fact, it is because of this endangered status that humans are becoming a rarer and rarer sight within Logasior. Bastion is located in the eastern half of Southern Logasior. Bastion is also one of the more troubled nations of Logasior, the least of reasons not being that it is currently at war with two other nations. One of these is an attack by The Sapphire Empire to the west, and the other is a diplomatic cold war with The Shining Frontier of Gurn'Gedat to the north. It is one of the few nations in Logasior that is entirely self-sufficient, but not necessarily by choice; The Sapphire Empire has blockaded trade between Bastion and The Sinjai Kingdom for some time now, forcing the country to adapt rapidly to economic isolation.
Bastion's borders are shrinking each day, leading to a greater and greater sense of desperation among its people. The meddling of foreigners has caused the humans of Bastion to grow increasingly xenophobic over the years, harboring a deep resentment toward other races which are physically or mentally superior to them.
Despite all of this, Bastion manages to have the largest military out of all the nations of Logasior, having an absolute armada of ships and a seemingly unlimited number of foot soldiers. This military expansion has led them to start throwing their weight around in certain weaker countries, out of both a desire to prove their relevance in Logasior as well as demonstrate that they will not go quietly.
Culturally, Bastion is a land of dedication to purpose and order. Even mores than the Moradin-devoted Dwarves to the north, the people of Bastion work tirelessly to fulfill the role that is assigned to them when they come of age. Every person has a place and a job within Bastion, which creates both an air of oppression and safety. This is not to say that people's every action is controlled, but the country as a whole is lead much like a military organization. This is mostly out necessity, since Bastion has virtually no allies in all of Logasior, and must remain staunch in its pursuit of stability. Every citizen is aware of this and strives to do their part to keep the machine running cleanly.
Primary Gods, In Order: Heironeous, Pelor, Fharlanghn
The militaristic nature of Bastion is the primary reason Heironeous has a greater following within Bastion than Pelor. Both are still valued for their associations with light and good, which are core themes in Bastion life. Fharlanghn has a rather significant devotion within Bastion as well, stemming from the tendency for Humans to stray far from home. The central government tolerates this worship, but publicly denounces any other worship aside from the first two deities.
Primary Races, In Order: Humans, Dwarves, Halflings, Gnomes, Elves
The capital city of Bastion is Luminance, a city named for the architectural quirk of all the buildings having metallic roofs. This fashion trend started a century ago, in an attempt to reflect the beauty of Mount Dürnhost. It has worked soundly, and the huge metropolis is easily visible from the peak of The Beacon. This also causes the city to glimmer warmly at night in the torchlight. The crown jewel of Luminance is Shine Keep, the castle made entirely out of metal that sits in the center of the circular city. Luminance and its surrounding lands are the most populous areas of Bastion by far.
Bastion has twin port cities, known as Port East and Port South, one for each coastline of Southern Logasior that Bastion is able to call its own. Their primary use is to ferry goods quickly across Bastion, as the country as a whole does very little in the way of foreign trade (to do such business with Bastion would be to draw the attention of The Frontier and The Sapphire Empire). Port East is the larger of the two, having been used for trade with Drakport and Feral Islanders before Bastion began to claim ownership over the southern entrance to Kardanh.
The Ruler of Bastion is one Lord Hardwolf, a retired paladin of Heironeous that lived long enough abroad in his early adventuring career to come to understand that a majority of Logasior was rife with evil and complacency. His distaste for non-humans, and especially half-bloods, is rumored to be due to a personal relationship he had with an infamous half-elven assassin. Regardless, Hardwolf is staunch and devout, and tries to rule Bastion with as much benevolence as he can muster. It is not easy, given the dire straits that he finds his nation in, but he manages to rally the masses to Bastion's call often and with great appeal.
A majority of what matters in the land of Keldren Osst is located in the far northern reaches of Northern Logasior, hidden deep in the Rusted Mountains. Still, the ruling class of Keldren Osst has documents that prove their ownership of a majority of the Northern region, even if most of it is empty, barren, or suffering from crossfire between warring orc tribes. The people of Keldren Osst are as cold as the land they find themselves in, and the country reflects this in their dealings with other nations. The only nations they bother to negotiate with are direct neighbors; all others are inconsequential. At one time, they and The Shining Frontier had fought out many a bloody war over their borders, but this ended after Amber became Queen of Gurn'Gedat. Relations are still chilly between the two nations, but they are both resoundingly neutral towards one another at this point in time.
Culturally, Keldren Osst is a land that, at first glance, seems completely devoid of culture. Between the harsh, frozen environments and the equally harsh denizens therein, there appears to be little time for such decadence as art or tradition. This is done intentionally to give outsiders the impression that Keldren Osst is strictly business. Within the long halls and dens of the scattered mountain cities, there is a surprising amount of brotherhood and camaraderie shared between those who share cold lives. Spoken legends are the primary pastime in Keldren Osst, and they are also known for their affinity for shaped and sculpted metal. This doesn't stop the people from being anything short of outright hostile to travelers, however.
Primary Gods, in Order: Thrym, Hextor, Wee Jas
The frost giant patriarchy demands tribute to Thrym, the winter god of strength, from all citizens of Keldren Osst. Past this, they care very little if people choose to pay tribute to other gods as well. Hextor is a popular choice for his domineering philosophy, and Wee Jas is worshipped largely by mountain shamans hoping to unlock magical secrets to help their clans.
Primary Races, in Order: Frost Giants, Frost Dwarves, Hobgoblins, Orcs, Ogres
Keldren Osst's primary export is metal in unrivaled amounts. Their mines contain the densest deposits of ore and mineral in all of Logasior, and they constantly use this wealth to extort other countries into performing political favors. The true wealth of the Rusted Mountains is a well kept secret by the Keldren Osst, so that they might better manipulate the perceived values of their trade goods. It is home to many arctic adapted races, with the primary majority being Frost Giants. Orcs come in a close second, with various arctic humanoids bringing up the rear. There has been the occasional nomadic tribe of Uldra reported in the snow drifts, but these reports have never been substantiated.
The capital city of Keldren Osst is really the only notable civilized settlement in the entire country, but with good reason. It is named Veckaoul, a name derived from the draconic phrase "Bvecko Taoul", meaning "Strange City". Indeed, the city was built into a renovated city that had been discovered mostly intact within the valley of Ugren Koash. The architecture of the city is bizarre, full of sloped and terraced pyramids and towers that twist in unnatural shapes. The stone they are made out of polished and black. It is home to the primary palace of Keldren Osst as well, a ziggurat more larger than all the rest, surrounded by four towering pillars atop which a green flame always blazes. It serves as the primary purchasing and shipping hub for most if not all of the mines in the country.
Keldren Osst has been ruled by frost giants for as long as there has been snow, and it is unlikely that this will change. The nation has no single ruler, instead organized by a group of frost giant jarls who meet once every ten years to discuss how to better run their individual keeps. The responsibility of foreign relations and border management moves cyclically between jarls, with twenty four present at last head
Helvanya is widely held to be the single most miserable place in all of Logasior. Located along the eastern shore of the Northern region, it is a dank, cold, wasteland full of bogs and slush. All of the buildings are dirty and poorly constructed, with only a few aging gothic castles housing miserly barons and baronesses. The people are poor and destitute, and even the nobility is significantly less well-off than the rulers of its neighboring countries, Keldren Osst and The Shining Frontier. It does, however, have few redeeming traits.
First and foremost, it has the largest salt mines in all of Logasior, making this valuable commodity the nation's primary export. It guards its salt marshes carefully, with constant patrols and aerial lookouts. Second, it is probably the most racially tolerant land in all of Logasior, with no real race claiming majority. All are welcome in The Dominion of Helvanya, if they can stand it there.
Culturally, the Domain of Helvanya is a place of desperate hedonism. The impulsive, animalistic motivations of a majority of its population creates a sort of fatigued sense of festival and merriment. Helvanyans will drop their work at the first opportunity to revel with friends and family at the nearest pub, dressed in the finest clothes they can muster. This false sense of mirth is mostly a mask to cover up a pervasive sense of dread that nothing will ever truly change the confused and bleak living conditions of the nation. Still, Helvanyans are very welcoming of outsiders and take their roles as host very seriously. Proud of their dedication to hospitality, having guests is usually the brightest thing Helvanya's citizens have to look forwards to.
Primary Gods, in Order; Trithereon, Valkur, Karaan
Trithereon is worshipped as the primary deity within Helvanya primarily to keep up appearances to outsiders who might otherwise be put off by the more earnest tributes towards Valkur, patron god of sailors, and Karaan, god of lycanthropes and ferocity. Still, Trithereon's opinions on individuality and freedom to carry significant weight with the oppressed people of Helvanya.
Primary Races, in Order; Orcs, Dwarves, Humans, Half-Bloods, Elves
Helvanya doesn't have a specific capital city, but it's most well known town is that of the Port of St. Eldrens. It is from this muck ridden, sprawling scab of a trade hub that Helvanya ships its precious salt all across Logasior. It is a smokey, run down town with very little in the ways of refinery or comfort, but its sheer size and sprawl is worth mentioning.
Helvanya's power structure is scattered and disorganized, and constantly fluctuating. It is one of the primary reasons that the country is incapable of fixing its interior problems. As such, it is a tedious and futile task to keep track of which duke or duchess is running what facet of the country at any given time.
Minox Cretas is the name of the Minotaurian tribe that currently rules all of the Isle Minos. It is a proud and dangerous state, whose territory spans the entire island, and even a few smaller neighboring islets. The people of Minox Cretas are proud warrior-poets, shunning the ways of modern society and taking a shine to art and expression whenever they are not brutally putting down other tribal insurrections. The minotaur army of Minox Cretas is necessary, and indeed, their heavy hooves can be felt and seen all across Logasior. Claiming to be the oldest living country in all of the land, they have many spots of spiritual interest on the mainland, which means young minotaur warriors often embark on pilgrimages across the land (and usually getting into a lot of trouble).
Minox Cretas is a strong country, and would likely be ranked higher among its peers as a nation, if not for its miniscule size and internal warfare.
Culturally, Minox Cretas is a land steeped in ancient traditions and practices. The bellicose nature of the inhabitants makes bloodsport an important part of daily life, and there are many great colosseums to be found on the island nation. Apart from this, the Minotaurs and their lesser constituents are surprisingly deft musicians, often making pounding, driving rhythms out of great drums and horns. On a more personal level, people of Minox Cretas value strength and honor above all else, and will not welcome anyone who cannot pull their own weight in to their home. The people of Minox Cretas are also deeply religious, and regularly go on pilgrimages to the most dangerous ends of Logasior to prove their strength to their gods.
Primary Race, in Order: Kord, Joramy, Erythnul
Minotaurs as an entire race revere Kord for his representation of strength and honor and combat, and usually enter battle screaming his battle-prayers. Joramy is paid tribute since the entire Isle Minos is a giant volcano, and the volcano god must be kept pleased lest she unleash her anger on Labyrinthe. Erythnul is also widely respected for his ruthless outlook on life and penchant for domination.
Primary Races, in Order: Minotaurs, Hobgoblins, Orcs, Seacliff Dwarves, Humans
There are many small villages and tribal outposts all across Minox Cretas' territory, but none are as grand or confusing as the capital city of Labyrinthe. Built on the inside of a shield volcano's dormant caldera, the city is a land of ramps, pounding drums, heat, and mazes. Indeed, the entire city is built as a gigantic maze, so that its primary inhabitants can take advantage of their natural abilities to never get lost. Though outsiders are not forbidden in Labyrinthe, they are often looked down upon, both physically and socially.
King Beraltak is the undisputed ruler of Minox Cretas, an ancient Fiendish Minotaur who has fought for and ruled the tribe for over three hundred years. Despite his abyssal blood, he is ultimately a fair ruler towards his people, and was the first King of Minox Cretas to introduce such ideas as a written language and even simple mechanical innovations. To any who oppose his rule, however, he is a vicious, unrelenting monster who would not hesitate to slaughter an infant if it were to ensure his people's domination.
King Beraltak is assisted in his dominion over Minox Cretas with the assistance of his elite guard, known as the Sons of Minos. It is made up of the three most legendary minotaur warriors to ever carry the flag of Minox Cretas on their back, and none are quite as legendary as Damionell, Son of Balafor. Damionell is hands-down the single most skilled and ferocious warrior to ever walk the face of Logasior, and many who lay eyes upon him shrivel at his awesome power.
Tier Five
There used to be only four tiers by which scholars ranked the nations of Logasior, but after events that took place two-hundred years ago, they have had to instate a fifth tier to accommodate how far Saskirn has fallen. Located exclusively on the small Gnarl Island, Saskirn is barely a country any more, its entire legal system and infrastructure in turmoil after its head was cut off in the form of Regicide. It is a swampy, jungle island which holds many dangers in the form of bandits and raiders, completely uncontrolled by a legal system that no longer exists. From stilted villages, to the remains of what used to be the capital, Saskirn is a shadow of what it once was, which is quite profound, considering its wasn't much in the first place. It is also one of the few places in Logasior that has humans as a majority population, even if they aren't considered the ruling race.
Culturally, Saskirn is a land where connivence and plotting take up a bulk of the people's free time. People here are obsessed with self-advancement and are not afraid to aspire to be the greatest at whatever they do. The large amount of illegal ship traffic that passes through Saskirn also makes it an incredibly well-informed little nation, and gathering valuable secrets is considered an art unto itself. When they are not pillaging or murdering, however, Saskirn inhabitants enjoy swimming or romping through the mangroves, either hunting or scavenging little knick-knacks. They can, and often do, make a game out of anything.
Primary Gods, in Order: Valkur, Vecna, Falazure
The high amount of maritime traffic in and around Saskirn lends itself to the worship of Valkur out of sheer necessity. Following this, Vecna holds a large amount of influence in the country due to the importance of secrecy and double dealings. Finally, the worship of Falazure, the draconic god of fatigue and undeath, used to be mandatory centuries ago. Ever since Shade, the Black Dracolich Queen was slain, however, the reverence of Falazure has fallen out of central life. There are those who still pay tribute to the dark god, however, on the off chance that a new black dragon takes the throne.
Primary Races, in Order: Humans, Half-Bloods, Dragonkin, Shoal Halflings, Half-Bloods
Saskirn used to have a capital city, but the town of Shadow's Keep is simply a blasted remnant on the side of a lightly forested hill. Though some parts of the village still remain active, ultimately, the city itself is dead and abandoned, aside from the wicked Blackheart castle that looms on the hilltop.
It should be noted that every single town and village on Saskirn is a port city, since it is utterly impossible to find ground capable of setting the foundations for a city farther inland on Gnarl Island.
Saskirn used to be a decently managed nation-state, run by the dread Black Dragon Dracolich, Barteloveraxcholerian (who was usually simply referred to as Shade). Two-hundred years ago, Shade was covertly slain by a group of adventurers at the behest of Suzerain Tyretlethen, after he learned that Shade was attempting to invade The Sapphire Expanse. Without her scrutinizing eyes to keep track of the various thieves and shipping guilds on the island, Saskirn has plunged into chaos.
Shade did, however, produce many a brood in her lifetime before becoming a Dracolich. Three of her offspring have returned to Saskirn, claiming it was always their right to rule Saskirn after her destruction. Ironically, their petty squabbles over who should be in charge have only fueled the turmoil of Saskirn further.
While these don't define the only races that can be found within Logasior, this list does go into mild detail about the more common and prevalent races within the region.
Races that aren't found on this list are either from far away lands, are too feral or nomadic to quantify, or their descriptions here would be so similar to those found in their manuals that to put them here would be redundant. I also will not go into detail about every single variant version of certain races unless they have a distinct majority in certain areas, though such variants still likely exist somewhere on the subcontinent. If there is a race on this list that you think I absolutely need to detail, contact me via PM. Otherwise, if they are not here, feel free to make assumptions about their homelands and so forth; my setting is not absolute and changes often.
The Aventi kingdoms span under the waves to travel far south east of Logasior's shores, partly within the Eastern Vast and the Southern Sea. This keeps them largely out of the way of most Logasior trade, but recently they have begun to claim territory farther and farther west in the Southern Sea. Though they're political structure is still a tad too heterogeneous to be considered an actual nation, they are certainly a powerful force of the seas in that area. This brings them into conflicts with pirates quite often, as their racial sense of honor compels them to hunt down and bring such brigands to justice.
With the general numbers of dragons prevalent in any given area of Logasior, it is natural that an equal predominance of half-dragon offspring are seen roaming the lands. Anywhere, in any land of Logasior, it is rare to go a day without seeing one of these reptilian individuals. Though there is no real predominance of one particular half-blood color over another, usually only those of "good" colors (metallics and certain crystallines) actively roam the streets with their scales glinting.
We'Darastri in particular is notable, as always, for having an abundance of half-dragons, all of which are almost exclusively blue. They tend to naturally become the elite members of any given community, but are in turn dominated socially by the overbearing full blooded blues.
The most common types of True Dragons found in Logasior are as follows: Blue, Black, White, Red, Silver, Gold, Bronze, Copper, Amythest, Crystal, and Green. This list does not take into subterranean species such as Sapphire or Shadow Dragons, as it is difficult to know just how common or rare such beings might be beneath the earth. Any given True Dragon will usually be found ruling or governing a village within their preferred habitats. Certain species of dragon have been chased out of or exterminated in certain nations, such as Red Dragons from The Shining Frontier, and almost every other species besides Blue from the Sapphire Desert.
With a few notable exceptions, Dragons are the undisputed ruling race of Logasior, using the natural intelligence and physical might to out negotiate or out fight anyone who challenges them. Though such ruling Dragons will generally see the extent of their governed districts as their territory, most do not disallow other dragons to live within these limits, so long as they willingly submit to the authority of the ruling Dragon (Obviously, this doesn't work in less civilized areas, and is often the cause of localized wars).
Given their relation to the ruling classes of Logasior, Dragonkin are much better received in the subcontinent than they might be otherwise. Though they still prefer to live in villages consisting only of their kin, they do not begrudge the intrusion of outsiders, just as most people of Logasior do not fear or alienate them. Possessing the draconic pride of their relatives, most Dragonkin are overbearing and brash in social environments of mixed race.
Dragonkin are most commonly encountered in Southern Logasior and islands of the Southern Sea, though there is also a high concentration of them in certain areas of The Domain of Deepwood.
Logasior has an abundance of cave systems in its central areas, and where there is an Underdark, there are Drow. The Drow of Logasior are far more social than their fair-skinned cousins, actively involving themselves in the politics of nations where they are not immediately shunned. Their strongest presence is felt underneath The Oath mountains, where they impose expensive "security" tariffs on people using caves systems to pass beneath the mountains (and sometimes even over or through them). Since most nations of Logasior are savvy enough to declare all lands below the ground as well as above it, Drow do not have nations of their own, but that does not mean that their cities are not just as dangerous and sinister as usual.
Though a close eye is kept on their affairs, The Drow still inevitably manage to find fallacies in regional laws that allow them to get away with the normal treachery and wickedness they so love.
Frost Dwarves rule next to the Frost Giants of Keldren Osst as the second elite race. Though they sometimes chafe under the rule of the more barbaric giants, the two races are genuinely empathetic to one another and work together to potent and dangerous effect. Frost Dwarf smiths are all too willing to create powerful and masterwork armor for the Frost Giants, often improving their capabilities twofold on the battlefield.
They themselves are fearsome warriors, often using brilliant, unorthodox tactics to catch their opponents off-guard (though admittedly they have difficulty doing this outside of their homelands). They are not quite as good as craftsmen as other Dwarves of Logasior, however, as they tend to focus primarily on harvesting the endless metal veins of the Rusted Mountains. This makes them the best miners in all the land, and many prospecting companies will solicit the assistance of Frost Dwarven foremen when planning to quarry new areas.
Elves are one of the rarest races to see traveling through Logasior. Seldom leaving their island paradise of Ereb Taure, they usually only travel abroad as ambassadors or scholars. Aloof and more secretive than other races of the land, Logasior Elves are soft spoken and quiescent when in public. In their homeland or in the presence of trusted company, however, they reveal their inner fire as huntsmen and people of the earth. Fervent protectors of nature, Elves only ever seek combat with people or organizations that threaten the natural balance of the world.
Because of this natural affinity, the second most common place to find Elves is within the Domain of Deepwood. There, they act as stealthy scouts and spies, making sure that the smaller nation’s forested borders are protected. Certain architectural endeavors have provided evidence that leads scholars to believe that Elves may have, at one point, been plentiful and widespread across Logasior.
]Frost Giants are the undisputed rulers of Keldren Osst, the ice-blasted mountains that ripple across the northern edge of Logasior. They differ from their less-civilized counterparts in other parts of the world in that their society is one of decadence and industry. Having long ago indentured the Frost Dwarves as an entire race, Frost Giants have benefitted from the obsessive mineral gathering skills of their serfs.
As such, Frost Giants tend to be unapologetically arrogant in the company of anyone who isn’t explicitly more powerful or influential than themselves. One should not, however, assume that Frost Giant martial prowess has diminished with their developed preference for erudite society. Every Frost Giant, upon reaching the age of 30, is forced out into the wild lands south of Keldren Osst to do battle with the native Orc population, and are not permitted to return until they have claimed fifty orcish skulls.
Gnomes are found all across Logasior, but they are primarily concentrated within the bountiful cities of the Sinjai Kingdom. Renowned artists, sculptors, composers and architects, Gnomes are are responsible for the bulk of technological and cultural advancement in Logasior. Throughout the land, Gnomes have a mixed reputation of being both incredibly fun company and ceaselessly patronizing.
Gnomes are also found working alongside the Dwarves of Gurn’Gedat, working in unison to create some of the most exquisite civil engineering found in the region. Always eager to learn more and dig for truths, most Gnomish adventurers in Logasior are independent archaeologists.
The significant saturation of races within the region of Logasior, coupled with the relatively peaceful political climate, inherently leads to the creation of myriad half-breeds. It is difficult to find one specific nation in which there is not a significant percentage of half-blooded individuals within the community.
As such, where they might otherwise be seen as pariahs, half-bloods within Logasior are simply viewed as normal if not entirely unremarkable. Without any of the associated social stigma, this has allowed several half-blooded individuals to reach great prominence within the various houses that rule Logasior.
While Halflings do maintain their normal wanderlust, they are still concentrated in bulk within the borders of Deepwood. The hilly, forested terrain has forced Halflings as a people to develop some of the most ingenious methods of agriculture within Logasior.
Otherwise, bands of Halfling families can often be seen roaming the roads and rivers of Logasior, eager to settle down (temporarily) and overhaul the local farming infrastructure (for a fee) before setting off again.
Humans, at one point, were the dominant race within Logasior, but have since been pushed primarily into the small country of Bastion. While there are usually a handful of Humans within any given community in the region, they only ever really hold power within the confines of their own country, which they rule with an iron ...
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
Don't try to rescue me I don't need to be rescued

