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So this is what I've been up to.
#1
And it's not even totally done. Still have a few centuries to cover.

THE FIRST AGE, THE AGE OF STARS

There is no ‘true’ beginning to Logasior, or the material plane for that matter. It was created outside the reference of time and space, conceived purely by the unfathomable will of the Far Realm. The Far Realm is a universe entirely separate from the known cosmology, filled with minds and what could loosely be referred to as entities that are simply incompatible with contemporary mortal comprehension. It is a bloated, sickly universe, if such a thing can be said, and in order to progressively sustain its overgrown mass, it needs to encroach on new, empty realms of time and space, slowly corrupting them with its own instability. It does this through a concept known as ‘existence’, a facet which many minds take for granted as something they themselves foment.

The Truth is far more depressing. Simply by their existing, and the very minds they use to reaffirm that existence, they invite the Far Realm to fruition within their beloved cosmos, especially those who consider themselves the most August thinkers as spellcasters. You see, what we call ‘Magic’ is actually a process by which we invite the Far Realm to upset the natural order of the cosmos. Be it divine or arcane, all spells and magical rites can trace their power back to the threads of the Far Realm. To push the limits of what is possible, to use magic to completely destroy the natural order of all things, is the ultimate goal of The Far Realm. When all sanity has been sacrificed in the name of power and knowledge, the cosmos will have come ripe for The Far Realm to harvest, and we will then know the depth of absolute doom.

But I digress, how indeed did this process start? Despite the myriad connotations associated with it, the Negative Energy Plane could very well be considered the only truly ‘natural’ part of our world. Static, draining, empty and lifeless. This was the natural state of our cosmos, this fragment of the multiverse, before The Far Realm cast its attention upon her.

Into this dead nothingness, The Far Realm used a considerable amount of its own power to cause the very fabric of Logasior to fold in on itself, crunching more and more densely until the first solid matter was formed; voidstone. This mote of solid mass goes by many names; Io’s Phyle, The Dragon Stone, The World Heart, The Gate to Madness, but in essence, it is the first appearance of the one of the four Elements within Logasior. Earth. With its appearance, the first Inner Plane, Earth, was created astride the Material Plane. Its existence propagates the concept of Earth, an anchorpoint, if you will, for the Far Realm to maintain its grasp on Logasior.

From The Dragon Stone, The Material Plane grew, building up more and more Earth until The World was formed. At first, every inch of The Material Plane was made of voidstone, but that was to soon change. At some point, the solid matter of the Material Plane could expand no more, lest its growth go out of control and the Far Realm lose its grasp on the machinations of the universe.

Like any recipe, the Far Realm needed to add more ingredients to Logasior to achieve its ultimate goal. Once The World had been formed, the next step was to add a spark for the creation of The Far Realm’s most insane creation; Life. This medium would come to be known as Positive Energy. In direct contrast to the natural state of Logasior, The Far Realm perverted the fabric of The Cosmos to the point where it inverted completely, thus causing a brilliance of frenetic and boundless energy to explode into existence. The remnants of this explosion can still be seen scattered about the heavens to this day, in the form of stars.

The Positive Energy that did not escape the grasp of the hungry voidstone World was absorbed into the solid matter, cancelling out the degrading effects of Negative Energy while leaving the weight and mass of the congealed reality behind, thus creating the first stone. Now, with a stable canvas on which to paint its twisted masterpiece, The Far Realm introduced the next ingredients; Water and Air.

The Far Realm bade the Stars, its shining progeny, to fall to The World and overwhelm the surface stone with more and more positive energy, until it began to soften and expand. This continued until the first Great Ocean and the atmosphere had formed. Finally, the stage was set for the introduction of sentience into the world, but to do that, The Far Realm needed to create something that could flicker, grow, and die within Logasior. A final star was cast down to one of the small, solemn islands in the darkness, where it came to rest and blossom as the first Fire.

Fire did not have a mind, per se, but it did have a directive; consume, persist, propagate. The first fire elemental was born, and this First Fire was blessed as an agent of the Far Realm. All that it touched and breathed on was suddenly awoken with the same drive and vigor as the First Fire. Air, Earth and Water soon were also walking on and within The World, the first sentient beings. Thus began The Process, as mortal minds took shape.

In those days, access to the elemental planes was as simple as turning a corner. Elementals came and went from the Material Plane as they pleased, and before long, were finding ways to combine their aspects to create more complicated forms of life. Deep within the unholiest of depths of The World, The Elemental Progenitors painstakingly (and through no small amount of trial and error) create the first true Life. Though these First Four were conglomerates and collaborations between the four Elemental species as well as The Far Realm, each one was the brainchild of a particular element.

The Water Elementals desired a creature that was wise beyond belief, patient, and adapted to living within their beloved oceans. Through this, the first Aboleths were spawned. At the same time, Fire craved to create a race that possessed boundless ambition and minds ablaze with power. Ilithids are their progeny. Air, chaotic and free, jealously threw together a jumble of ideas and intents, creating the first Beholders. Finally, Earth, in its infinite patience, crafted forms of life so enduring, so pragmatic, that they would never change in the slightest. To this day, all Oozes call the depths of The World their home. All of this took place within the darkest pits and caverns within The World, and with the natural evolution of fungi and other forms of sedentary life, the Underdark slowly took shape.

Though they claim unsurpassed intelligence today, in the earliest days of the World, Aboleths and Ilithids were no more cunning than feckless apes. Despite this, their proximity to the primordial world gave them an intuitive connection to the Far Realm, or as they named it, Magic. The opposing races of Fire and Water, carefully watched by their Elemental forerunners, soon found themselves at odds with one another.

Aboleths, though power-hungry and scheming, were ultimately self-sufficient and cooperative with one another, insofar as they were able to keep out of each others’ business where it really counted. More importantly, their diet of any organic matter was much easier to sustain than the Ilithid craving for fresh, sentient brains, and so often had to turn on each other for sustenance. This made the Ilithids vulnerable to the already expanding empires of the Aboleths, who thrived among the primordial lifeforms that the Elementals continued to create; the sorts of ‘normal’ creatures that we today continue to be mundane animals.

Ultimately this resulted in the Aboleths moving closer and closer to the surface of The World, their hallowed tunnels and flooded passageways leading them into the first true oceans of Logasior, while the Ilithids were doomed to roam the dark pits of The World for the rest of the foreseeable eternity. The Aboleths began to build great cities in tribute of themselves, caring little for reverence of their elemental creators, and declared themselves de facto rulers of the nascent universe. These sprawling cities, founded on the peaks of what we now call mountains, stood for untold millennia. As time passed, the four original sentient races began to drift apart and cease to associate with one another completely. The Beholders and Oozes, though just as ancient as their brothers, were too chaotic and mindless respectively to form any lasting culture of importance.

So it was, with Aboleth in the oceans above and Ilithids in the darkness below, that the first great war began. The Ilithids chafed against the self-proclaimed rule of the Aboleth, but could not stand against the self-sufficient might of the united Aboleth kingdoms. Though the Ilithid’s raw, destructive magic potential made them fierce in small scale skirmishes, their handicap of near-constant starvation made them no match for the already booming infrastructures of the Aboleth.

One Ilithid, however, had an idea; if the Elementals could create their own life, why could they the Ilithids not do the same? This one Ilithid, who went by the name Gaahad, propsed that the Ilithids dedicate research into creating an easy, vulnerable livestock that was ideal for them to prey upon. The idea in and of itself was instantly well-accepted, but in keeping with what would become Ilithid tradition, they did their job too well.

The idea was to create lifeforms that carried so much potential Life and Magic within themselves that they essentially could not be killed. Their eternal life and ability to recover from even the most grievous of injuries would make them long and reliable sources of food and energy for all of Ilithid kind.

Vain as they were, the Ilithids created these livestock in their own image, for the most part. A head, two arms, a torso, and two legs. There were some variations in these prototypical humanoids, however, and each strain had its own name. Their names were thus; Moradin, Pelor, Amaduy (Later Obad-Hai), Io, and Greuhms (Later Gruumsh). Initial tests surpassed expectations. The Ilithids could feast on the rich, active, powerful brains of these Entities of Gaahad (A title eventually shortened to ‘God’), indefinitely, with the Gods’ brain growing back swiftly and whole.

What the Ilithids did not count on, however, was interference from The Far Realm. So infused were the Gods with the power of Magic, of The Far Realm, that their connections to its whims were almost instinctual. Through this, The Far Realm was able to grant each of the five original Gods a sense of true self. Each time one of the Gods’ brains was consumed and regenerated, their ability to pull on The Far Realm for their own means was strengthened. I suppose it should go without saying that the Gods did not appreciate being mere livestock to the Ilithids, and so it was that The Five began to collaborate a plan to break free from their masters.

Meanwhile, the war between the Aboleth and the Ilithids had begun to reach a stalemate. The Aboleths, who had long used the power of magic to subdue and command the Elementals that had bore them, were stricken with a double blow. First, Elementals began to recede from the Material Plane, taking refuge in their Elemental Inner Planes to escape being enthralled by the Aboleth. Secondly, the newly empowered Ilithids started to make great strides in legitimate organization against the united Aboleth.

Eager and vengeful, the Ilithids now turned their full attention from the management of the new Gods they had created, to the destruction and overthrow of the Aboleth as masters of The World. During the First War, a majority of the Aboleth cities on the then-submerged peaks of Logasior were crumbled and brought to ruin, except for the Aboleth capital city of Bshagraghs, or modern-day Veckaoul. This gave the Gods the opening they needed to enact the first phase of their divine plan.

It was Io who first proposed that they try to trick the Ilithids into letting them close enough to the surface of The World to escape and unleash their built up power on both the Aboleth and the Mind Flayers. This became possible when the Ilithids were able to ambush the Aboleth position on a small subcontient from an artificial tunnel the Ilithids had summoned into place up from the deepest pits, through the primordeal ocean, creating a small artificial island (now known as Key Island). A construction project of such magnitude exhausted the greatest Ilithid sorcerers greatly, and as such, the Gods volunteered to travel up through Key Island to give the sorcerers access to fresh food and power.

After this Final Feeding, and when the Gods had once again obtained their divine (some would say magic-addled) minds, and for the first time, emerged onto the surface of The World. During this first age, The World was still very dark, with there being no sun or moon in the sky. Only the remnants of the emergence of positive energy, the stars, shone down with wan light on the face of Logasior. During those days, only rudimentary life roamed the dark beaches and seas; barely shaped monstrosities that swam, crawled and gasped at the fringes of their eventual potential.

Still, even just one of these creeping abominations was more than enough for the Gods. Huddled together in the dank firelight of the Ilithid feeding pits, Io bade the Gods to join together in thought and belief, focusing their will and wishes on the body of a small, scaly mote of life they had lured to them. They breathed their power into the tiny wretch, and with a great brilliance, it grew larger, larger, and larger still. Gruumsh bestowed it with incredible strength, Moradin with an unbreakable carapace, Io granted it legendary grace and speed, where Obad Hai gave it the cunning mind of a predator. Finally, Pelor, unbeknownst even to himself, granted the beast unending life. Such was how the Tarrasque came to be.

The Gods had no control over the Tarrasque, but they didn’t need to have any such reigns. The beast knew its purpose innately: destroy everything in its path. Devour everything in sight. The Ilithids had little to no time to prepare for the ensuing slaughter, and every last one of them on Key Island was eaten. Satisfied with its purpose, the Tarrasque descended down the column of Key Island, into the depths of The World, where it began its long sleep. Its bulk collapsed the main tunnel onto the surface, leaving the Gods to themselves, for the first time ever.

THE SECOND AGE, THE AGE OF GODS

When the Gods struck out across the face of The World, they were crestfallen to find it largely barren, and waterlogged. They weren’t sure what they were expecting, but it hadn’t been an almost endless ocean pierced by craggy, black rocks, frosted with thick ice. Pelor, who had always had an affinity with light and life, knew that nothing could prosper in this harsh land, and so with the help of his siblings, Pelor slowly pried open a great portal to the Positive Energy Plane, a portal which came to be known as ‘Sun’.

The searing heat of the immense, blinding white gate immediately began to boil away the great oceans, lifting the first clouds into the sky and killing thousands upon millions of Aboleth, driving them into the inky depths. Io, whose form had been granted wings, called upon his divine magic to hoist the Sun up into the sky, close enough to the World that it could provide heat and life, but far enough that it did not obliterate everything its power touched. Obad-Hai and Moradin, ever the forward thinkers, knew that the Sun had to remain in motion as well.
They worked together, pulling a slab of stone from The World, to inscribe the first Laws of Nature, and compel the Sun to follow them. Before the sun had set on that first day, the rest of the gods had begun creating the natural world as we know it. Plants, animals and the first beasts began to roam the world and prosper.

Much in the same way that the Aberrations had spawned them, and the elementals had in turn spawned their forbears, The Gods also wished to oversee and care for sentient beings that were lesser than they. Moradin dug into The World and carved seven stone statues to become the first Dwarves. Pelor and Obad-Hai worked together to pull sunlight into the living trees of the worlds, making the first fey and elves. Pelor further refined these living bodies into the forms of the first Humans. Io, the monstrous, wrought a race of scaled and elementally infused beings known as Dragonborn. Gruumsh, prolific in his creativity, set about making such races of strength as the Orcs, Giants, Hobgoblins, and so forth.

These first tribes quickly organized and went their separate ways, with the Elves first coming to occupy what is modern-day Deepwood. Obad-Hai, quickly tiring of overseeing his people, chose two Elves to ascend to great power and guide them through their dawning sentience; Corellon and Lolth. The Ancient elves quickly learned to be at peace with the Forest, and developed a deep love of the natural world.

The Seven Dwarves descended into the depths of the World, eager to return to their roots, and began to stoke the first great forges. In time, they would soften and proliferate amongst themselves, with the heretic dwarves heading for the surface, and the stone loyalists becoming the Duergar of the deep.

The Humans, the fastest aging and dying of all the new sentients, were the slowest to progress. Over the course of the first few thousand years, as the Gods continued to experiment, they and the equally ephemeral Dragonborn retained their tribal ways, barely mastering the lives of nomads while the Elves and Dwarves started building their very first civilizations. What the Humans did do, however, was spawn their very own God, an anomaly which rightfully worried the First Five. Kord, the god of dominion, tempest, and strength, would come to be equally if not more revered than Pelor, who himself put the very sun in the sky.

Though the Strong Races lived up to their name, they, aside from a few of the giants, were parasitic in nature, and relied on the progress of their more stable neighbors. It is this focus on raw strength that would forever put Gruumsh at a disadvantage, a fact which he resented the graceful and wise elves for, especially being the chosen children of Corellon, whom he assessed to be a lesser god. In time, Gruumsh came to fall in love with Lolth, Corellon’s beautiful sister goddess, and seduced her into having her loyal elven followers assist in undermining the growing Elven civilization.

Though Gruumsh’s attempt was successful, and the Faithful of Lolth were able to make way for the hordes of Gruumsh, devastating the first ancient cities of the elves, Corellon became wise of his Sister’s treachery, and cursed her and her followers to dwell in the shadows with the spiders for all eternity, thus creating the Drow.

Gruumsh, enraged, sought out single combat with Corellon, convinced his seniority over the elven god would see due justice served. Instead, the faithful battle, where Gruumsh’s fated eye was cut out by Corellon’s blade took place, and the God of Orcs went in to deep, shameful exile.

By this time, Io, prideful and arrogant, grew tired of watching his chosen Dragonborn fail to thrive in the new world they had conquered from the Aboleth and Ilithids. He envisioned a refined form for the Dragonborn, bestial, yet intelligent. Savage, yet urbane. Immense, yet graceful. Much like the Tarrasque before them, these new beasts would be the pinnacle of life at the time, and true inheritors of The World. To fuel their great power though, these beings would need a font of untold magical power, which he himself could not alone provide.

Calling upon Moradin, Io pitched his plan to the God of Creation, who all too eagerly agreed, assuming that these new beasts would be a net benefit to The World. They started with two templates, who had more magical and mental power than the Tarrasque ever could have had. Io named them Tiamat and Bahamut, and this brother and sister pair would serve as the templates for all future dragonkind. Moradin, having long been exploring the connection of Magic to The World, had discovered an untapped source of arcane power that could be used to fuel Io’s envisioned beasts. The dreams, the power emitted by sleeping minds at rest, had in and of itself created a plane of existence separate from that of the normal Inner Planes. This ‘Astral’ Realm could serve as a font of magic for all of Io’s Children, but they would need a way to access it.

The pair referred to the plans for The Sun, and once again, worked to tear open an immense portal to the Astral Realm. The silvery sphere, smaller than the sun, and nont nearly as luminant, bestowed such arcane power on everything its light touched, that it too had to be hoisted into the inky heavens, lest its influence warp the The World around it into becoming a twisted dreamscape. This new sphere, called The Moon, was also set in motion in accordance with the Laws of Nature, in opposition of The Sun. With the creation of The Moon, the goddess Ioun was brought into existence, descending and congealing from the silvery ether of the Astral Realm, a figment of thought and knowledge, condensed from the mental dream power of those creatures that sleep.

Satisfied that this new font of Arcane Power could be readily accessed by his creations, Io set about creating the Dragons with the help of his children, Bahamut and Tiamat. Bahamut, inspired by the silvery, shining light of The Moon, created the metallic dragons, whereas Tiamat, more impressed with the beautiful rays diffracted from sunlight, created the chromatic dragons. Dragons immediately began to proliferate throughout the land, conquering and destroying anything that stood in their way. Io, initially thrilled with the legacy he had created, immediately drew flak from the other First Five, who complained who the Dragons were upsetting the balance of nature, with their free use of Magic.

In an initial attempt to meet Io in the sentient arms race, as it were, Obad-Hai took the existing forms of Humans and Elves and refined them into more compact, efficient forms, that could use their mobility and wits to their advantage. Halflings and Gnomes were brought into the world, woven from grass and loam, respectively. Obad-Hai even took the liberty of imbuing one Halfling with the power of a Goddess, much in the way he had done to Corellon and Lolth, and she came to be known as Ehlonna. Ehlonna refused to make her Little Ones fight the dragons, assessing that they were already safe as possible among the Elves, so ultimately, they contributed nothing. The two respective races were forced to seek shelter with the already powerful elves, dwarves and humans to avoid being stamped out by the rampaging dragons.

Pelor also did what he could to offset the tyranny, and chose two of his greatest Human warriors, chosen by Kord as the best among mankind, to act as champions against The Dragons of Io. Heironeous and Hextor, given divine power and legions of loyal warriors, lead many a great battle against the Dragon Flocks, but were turned back by the force of their Arcane Power every single time. Though the Gods themselves tried to intervene, they lacked the ability to be everywhere at once, something the Dragon Swarms had no trouble with, especially they themselves being led by three of the most powerful Gods in The World.

Ioun, Lady of the Moon, troubled by the lack of regret by her father and the nightmares sent to her by the troubled masses, used her great intelligence to devise a scheme that would, hopefully, lay the Dragons low. As usual, she turned to Moradin, the Architect of The World, for assistance in creating a great weapon to combat the power of The Dragons. Moradin, ashamed that his backing of Io had gone so terribly wrong, agreed to help Ioun in creating The Celestial Pendulum. A sort of Diaphragm, made entirely of black voidstone, that The Laws of Nature decreed to pass back and forth in front of The Moon in long cycles, so as to force the magical power of The Dragons to wane for weeks at a time.

On top of that, Ioun made an appeal to Bahamut, the more sympathetic of the Dragon Twins, and beseeched him to try and talk some sense into Tiamat and Io. It took some time, but Bahamut eventually agreed to try and convince his fellow draconic deities to encourage Dragonkind to cease its needless domination over The World, in just the same way that the Aboleth and Ilithids had done. Tiamat, loyal to her father, declined along with him, forcing Bahamut, with the help of Moradin and Obad-Hai, to do battle with the other Deities.

In the end, the Prodigal Betrayer succeeded and struck his now-hated father down into the depths of The World, where Moradin ordered his original Seven Dwarves to guard Io’s soul, bound to the Worldstone, for all of eternity. Io’s rage was so great, that the heat of his anger caused the core of The World to become superheated, causing the first tectonic activity and volcanic eruptions.

Bahamut did not, however, have the heart to damn his beloved sister to the same fate, and spared her existence, in the hopes she could be convinced to come around to see the good that Dragons could be for The World. Tiamat refused to give up on Io’s visions of Draconic dominance, however, and compelled her Chromatic Dragons to continue their eternal conquest for dominance. Bahamut, saddened but resolute, ordered the metallic dragons to oppose this dominance for all eternity, and so the Shism of the Wyrms was fomented.

Meanwhile, The Schism of Wyrms, coupled with the Cycle of Serpents or Phases of the Moon, gave Heironeous and Hextor enough of an edge in their fight against the now cornered chromatic dragons to see the beasts reduced in number to the point where they could no longer impose total conquest of all of mankind. Tiamat, however, seeing that Hextor was a man of substance, seduced the God of Tyranny to side with her, with the promise that they could one-day rule Logasior. The inherent greed of Hextor’s heart saw him agree, and abandoned Heironeous without further comment. The God of Valor and the God of Tyranny have not spoken a word to one another ever since.

Over time, the influence of The Moon, and the Cycle of Serpents did see enough exposure upon the face of The World to see rise to the emergence of Fey, Monstrosities and other magical beasts that evolved through the now unknown touch of The Far Realm. Magic, The Far Realm, could not have asked for a more convenient way to taint the physical plain of Logasior with the creation of The Moon, and it is for this reason that certain people still feel a sense of unease on nights when The Celestial Pendulum has fully swung away from The Moon’s face.

This intial Scouring of the Dragons showed the Gods that perhaps even they did not understand the full nature of their abilities. Even among the violent and ethically dubious deities, it was agreed that The World should be left largely to fend for itself, with no more direct interference. Only a catastrophe of apocalyptic proportions could justify anything further. This agreement became known as the Celestial Concordat. As such, The Gods went their separate ways, and began to experiment with other planes of reality, freely shaping the Outer Planes as they saw fit. Thus, Logasior and The World as we know it came to be, setting stage for a new element in the progression of the world; nations.

THE THIRD AGE, THE AGE OF MORTALS

As it was, at this point, due to the scouring of the Dragons, all of the races were still huddling in natural shelters with crude stone weapons to fend off the magical beasts of the realm. Only the Dwarves, perhaps, had the closest semblance of a civilization, with their old cave systems and early access to soft metals, but even then, these were barbaric tribes deep within the mountains of Logasior. At some point, however, the Dwarves migrated from their ancient homes in the Rusted Mountains to the open plains of Central Logasior, and laid down the foundations of what would become Gurn’Gedat, though it only started as a haphazard huddling of tents and fire pits.

The Elves, in an effort to escape the lingering threat of Dragons and avoid competition with the Dwarves, departed the Mainland, and traveled to the then-volcanic isle of Ereb Taure by way of crude kayaks and rafts. They left behind a legacy of megalithic ruins in the protected valley that is modern Deepwood, though the Gnomes and Halflings who had bedded with them stayed behind. Some Elven tribes, notably the Cunnien people, retreated deeper into the Feydom, and would hide among the trees for countless eons to come.

Dragonborn, now hunted and hated as bloodkin of the Dragons, remained scattered in small tribes for a long time, never really developing a civilization to call their own. Most Humans migrated to the west, leaving Logasior altogether for the Unsettled Lands, and were never heard from again. Those who stayed behind scattered all across Logasior, with a fair number learning to live in what is known as the Feydom in modern times, though they centralized in the south eastern reaches of Central Logasior.

Southern Logasior, at this time, was still mostly verdant and lush with jungle, but a great perturbation deep within the depths of The World (An experiment with the Worldstone at the hands of the Ilithid Fireseeker cult), caused the Charred Vault to erupt violently. The eastward winds of Logasior saw the western half of the peninsula choked in smog and darkness, killing off most of the plant life, beginning a slow desertification. The runoff from the rivers, however, caused the eastern half of Southern Logasior to become even more lush.

Over the next several thousand years, The World was mostly stable, with the humanoid races learning to minister and control ever increasing swaths of land. There were the Hootoh and Jinkai tribal nations in the West, which merged to form Sinjai after a great marriage between the nobles of those two ancient cultures. The Hootoh, who were adept at taming the land early on, admired the then marvelous technical advances of the Jinkai, and vice versa. Full integration into Sinjai would take another few millennia, but when it was complete, it already saw Sinjai as the local superpower. In those days, however, Sinjai was not as peace loving as it is today, and saw the rumors of other developing cultures as a credible threat. This period also marked the beginning of writing, and therefore recorded history.

Keldren Øsst started out as a mass of petulant and war loving giants and frost dwarves, but found a common enemy in the weak and vulnerable gnomes and Halflings of the Deepwood valley, starting a long tradition of slave raids across those mountains. Enterprising Frost Giants, however, saw this unified goal as a way to unite the squabbling tribes into a singular force.

There were the Ironbloods, who specialized in pulling valuable resources from the mountains, the Snowcarvers, who were expert mountain survivalists, the Hoarbloods who were outstanding warriors, the Beastmen of Mount Norben who trained the very first war beasts; oxen. Then there were the Cloudeaters, the only tribe who, to this day, refused to unite in the Keldren Øsst coalition, and suffered the more for it. They are considered to be part of Keldren Øsst today, but refuse to acknowledge it themselves, preferring to stick to their long traditions of pensive isolation, despite being oppressed by the threats of the Frost Giants.

Regardless, the tribes of Keldren Øsst united as one, eager to array their combined strength against the Dwarf families of Gurn’Gedat and the farming hordes of the united Hootoh and Jinkai. At this time, Keldren Øsst held much more land under its rule, including much of modern-day Deepwood and Helvanya.

Gurn’Gedat, still a far cry from its contemporary glory, was slowly expanding its reach across the forested hills of Central Logasior, with over a thousand dwarven fiefdoms all vying for supremacy, unlike their more peaceful Sinjai neighbors to the west, who were much easier to contact, as it would not be several hundred years until The Feydom became the impassable barrier it is today. Much like Keldren Øsst, however, the warring Dwarven families saw a mutual target in the Frost Giants and Frost Dwarves to the north, despite the latter being their ancient ancestors. What the Dwarves lacked in arable land and raw materials, however, they made up for in sheer audacity and ambition.

An example of this was the souther families of the dwarves being the first to cross the deadly Oath Mountains, named so because of the sworn loyalty the mountaineers had with one another. There they discovered the verdant bounty of modern-day Bastion, a place they referred to as Kiron Ibruk, or ‘Land of Blessed Ash’. Being the pioneers they were, the tunnel city of Krez Durel was founded and digging on Kardanh began.

The northernmost families were the first to unite in common cause against Keldren Øsst, conducting regular raids across the Orclands and attacking Blueskin settlements. They gained powerful metal weapons and slaves of their own in this incursion, and many of the rest of the Ancient Dwarf Lords grew jealous of this bounty.

It was by near, total coincidence that Keldren Øsst decided to retaliate in force against Gurn’Gedat at the exact same time that Sinjai launched a surprise attack through the mountains on the core Blueskin settlements. The Sinjai hordes, armed with technological terrors such as rudimentary catapults and ballistae, were more than a match for the few Keldrish forces that had stayed away from the fighting to the Southeast. As the Keldrish armies got cut off from their supply routes, the dwarves began to push them back over the northern mountains of Deepwood, the Bluewall Mountains, and dug in by building great fortresses.

Despite initial success against Keldren Øsst, the unwitting cooperation between Sinjai and the Families of Gurn’Gedat (Categorized into three larger kingdoms as Nabidolmol, Zamnuth, and Orgavúsh), were unable to do much against the Blueskins in their mountainous homeland, where eons of harsh living had taught them how to defend their terrain with great expertise. As such, the first Great War ended not with a decisive conquering, but a slow fizzle into peace. In the latter years of the war, Keldren Øsst, Sinjai and the The Kingdoms of Gurn’Gedat came to be known as the Three Beasts, represented by an Eagle, a Lion and a Boar, respectively. What the Three Beasts had not counted on, however, was that in this time, the Gnomes and Halflings indigenous to the hills of the Deepwood Valley had developed something new; druidic magic. Pulling on the power itself to mimic the abilities of the dragons, the smaller races seized their chance during this lull in the Great War to assert their dominance over the core regions of Deepwood, along with the help of their Kenku native allies who taught them well in the way of subversive warfare. A token retaliation from the bruised egos of Sinjai and Gurn’Gedat was mounted, but with the strength of the natural barriers in the area, coupled with the might of this new form of Magic, the Small People gave no ground.

It would be some time before Gurn’Gedat ceded control of its last few fortresses in the Bluewall mountains to ownership of the druids, but for all sakes and purposes, the Domain of Deepwood had been formed as quietly as one would expect from the quiescent province.

In a similar fashion, the war had caused Keldren Øsst to lose its already tenuous grip on the eastern reaches of its holdings, and so Helvanya came into being as the Keldrish did not have the manpower to both hold its ground against the other two Beasts and keep martial control over the salt marshes.

During the time that the Three Beasts had been fighting in the reaches of Northern Logasior, the disenfranchised race of Humans retreated to the far fringes of the subcontinent. Some migrated west like their ancestors, but others massed together in the newly established Helvanya and newly accessible Southern Logasior, hoping to stay out of the path of the Three Beasts.

It is to be noted, however, that Humans were the first to truly master the art of sailing and naval navigation. It is by this mastery that the Humans were the first to reestablish contact with the lost elves of Ereb Taure, whose nation had flourished greatly in the Millennium that they had been there. The Elves, having been isolated from the events of the mainland for so long, saw only war-crazed and uncivilized masses when they sent their first diplomatic forays back into Logasior proper. This set in place for a sense of inflated superiority in most of elf-kind that still persists today. What the elves did respect, however, was the great strides in construction the dwarves had made, especially in the form of Kardanh. The Drow and the High Elves, having long been forced to coexist, had seen the dark elves put in place as secondary citizens; unwanted anathemas of society. Now with access to the mainland restored, the High Elf nobles, the first of the Nenharma Dynasty, were able to forcibly relocate the Drow to the tunnels and passageways built into and around Kardanh.

Human sailing also saw the discovery of the greater Feral Island chains, as well as the Gnarl Islands to the south. Though the efforts of the Northern Sviga tribes (the primary rulers of the nascent Helvanya) to explore and colonize the Feral Islands would result in lost voyages and tales of towering beasts, the collaboration between the migrant Quilo and Aruas tribes in Souther Logasior saw successful colonization of Saskirn. These two tribes would eventually combine to form the foundations of the Kingdom of Bastion.

At this juncture, many of the nations of modern-day Logasior were beginning to fall into place. The only thing that was absent was the presence of significant Arcane magic. Divine magic, whose power was derived from the Gods or the World, had long been understood, though far from developed to its full potential. Only the dragons, and their intrinsic connection to The Moon had access to the true might of Arcane spells and abilities, though this was to soon change.

THE FOURTH AGE, THE AGE OF DRAGONS

During most of the Third Age, Dragonkind had largely kept to themselves, establishing the roots of draconic tradition and culture and the interspecies dynamics we see today. A particularly visionary white dragon by the name of Pasterenox would, however, see this general policy of non-interference shattered in the most fabulous of fashions. At the spritely age of 1,000 years, Pasterenox was chosen by the will of Tiamat herself to once again bring all of dragonkind to their rightful place as masters of Logasior, just as Io had envisioned. As such, Tiamat did wittingly violate the terms of the Celestial Concordat, but it would be a transgression that Pasterenox took to the grave. Though Pasterenox, a lonely and dark-minded individual, did not have the physical might to overthrow the Frost Giant Jarls of Keldren Øsst, he possessed a strangely keen intellect for a white dragon. As such, he set in motion a chain of events whereby he would come to be the sole male heir of Stana Bosek, one of the more powerful Frost Giant landowners in the high courts of Veckaoul. He did this by mating with and marrying Stana’s eldest daughter. When eventually Jarl Bosek passed away, Pasterenox became one of the most powerful players in the brutal politics of Keldren Øsst.

In time, through similar underhanded maneuverings, Pasterenox would come to be crowned as the Great Jarl of Keldren Øsst, despite there being no precedent for such a monarch in Keldrish law up until that point. With the full might of The Eagle now at his disposal, Pasterenox launched a campaign of revenge against the dwarves of Gurn’Gedat. Though he was only ever able to muster petty border skirmishes along Gurn’Gedat’s northern border, the mere fact that a dragon had become the ruler of a country sparked an idea in the minds of all other Wyrms in Logasior. By Dragon interpretation, Pasterenox had effectively incorporated an entire nation of supplicants and their wealth into what could be considered his hoard. To possess a nation was the ultimate treasure.

Other dragons swiftly followed suit, laying claim to vast swathes of territory and declaring themselves rulers, whether or not that land was inside a true nation’s borders. Fighting quickly broke out, as both metallic and chromatic dragons competed for illegitimate stakes to land. Notable examples include Asandredastriox, Senkentadrassa, Barteloveraxcholerian, and even Thelldrenalokan. The latter is a unique example, in that the Amethyst Dragon did not himself want to claim any land, preferring a life of quiescence and seclusion among his Druid compatriots. The recently formed Ashen Council saw that the natural order of Logasior was changing, and elected Thelldrenalokan as the leader of Deepwood, so that another, perhaps less culturally sound Wyrm did not try to muscle their way into the same position. Only Thelldrenalokan, among almost all of dragonkind, was able to peacefully rule the willing subjects of Deepwood, and therefore largely stayed out of the Second Great War. The other famous dragon monarchs, in the coming Second Great War, were just as hostile to humanoids as the rest of their kind, but this is a fact that has intentionally been lost in the mists of time.

Regardless, the humanoids of Logasior swiftly took great offense to this sudden rash of draconic interference, and began to mount joint efforts to eradicate, if not exterminate, the presence of dragons within their borders. It did not take long for the dragons to take a collective sense of racial offense to this, and in retaliation, mustered armies of their own, comprised mostly of heretofore scattered Dragonborn tribes, to combat the encroaching humanoid threat. One of the first great conflicts was against Shelzenkadol, a particularly fearsome red dragon that had commandeered the lands around Krez Durell. Gurn’Gedat was able to contain the fires of Shelzenkadol from spreading across the land, but lacked further resources to stamp the ancient dragon out completely. It is during those years of ceaseless fire that Krez Durell came to be known as the Black City, due to its constantly charred ramparts.

Sinjai was able to send aid through the Feydom, since Asandredastriox had not yet seen to the enchanting of the southern reaches of the great forest, and flanked Shelzenkadol in his lair from the far side of the Oathspur. It was the first example of one nation coming to the witting aid of another, and set the stage for the brotherly relationship between the Lion and the Boar for centuries to come. The consequences, however, were more grave than either of them could have anticipated. If there was any doubt before that this new, Second Great War, was arrayed as Dragons against Humanoids, the cooperation of two nations against one dragon convinced the wyrms of Logasior that this conflict was no longer simply about land; it was about the supremacy of sentient lifeforms. It is by this twisted logic that the Metallic Dragons found reason to work with the Chromatic Dragons against the humanoids, despite the deep compulsions set in place by the Schism of Wyrms, being that it was a matter of survival.

Despite their newfound sense of unity, however, humanoids were at a complete disadvantage against Dragons, not just because of their inherent fearsome might, but because of their complete mastery of Arcane magic. Divine magic, though powerful in its own right, has never had the same kind of destructive potential as that of the Arcane. Because of this the armies of the Three Beasts could not match the sheer firepower of the Dragon Armies, they stood little chance in open combat. Even with the Elves of Ereb Taure, who had begun to unravel the secrets of the arcane themselves, could not match the magical might of the Dragons. The loss of humanoid life was staggering, to the point that even monstrous races started to feel like they might be targeted next. Over one third of all sentient humanoids were slain by dragonkind in this period.

Those humans who still traveled listlessly across the plains of central and western Logasior now migrated in earnest to fabled paradise south of the Oath Mountains. This made a majority of them easy pickings for draconic sympathizers, who either enslaved or outright massacred the migrant humans for the sake of it. The country of Bastion was solidified at this point in time, and a well-founded fear and loathing of non-human races was infused into the previously idyllic communities of Southern Logasior. The Humans were not to be left entirely alone, however, and would suffer the wrath of Blue and Brass dragons of the Sapphire Desert until the end of the Second Great War. In this regard, it could be said that the Sapphire Expanse was also founded during this period of time.

It would take the interference of the Gods, for the first time in an Age, to turn the tables. Ioun, Heironeous, and Bahamut all saw the ravages that Bahamut had unleashed upon The World. Up until this point, they had (as far as they knew), all been abiding by the Celestial Concordat, but seeing the unrivaled death that now spread far and wide, they called a great council of the Gods, and by majority vote, it was decided that steps would be taken to bring balance back to Logasior. First, Bahamut tugged upon the souls of his metallic dragons, and reinforced their noble ideals to the point that it was no longer an instinct, but an utter, overpowering drive to see justice and peace prevail in the world.

The sudden shift in heart of the metallic dragons was certainly enough to halt the advance of the Dragon Armies, but it would take more divine intervention for the course of the Second Great War to be reversed completely. Thus, with Bahamut’s blessing, Ioun sent divine visions to the dragon allies of humanoids everywhere, encouraging them to finally bestow the secrets of Arcane magic upon the lesser mortals of Logasior. It was a process that would take time, but it was ultimately this sharing of knowledge that would conquer the Dragon Armies.

Finally, in an act of intervention that is as direct as possible, Kord, Heironeous, Corellon, Gruumsh and even Hextor descended from their Outer Planes to aid the Armies of the Beasts directly in their combat against the now universally reviled chromatic dragons. With these compounded factors, it did not take long to see the aggressive dragons beaten back into their position in the natural order of things. Once all open warfare had ceased, and the Dragon Armies dispersed, the Gods left The World as abruptly as they had arrived. A troubled, sickly peace settled over Logasior, though the devastation and appalling loss of life to all sentient life forms would not recover for hundreds of years.

Meanwhile, in the outer planes, Hextor began to grow suspicious of Tiamat. The Dragon Queen had indeed intended The Second Great War to serve as a platform for her own shortsighted dominance over The World, and she had intentionally left Hextor in the dark, despite her promises to the God of Tyranny millennia prior. Though Hextor could not prove anything, it was enough to drive the previously allied gods apart from one another for the rest of time.

THE FIFTH AGE, THE AGE OF MAGIC

The Fifth Age would see the first real explosion of scholarly pursuits across the lands of Logasior. For the first time, the scholars of the great nations would put their long memories to use to try and recall history as best they could up until their current era. Of course, they did leave out a lot, and also got a lot wrong, much of which still holds up as the generally accepted history of the realm, but I digress.

With the power of Arcane magic bequeathed upon the humanoids of Logasior, wizards and other practitioners of The Art began to cluster together to see if they could push what had been taught to them to its absolute limit. Blue Dragons had, for the most part, stayed out of the Second Great War, content to build their own prosperity within the Sapphire Desert, rather than impose themselves on the hapless humans of Bastion, who they perceived as a non-threat. When it became a widely known fact that humanoids now had Arcane magic within their grasp, the Blue Dragons were the first to capitalize on the opportunity, rather than rail against it.

In a period of only a few short years, many Blue Dragons had pulled together the efforts of their kin and many thralls to form the foundation of the Sapphire Expanse. Much of the development was centered around the Azure Citadel, a place which quickly became touted as the center of all arcane research within the whole of Logasior. Initially, it was hardly any better than any of the other institutions which had cropped up on the mainland, but through sheer force of conviciton, the conniving Blues managed to convince Logasior at large that they were the prime location.

It would be some time before the Azure Citadel became the revered headquarters for wizard kind that it is today, though for the first few centuries of the Sapphire Expanse’s existence, it did serve as the capital of the nation. Only after We’Darastri, originally a small fishing and farming community, expanded exponentially, did that city become the new capital. This was thanks to the sudden influx of immigrants and travelling scholars who began to pass in and out of the port in almost inconceivable numbers, as it was easier to access The Azure Citadel by water than by land.
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
#2
[Image: 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
#3
This is not the complete list but...


All Nations/Factions/Religions

The Aboleth

The Ilithid Combine
The Apologists
Seekers of the Fire

The Frontier:
Truth of Moradin
Assassin’s Guild
The Wavefarers
The Drodenzie Family:

The Drodenzie Family is a wealthy Dwarven noble household that specializes in the transport, oversight, and payment of most mercenary brigades within Central, Northern and Eastern Logasior. They have a few branches up and down the east coast of the subcontinent, each specializing in fitting and arming a different particular ‘brand’ of mercenary fighter. Long ago, the Drodenzie family had aspirations of ruling the then fragmented tribal fiefdoms of The Shining Frontier, but this vision was put to the halt when an attempted siege on Gurn’Gedat failed miserably.

Cowed, the then ruling family of House Gunnur, in an attempt to placate the unruly Drodenzies, offered a compromise of instating them as a noble household with their own lands. In exchange, and to this day, The Shining Frontier can call upon the Drodenzie family in times of martial need to raise them a mercenary army very quickly and very effectively.

The services of the Drodenzies are not exclusive to feuding Dwarven Households, however. They are well known as honing and subcontracting adventurers to various Logasior aristocrats who desire to have a Hero of their own. Though the Drodenzies no longer seek to rule The Shining Frontier in the same absolute fashion as they used to, they are still very active in Frontier politics, and have a large say in the country’s military operations.

Sinjai:

The nation of Sinjai tries its best to be benevolent and accommodating to the hard working lives of its constituent commoners. It is a large kingdom known primarily for its dedication to agriculture and the sciences. The cultural outlook is very positive and eager, with a sense of national curiosity that welcomes foreigners in the hopes of learning new things from distant lands. Even the most bucolic of grain farmers has a thirst for knowledge, if even just for practicality’s sake.

Sultaness Senkentadrassa is a psionic bronze dragoness who very much has a respect for her position within the enlightened society of Sinjai. She is a great patron of the arts and culture, and is well loved by her people. Despite this, she has no problem using Sinjai’s significant political clout to muscle and squeeze other nations in line with Sinjai’s goals.

Aside from growing its ever-flowing prosperity, Sinjai is currently occupied with a long term goal of establishing centers of learning and book publishing all across its lands. It is an infrastructure and logistics heavy endeavor, but one that Senkentadrassa hopes will lead to unmatched literacy and intelligence in even the most basic of peasants.

To do sustain this industry, Sinjai has started making aggressive forays into the Feydom, in the interest of keeping a steady supply of wood-pulp available for book-making. This, naturally, makes for a lot of friction with Feydom natives.

Aside from that, Sinjai also hopes to settle land disputes with Keldren Osst to the north, which have been contested for well over two-hundred years. The stolid, unmoving People of Frost are slowly if not begrudgingly being subsumed into the cultural invasion of Sinjaish settlers. Though Sinjai is inherently passive, that does not preclude any desire for consistent expansion.

The Secret Circle

The Secret Circle is an enclave of clandestine entrepreneurs and powermongers who seek to subvert the nearly utopian landscape of Sinjai into a capitalist’s dream. The head of this movement is an enigmatic figure by the name of “The Broker”, who is, in reality, a truly ancient Aboleth by the name of Xhazlbulib. Though putting on the auspices of being a ruthless capitalist, its real goal is to use Sinjai as a sort of incubator for the return of The Aboleth Empire.

The Secret Circle, or rather, Xhazlbulib’s, plan involves instilling a sense of cultural greed within the people of Sinjai, so they will be more receptive to a growing militaristic bent that The Aboleth seeks to plant within the duchies of Senkentadrassa’s government. Xhalbulib is patient, and over the next few centuries, plans to turn Sinjai into the most war-hungry, aggressive nation in Logasior.

Already, progress has been made at the highest levels of Sinjai’s government, with naive officials being easily lured into the machinations of the secret circle. Drest Nakai, once fully dedicated to the pursuits of the mind, is slowly turning into an unstoppable machine of commerce.

The University of Drest Nakai

Though The University of Drest Nakai values knowledge and the pursuit of intellect just as much as any other institute in Sinjai, it differs from the standard national ethos in that they greedily hoarde all of Logasior’s greatest thinkers and knowledge within their gilded hallways. Hiding beneath a veneer of prestige and cultural paternalism, The University’s reach spreads far and wide across Logasior, much in the same way that Sinjai’s crops do. Though the University’s Main campus is located in Drest Nakai, their base of power is located in Neshtai, on Key Island. It was the University that petitioned the Sinjai government to purchase Key island from the Sapphire Expanse, and it is an investment that has paid off handsomely.

As of current, The University of Drest Nakai has just about managed to suffocate or subsume every other higher learning institute in Logasior, to the point where it has campuses in almost every single one of the mainland nations. It is the hope of the University Council that all scholarly pursuits will one day fall under the purview of The University. Being that they are generally seen as a force of good within the land, there are few who think to contest their almost unmatched rise to supremacy.

Their current goal is to try and gain control of The Azure Citadel within the Sapphire Empire, so that they can claim dominion over the last great school of knowledge that has heretofore been beyond their utter control: Magic.

Sapphire Empire:

The Sapphire Empire is in an era of declining greatness. Gone are the days when its name carried connotations of fear and mystery. Having been humbled at the hands of some of the most legendary names in Logasior almost two centuries ago, The Sapphire Empire struggles to remain relevant in and age where peace and technological progress prevail. Though it still maintains a thriving magic and gem-mining economy, the financial health of the Empire is not as great as it used to be.

Though the Azure Citadel and We’Darastri remain unquestionably loyal to Suzerain Theredax, the rest of the Empire is, essentially, in anarchy. It has created a sense of great distrust and disillusionment within the halls of the High City, and desperation floats on the wings of angry accusations and blame.

Theredax, despite being young for a Suzerain, is keenly aware that the times may require extreme measures. Though Bastion has not made any overtly hostile maneuvers into Empire borders, Theredax highly suspects such an incursion is not far off. He preoccupies all of his days managing his network of spies and agents in Bastion to try and plumb for any information of this nature. Though resources are scarce, he has plans to try and bolster the Imperial Fleet as much as possible, suspecting that any attempted invasion by the Humans would come from the sea, seeing as incursions into the desert would put them at a severe disadvantage against the acclimated locals.




The Azure Citadel:

Gone are the days when the great Suzerain kings of the Blue Dragon dynasties roamed the wind-worn halls of the Azure Citadel. Though the towering sandstone structure has long been repaired after the Great Sundering two-hundred years ago, the mental and emotional scars of its arcane occupants have not been so easily healed.

Though The Azure Citadel still holds sway in Logasior as the most prestigious arcane college in the land, the declining popularity of magic as a vocational pursuit is putting even the legendary status of this august establishment at risk. Suzerain Theredax spends almost all of his time in We’Darastri, keeping a close eye on the affairs of the greater empire, and no longer funds the operations of The Citadel with his personal hoard, unlike previous Suzerains.

This forces the Citadel to be much more involved with the world around it than it used to be. Archmage Arkinian regularly hires out his scholars and arcane researchers to points all over Logasior, just to keep the Citadel’s most important experiments and operations funded. All in all, the Azure Citadel is a much more lonely place than it used to be. The Archmage’s only hope is that The Citadel can stand under its own weight until the current depression passes.

The Shalaha Tribe:

The Shalaha Tribe, (Shalaha being the desert dwarf the word for violent storms stemming from the plume of the Charred Vault) previously a rabble of disorganized raiders and bandits, has unified in the absence of a strong Imperial hand, and now has almost absolute control over the northern reaches of the Sapphire Empire. They are ruled by a Stone Giant Lord by the name of Foosk Omnanta, and have a constituency of all of Logasior’s spurned and rejected citizens. They relish the chances to attack convoys travelling in from the Gulf coast, and up through the reaches of the Oath mountains.

The Sapphire Empire is acutely aware of the threat they post to national stability, but their unseated style of ruling and guerilla tactics make it difficult to pin them down and crush them definitively. Worse still, an increasingly large number of Empire soldiers are defecting to the Shalaha in light of the fact that their payment is substantially less than what it used to be. Foosk promises large tracts of land to some of the more notable defectors, allowing them to become their own minor warlords with total rule over the land granted to them.

The only thing that really prevents the Shalaha tribe from being its own official ranked nation is the fact that its bloody infighting and lack of a central system of administration make it too unstable in the long run. Foosk is no fool, however, and is considering appealing to Bastion for outside help in mitigating the sum of his vast potential forces. King Hardwolf, though loathe to work with bandits and murderers, does not dismiss the idea outright.



The Handalan Nomads:

Unlike their Shalaha counterparts, the Handalan Nomads are a relatively peaceful if not highly martial group of wanderers that trek across the Sapphire Desert and the western reaches of Bastion in the interest of scavenging and looting many of the ancient ruins that used to be under the direct supervision of the Suzerains of the Sapphire Empire. Though they are just as much thieves and opportunists as the Shalaha, they differ in that they prefer not to impose on the well-being of others, if it can be helped.

Slowly migrating from ruin to sand-blasted ruin, the Handalan Nomads maintain a centralized culture of shamanism and pay tribute to Obad-Hai. They are well known to be specialized dragon-slayers; a specialty borne of necessity, seeing as how the blue dragon population of The Sapphire Desert has gone rampant in the absence of a firm, ruling hand. Though they are reluctant to leave their familiar lands, the Handalan have been known to hire out fragments of their forces to those who need brave souls to slay great beasts.

Deepwood:

The Domain of Deepwood is emblematic to the majority of Logasior as the pinnacle of urbane restraint and modesty. They do not seek to expand their borders, and they do not seek to undermine the power of those around them. Deepwood is, and always has been, concerned with the refinement of its own internal affairs; a self-preoccupation that the nation can afford thanks to its natural defenses.

Reveren of nature in the extreme, the Domain of Deepwood keeps a tight control on the cultural outlook of its citizens, and goes so far as to employ Druids as the heads of law-enforcement cartels. The legal system in Deepwood is allowed to self-govern, for the most part, which works out to be surprisingly effective in a land where most of the terrain is still choked with heavy forestation.

Deepwood is one of the few nations that is not even slightly beholden to Sinjai for its own foodsource, thanks to the ingenious work of its Halfling natives. As such, Deepwood holds no great agenda, nor secret plans for its future. It is simply content to watch the prosperity of its populace grow more and more. It does, however, always desire to shore up its already near-impregnable defenses. 







The Ashen Council:

The Ashen Council is a robust group of druids and naturally-inclined citizens of Deepwood who unite under the ideals of preserving and living within nature. They are a deeply devout organization that is ruled by a central circle of eight druids, which itself is headed by the Primordial Druid.

Many confuse the Ashen Council as the central force of the Domain’s government, but in reality, the Dragon King Thelldrenalokan simply defers to their judgement in almost all matters. Though it is the Domain’s wish that the cultural purity of the Domain be kept intact, it is the Ashen Council that possess the means and knowledge of how to impose such strict moralism on the Domain’s citizens.

They do so enthusiastically with the assistance of using the very natural world itself as their eyes and ears. Animals, plants, and even the earth itself sends whispers of the populace’s thoughts back to the druidic seers of the Ashen Council. Though the Council is mostly loyal to the Domain’s wishes, they have been known to act on their own authority in response to arcane intelligence materials. For the most part, this has to do with suppressing local Kenku rebellions, but the Primordial Druid Ulsensethe, and elf of well over 800 years, has secret plans to eventually incorporate the Domain of Deepwood into the greater expanse of the Feydom, which already encroaches on the Domain’s borders. Ulsensethe is a childhood friend of Aasandredastriox, and is actually a loyal agent of the Fey Dragon’s.

The Braid of Yew

The Brain of Yew is a well-loved and highly public organization of druids and other natural arcanists who travel the lands of Deepwood and beyond, helping people beset by the ravages of nature and helping them learn to coexist and work with their environment, rather than be beholden or domineering over it. They emphasize the concept of symbiosis, and it is this doctrine that allows them to overcome the natural obstacles set in front of them.

They despise necromancy in any form, and to a larger extent, arcane magic, which they feel is just another way of exploiting the natural world. The Braid of Yew are not pacifists, but they do endeavor to uphold peace and unity within the communities they assist. To that end, though, they have been known to be a tad too presumptive with their authority, especially in lands outside of Deepwood. This usually leads to them being seen as a nuisance by official organizations, but to the common person, they are well received.

One of their larger ongoing projects is to try and break what they believe to be a curse over the Silent Wastes in the borderlands between Keldren Osst and The Frontier. The soil is perpetually nutrient poor, and very few things can exist naturally in this demi-tundra, despite such flora and fauna flourishing in the northern reaches of Sinjai.

The Braid of Sycamore

The Braid of Sycamore is an offshoot of The Braid of Yew, after a philosophical impasse drove the two sides of the faction in separate ways almost five hundred years ago. Whereas the Yew Braid has a symbiotic approach to living with nature, the Braid of Sycamore has a supplicant view. They revere the living planet, even over Obad-Hai himself, to be a thinking, breathing entity that they are but mites to.

They are naturalists in the extreme, often forgoing clothing, modern amenities and even written language in the interest of holding their natural roots dear. They are predatory and savage, behaving more like animals in the face of danger than humanoids, and are even known to sometimes resort to humanoid sacrifices and cannibalism.

They are seldom mentioned in the streets of Deepwood, more often considered a national embarrassment and children’s boogeymen more than anything else. Very few outside of Deepwood are even aware of their existence, though this should not mean they are to be underestimated. The Braid of Sycamore is allegiant to the Elementals, the first sentient beings in creation, and as such, can call upon the fiercest and most ancient powers in The World when they need to. The Braid of Sycamore seeks to undermine civilized living and encourage (if not force) commoners to revert to primal ways of life.

The Kenku-She

The Kenku-She is, for the most part, a clan of Kenku who are native to the hills of Deepwood who resist against the ethically oppressive Druidic rule. Over time, however, other races and towns have come to join their secretive ranks in the preference of living their lives the way they feel the need to. It is not as though the Kenku-She inherently disagree with the policies of The Ashen Council; they also are fond of simple, agrarian lifestyles. The discerning factor is that Deepwood would force this ideology on anyone who seeks to live an independent life.

Kenku Philosophy emphasized free-agency and independence above all things; and ethos that is reflected in the way Kenku-She carries out its guerilla operations against the Ashen Oppressors. They are premier experts in the ways of stealth and deception, and many people flock from all over Logasior just for the privilege of being taught the ways of the covert agent by the Kenku Masters.

The Kenku-She is not, however, well received by communities who do not align with them. They are seen as thieves and murderers, who opportunistically exploit weaknesses in the jurisdiction of Deepwood. This is not entirely untrue, but the motives behind such attacks are more nuanced than most people would prefer to believe. Also contrary to popular belief, Kenku-She and the Assassin’s Guild of Gurn’Gedat have a long standing rivalry as to who are the best infiltrators and killers in Logasior. They do not cooperate even in the slightest.

The Feydom:

Asandredastriox’s Court holds a majority of the sway over all tribal interaction and policy within the confines of the Feydom. It is by her decree that the forest is totally isolated and repels all incursions into its shaded depths. Asandredastriox is the absolute oldest dragon still living in Logasior, and the Gold Dragon queen still hails from a long tradition of wisdom keepers from the first age. She is aware of the true nature of the Aboleth and the Ilithids, and views the above ground world as a place that needs protecting from their dark ravages.

To that end, she keeps the Feydom safe from all interlopers, even those who are not under the direct influence of these ancient horrors. Though several of the Feydom tribes resent her rule, they respect her authority and the intent behind her strict rule. Currently she seeks to incorporate the Domain of Deepwood into the Feydom, a move which some of her loyal followers question as being too imperialistic.

The Whispering River Tribe:

Native to the northern reaches of the Feydom, the Whispering River Tribe is one of the few Feydom tribes who are allowed to interact with the Bald Lands. Their central village is centered around the Runtete River, which feeds the Clutchling Falls, the famous waterfalls of Deepwood. They specialize in living and fishing along the powerful rapids of the river, and they are adept kayak and canoe navigators.

The Whispering River Tribe tends to be the most modernized of the Feydom tribal states

The Watchful Moon Tribe
The Eternal Children of Oak
Dreamers of the Land
The Wolf Clan
The Sylvan Light Bringers
The Motes of Obad-Hai
The People of the Elements

Ereb Taure:
The Godless
The Nénharma Dynasty
The Bloodkin of Corellon

Bastion:
The Lupin Paladins
The Holy Inquisitors
The Family of Man

Keldren Osst
The Ice Eaters
The Court of Nønheld
The Court of Nibia
The Court of Penderünter
The Court of Askjall

Helvanya:
The Lindler Family
The Duchie of Ondrasker
The Hedrink Fiefdom
The Innerland Baronies
The Saltbloods

Minox Cretas:
The Shell Horns
The Sons of Minos
The Grath Gang

Saskirn:
The Blackscale Pirates
The Jundee Company
The Army of Shadow (Krupensha)
The Army of Darkness (Peldhenreean)
The Army of Gloom (Nebgreedo)

Lolthlothren:
The Enlightened Darkness





RELIGIONS

Bahamutio:
    Origin: Late Second Age
    Practitioners: Good Dragons. Non-Dragon worship is tolerated, but disliked.
    Chief Deities: Bahamut, Io, Tiamat
Doctrine: Temper strength with wisdom and ambition with compassion. Oppose the thralls of Tiamat.
Bahamutio is the religion of metallic dragons and their allies, and the guiding principles that both protect themselves and others from the ravages of evil dragons across Logasior. Though they are benevolent, most practitioners of Bahamutio are strict, and abide little divergence from the Platinum Path. More patience is shown to non-dragon worshippers, however. Though Bahamutians do pay due respect to Io as their creator, reverence for the Alldragon extends no further than small tributes.

Dôbarism:
    Origin: Late Fifth Age
    Practitioners: Northern Gedatten, Frost Dwarves, Helvanites
    Chief Deities: Moradin, Ioun
Doctrine: Protect the sanctity of The World, and strive to follow in Moradin and Ioun’s
foosteps of enterprise, dedication to craft, and pursuit of a stronger self.
Dôbarism initially started as a semi-heretical sect of Geshudin, who, though they
revered Moradin the same as Geshudinists, idolized his aspects as a god of Creation, rather than the god of Dwarves. The religion fully diverged when Ioun, who was revered as having similar traits to Moradin, was incorporated into Dôbarist worship.

Draconicism:
Origin: Late Second Age
Practitioners: Dragonborn, Kobolds, Lizardfolk, etc.
Chief Deities: Io, Bahamut, Tiamat
Doctrine: To venerate and serve dragonkind, and ensure their supremacy
Draconicism came about after the first dragon scourge, when monstrous races and many others began to worship not only the draconic gods, but dragons themselves, as divine beings who deserved to inherit The World. Alignment and morality do not factor in to Draconicism; to serve dragon kind is to serve the True Gods, ‘good’ or ‘bad’.

Druidism:
    Origin: Early Second Age
    Practitioners: Widespread, but concentrated in Deepwood
Chief Deities: The Natural World itself, but sometimes tribute is paid to Ehlonna or Obad-Hai
Doctrine: Protect and guide the natural world, and in turn, it will protect and guide you.
Though Druidism takes many flavors across the span of Logasior, the core beliefs and practices are still largely the same. Wildlife, forests, and even things like mountains and rivers fall under the reverence and protection of Druids. Not all druids are divine spellcasters; most are simply servitors of the natural order.

Geshudin
    Origin: Early Second Age
    Practitioners: Most Dwarves and Gedatten citizens.
    Chief Deities: Moradin
Doctrine: Venerate the Father of the Dwarves by doing great works in His name, and seeing to the prosperity of dwarf-kind.
Geshudin differentiates itself from straight worship of Moradin by its adherence to the idea that Dwarves are the true inheritors of The World. Though this used to manifest as powerful xenophobia, Geshudin has since smoothed out its exclusionist dogma and now emphasizes community, family, and working for a common cause

Gwiliki
    Origin: Middle Second Age
    Practitioners: Kenku, Southern Deepwooders
    Chief Deities: Air Elementals, Djinni, Avian Spirits
Doctrine: Live free from the shackles of the world, and strive to fly on your own wings. Never be bound, and serve only because you want to.
Gwiliki is the religioun of the Kenku people native to Deepwood. Between venerating denizens of the Plane of Air in general, the Kenku also pay tribute to the spirits of many native birds of Logasior. Gwiliki believers believe that independence is the key to an enlightened existence, and inherently encourages rebellion against oppressive forces. Over time, aspects of druidism have seeped into Gwiliki as well, and a general respect and love of the natural world is upheld as well.

Tiamatio:
    Origin: Late Second Age
    Practitioners: Evil Dragons. Tribute is often demanded from thralls, but outright worship
is forbidden.
Chief Deities: Tiamat, Io, Bahamut
Doctrine: Pursue and ensure the domination and proliferation of dragonkind at all costs.
Tiamatio was the second religion to come out of the Scouring of the Dragons, usually taken up by the chromatic dragons who want power and wealth beyond imagining. Conquest, fear, strength and violence are all tools to Tiamatians, and the religion as a whole brings normally infighting evil dragons together to form terrifying causes. Io is revered much more highly in Tiamatio than he is in Bahamutio, and Bahamut is just as often referred to as the Great Betrayer than by his given name.
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
#4
AND then since my current campaign is centered around deepwood, I felt the need to elaborate.



The History of The Domain of Deepwood



The History of Deepwood begins as far back as the beginning of the Second Age, when the land was just barely being dried from the magnificent rays of the newborn sun. Though the Gods emerged from The World at Keystone Island, their trek across the alien landscape of young Logasior saw them eventually arrive in the Deepwood Valley, a geographic structure that they at that time called Sh’Megell, a Primordial word meaning ‘Sanctuary’ in the Terran dialect. The mountains were much taller at that time, having been some of the few peaks to have poked through the ancient waves of The First Age. It is truly one of the most ancient areas of Logasior, with early hints of both Dwarven, Elven, and even Human cultures hidden among the trees, if one looks for them.



It is from Sh’Megell that Amaduy first chose to spread the original plants and animals across the land. The Brothers’ Slab, the slate on which the original Laws of Nature were first written, is ensconced within the the roots of The First Tree, now known as Daskjall, and it is the presence of this divine demiurge that causes the practitioners of Druidism to gravitate to Sh’Megell. As previously stated, Elves, Dwarves, Humans and Fey can trace their ancestry back to this sacred valley. When Amaduy abandoned his sentient creations, Corellon and Lolth took great pride in being chosen by him to lead the Elves, who lived in tandem with the Fey for several million years. Stoneworking would not be discovered until later, when the divergent Dwarves returned to the surface and began to live among the Elves, for a time.



The Fey found the earthen Dwarves to be repugnant, and so they migrated south, into the eventual Feydom, leaving the humanoids to themselves. In turn, the Elves blamed the dwarves for the departure of their magical bedfellows, and some of the earliest wars were fought, with stick, stone and bone, to force the Dwarves away from Sh’Megell. They succeeded but this opened up the Elves for exploitation by the Races of Greuhms. Corellon, who still lived largely among his people at the time, could tell that Greuhms was encouraging them to attack his people, and gathered up the greatest tribes at the time, the Anahrini, the Aman Lindar, the Cunnien (Creators of the first bows and slings), and the Ele’miqula. These tribes, though numbering little more than in the thousand or so each, were an even match for the roiling hordes of Orcs, Trolls, Ogres and so forth that Greuhms had spawned.



It was in an open battle against the Ele’miqula, who were favored and led by the beautiful Lolth, that Greuhms first saw the face of the eventual Spider Goddess. He became passionately fixated with her, and when the first opportunity struck, presented himself to her as a suitor. Lolth initially found the Orc Lord repugnant, but over time his persistence charmed her, and he also promised that if she became his mate, he would ensure the safety of the Ele’miqula if they helped the Hordes take up permanent residence within Sh’Megell. Lolth was no fool, but stricken with fancy, she agreed.



Outwardly, it appeared as though Lolth had been taken captive by Greuhms, and the Ele’miqula forced to work alongside the Orc God and his forces lest the elder god slay the younger goddess. The Ele’miqula were natural masters of subterfuge and poison, cultivating spiders within their cave homes to poison darts and stone blades. Over the course of a few years, they secretly crippled the forces following Corellon against The Strong Races, and the horde swiftly overran and sacked the largest villages of the Elves. Corellon became suspicious of Lolth’s supposed helplessness at the hand of Greuhms, and so he took the form a jack rabbit, and stole away to Greuhms’ war camp. There he witnessed the Orc God and Lolth caught in the throes of passion.



Enraged, Corellon returned to his own war camp and called upon Amaduy, whom he viewed as a father, and beseeched the God of Nature for justice. Amaduy, who had chosen Lolth and Corellon to look after the prosperity of the Elves, was disappointed that Lolth now worked against this sacred purpose. As such, the God of Nature used a fragment of his divine power to mutate the cultivated spiders of the Ele’miqula and compel them to bite their masters en masse. The vermin obeyed Amaduy’s whim, and when they bit their elven masters, the Ele’miqula underwent a vile change, and took on the aspects of the hated Drow, which in ancient elven tongue means ‘Poisoned’. When Lolth was bitten, the venom mixed with her divine blood and she became the goddess of spiders and treachery that she is today. Though she and the Drow were not immediately exiled from Elven society as a whole, they became definite second-hand citizens, instilling a deep sense of bitterness that persists to this day.



Corellon was not satisfied with justice against his sister, however. He then challenged Greuhms to single combat to decide the fate of their respective peoples. Greuhms, confident that he could best the younger god in a duel accepted readily. As it turned out, however, Corellon had an advantage that the Orc God did not have; archery. Greuhms had no answer for the divine arrows that pierced his dusky hide, and when he was weakened and vulnerable, Corellon added insult to injury by only then slashing the eye of Greuhms from his face. It is because of this decisive victory that elfkind adopted archery as their preferred method of war. Ashamed of his loss, Greuhms took his Strong Races and retreated from the mountains of Sh’Megell, swearing eternal vengeance against Corellon and his people.



Peace settled over Sh’Megell for a time, and so the elves began to rebuild their nascent society once more, wary of any outsiders moving among their ranks. This marked the Second Kingdom of the elves, and most of the elven ruins from modern-day Deepwood originate from this era of the Middle Second Age. Elves living in and around the forests of Daskjall were among the first of the humanoid races to discover a rudimentary form of shamanistic magic, pulled from the latent energy of the Brothers’ Slab within the great tree. The first coming of the Dragons is documented, though misinterpreted, on ancient stone edifice on the side of the Whispering Falls in southern Deepwood, depicting the great beasts literally flying out of the moon. Such it was on one fateful night that the eery moon first appeared in the sky, bringing with it great and powerful omens to the Elven shamans. It was not long after this that Dragons first appeared in the forests of Sh’Megell, almost as if this new celestial aperture had delivered them onto the face of The World. The arcane warping of the Moon also spawned another race of Deepwood natives; the Kenku, who would later come to be one of the most influential people of the region in later years.



The Dragons were initially feral, cultureless beasts; devastatingly intelligent, but ultimately still animals. The Elves, though wary of them, attempted to bring Dragons to heel, and succeeded in a few cases, giving birth to the first dragon riders. This was not to last, however, as dragonkind quickly absorbed the knowledge of their new environment and began to develop their own sense of identity. Humanoids quickly went from being cohabitants to prey, and the Elves of Sh’Megell suffered the worst losses as the beasts they had incorporated into their societies suddenly turned on them. Though metallic dragons would sometimes come to the aid of innocents against the slaughter of evil dragons, the so-called good dragons still ultimately saw humanoids as curiosities, little more than intelligent rats. Elven culture was quickly demolished once more, and the draconic reign of terror ruled supreme in Deepwood. It led to the complete obliteration of the Aman Lindar tribe, who had been the most interested in cultivating a relationship with Dragons. The few remaining elves who made up their people escaped to the mountains north of Sh’Megell, and still live in seclusion high on the bitter cold peaks, and are still the uncontested dragon riders they were at this time.



Amaduy’s attempt to also make a magically infused race of super-beings resulted in the Gnomes and Halflings, who had little choice but to immediately take refuge with the Elves to avoid being cut down before getting a chance to proliferate. Amaduy, for all his cunning of the natural world, was quite clueless to the ways of culture and society, in that regard. So, as he had done before, Amaduy selected a Halfling by the name of Ehlonna to lead her people as a divine figure, but she refused to lead them into battle out of concern for their safety. In the end, it wasn’t until the Cycle of Serpents began that the fortune of the people of Deepwood changed once again. With the departure of Corellon, Ehlonna, and even Lolth at the end of the Second Age, the Elves were left to fend for themselves, and gave in to the fear of being nearly wiped out for a third time.



The Anahrini struck out east, towards the coastline of Logasior, leaving scattered ruins along their path until they hit the ocean. They could just barely make out the land of Ereb Taure on the distant horizon, and so did everything they could to cross the Straight of Anar as quickly as possible. The Cunnien headed south instead, in an attempt to reunite with their Fey brethren in the deep woods of the Feydom. This left the Gnomes and Halflings, with little societal organization of their own, to try and make a living within the limits of the Deepwood Valley. It wasn’t long before the Strong Races noticed the absence of their hated Elven enemies, and rushed in to claim the land they had sought those many years ago.



The Kenku remained free from the clutches of the Blueskin invaders, developing a knack for stealth and avoidance that they continue to cling to in the modern age. The Halflings and Gnomes did not fare so well, however, and began to be forced into servitude of the giants and monstrous races en masse, before the two Small Races had even had a chance to organize themselves into separate tribes or cultures. Not all Small People were so quick to be taken, however. Many Halflings and Gnomes fought valiantly against the giants, who were surprisingly easier to defeat than Orcs or Ogres, thanks to the vast difference in size. The two races founded their emblematic traits in this era, with the Halflings learning to be brave in the face of almost anything, and the Gnomes developing cunning traps and devices to capitalize on the weakness of their enemies.



Ultimately, however, Sh’Megell was incorporated into the territories of the banded tribes of Keldren Øsst, and it was at this time that the valley’s true name was lost in favor for what the Blueskins called it; , Dyopskøgr, or Deepwood, in the common tongue. Despite the brutality of the Keldrish invaders, their domineering presence did force the Halflings of Deepwood to develop some of the very first agricultural techniques that lend to Deepwood’s self-sustaining economy in this day.  The Halflings found that by not only cutting terraces into the hilly landscape of Deepwood, but also choosing crops of powerful roots, cereals and produce, they could sustain an ever-growing hunger in the Giants and their ilk. The Kenku, who lived in relative hunger, came in secret to some of the early Halfling farming communities and traded knowledge of terrace farming for knowledge of sabotage and subtlety.



Daskjall, ever the font of divine natural energy, drew the attention of the few free Gnomish societies still remaining, who had learned to burrow into the earth itself to avoid capture by their cumbersome and clumsy foes. A few, sacred Gnomish elders who had lived with the Elves still remembered the fundamentals of calling upon the Old Magic, and began to explore the beginnings of Druidic culture. The Keldrish invaders saw little use for the tiny natives of Deepwood in open warfare, so when the War of Three Beasts broke out, they actually took great value in their small slaves and considered them an asset to be protected, particularly because they were responsible for most of the Keldrish Army’s food supply.



With less attention on them as a whole, this gave the Gnomes and Halflings a chance to organize a decisive blow against the Blueskins once the war was at its nadir. The rebellions started when a guerilla group comprised of Kenku, Gnomes and Halflings known as The Green League was able to amass a covert force in the northern city of Lúgren, the primary means of transporting food through the Bluewall mountains to the central Keldren Øsst provinces. Though it was heavily guarded, The Green League had a secret weapon on their side; a young Amethyst dragon by the name of Thelldrenalokan. With his strength behind their crippling strikes, The Green League was able to quickly overrun the giants living in the city and hold their ground.



From there, with the assistance of advance parties of Kenku saboteurs, The Green League was able to liberate ever larger amounts of slaves from the Blueskins, and sweep across the entirety of the Deepwood valley. With their forces largely in defensive position, Keldren Øsst was quickly forced to retreat entirely. Small explorative parties from Sinjai and Gurn’Gedat began to enter the eastern and western reaches of the valley, but when they saw how the Deepwood Druids were able to turn the very rivers they were entering on against them, they quickly determined that they didn’t have the manpower to overtake The Green League either.



There was one significant piece of damage the Frost Giants were able to inflict before they departed entirely, however. They lit the great World Tree of Daskjall ablaze, hoping to see the overgrown timbers crash to the ground completely. A massive effort was mounted to put out the intense blaze, with the Druids using every ounce of their knowledge at the time to see to the survival of what they viewed as a divine being. The most powerful Druids took up permanent residence within the boughs of Daskjall to administrate the effort, and over time, the entirety of Deepwood’s revival efforts were organized from here. These druids, constantly covered in the cinders of the burned limbs of Daskjall, came to be known as the Ashen Council. No one on the original council was a Kenku, however, so a very little assistance, or thanks for that matter, was given to the crow-people of the Greenwall Mountains, fomenting a deep resentment that would stew for centuries.



The villages of the Kenku, hidden in the southern mountains of the valley, and relatively unscathed by the Keldrish Invasion, were seen almost as an entirely separate nation. This did not, of course, mean that the Ashen Council would be willing to give them their own territorial rights. Given neither support nor freedom violated the very core beliefs of the Kenku, but they did not have the means to act out against the might of The Green League or Thelldrenalokan, who essentially became the new military of The Domain of Deepwood.



At the beginning of the Fourth Age, Thelldrenalokan had essentially retired from leading the Green League army in preference for learning this curious form of magic that the Little People wielded all on their own, sovereign from the Cycle of Serpents. By this time, he was well-loved as a national icon, so when the Ashen Council moved to elect him as the King of Deepwood, there was very little dissent (aside from the Kenku). Thelldrenalokan was reluctant to once against be put in charge of something so large, but saw the growing restlessness of draconic interference growing in Logasior as a whole, and decided it was in the best interest for him to make a firm claim to the entire nation of Deepwood.



Thelldrenalokan could see where events were leading to in the early days of the Dragon War, and ordered several emergency projects to build fortifications all around the borders of Deepwood, as well as a fortresses in almost every major city and town. The town of Gatewall was first erected during this time, instantly raising outcry from the Shining Frontier of Gurn’Gedat. Unfortunately for the Dwarven Kingdom, they were too busy dealing with draconic attacks across their lands to seriously oppose the power grab. Furthermore, seeing that Deepwood had indeed fortified its otherwise meager land holdings so stalwartly, Gurn’Gedat sheepishly requested that Deepwood open its homes and villages for refugees of Gurn’Gedat as the war progressed.



Thelldrenalokan was slow to accept, but eventually did permit asylum to the millions of dwarven citizens, in the hopes that this generosity would be payed back one day. Deepwooders at the time were leery of letting people into their homes that had only a century prior been trying to burn their homes down, but at the insistence of the all-powerful Druids, the populace relented. All but the Kenku, that is. The Crow-People refused to let anyone, Deepwood or Dwarven, into their hidden aeries, and it was at this time that a national distaste for the Kenku people was solidified. Overall, however, The Domain of Deepwood lost very little during the course of the Second Great War, so when the Gods finally intervened, the Druids were able to simply resume their national development where it had left off, as opposed to the Three Beasts, who had to start rebuilding from quite a low-point.



The new relatively peaceful Fifth Age and introduction of Arcane Magic did very little to change Deepwood in a larger sense, aside from a generally new interest in archaeology and other such scholarly pursuits. This was especially true of Elven sages who desired to travel from Ereb Taure back to the ancient homelands of the Elves to discover their roots. The Domain quietly developed and enriched its own existence, observing the tumultuous outside world with a great deal of smugness on the part of the Ashen Council.



One thing that did happen, however, was the Branching, where several Druidic sects splintered off from one another to form individual Braids. Many of these are concerned with individual biomes of Logasior, such as the Braid of Willow who revere rivers and ocean, or the Braid of Pine, who revere tundra and frozen wastes. Two of these Braids, however, would prove to be much more momentous than the rest. The Braids of Sycamore and Yew respectively represented the absolute worst and best of Druidic practice. The rest of the Braids chose to remain out of the inherent conflict of these New World and Old World way of viewing the natural world. Aside from the intermittent, small-scale natural disasters or eco-terror attacks, not much happened in Deepwood worth noting, for several centuries. Just the way Thelldrenalokan liked it.



That is, until roughly two-hundred years ago, when the Dragon Queen Amber came to power in rule over The Shining Frontier of Gurn’Gedat. For nearly a millenium, the Dwarf Lords and Ladies of Gurn’Gedat had refused to cede control of the dwarf fortresses of the Bluewall Mountains to The Domain of Deepwood, and had also given the Ashen Council more than a few headaches over who exactly controlled which half of Gatewall. Queen Amber, however, was quick to recognize how much Gurn’Gedat owed the Domain of Deepwood for harboring their refugees during the Second Great War, and turned over both full jurisdiction of Gatewall, as well as control of the Bluewall forts, to Thelldrenalokan. Relations between the Amythest Dragon and Queen Amber have been highly amicable ever-since.



Unfortunately, this did not mean the end of problems for Gatewall. Though the ownership of the town had changed, the leadership did not, which means that many dwarves and other Frontier citizens suddenly found themselves under the rule of the Druidic culture they had resisted for so long. Even two hundred years later, the still living governors of the eastern half still try to claim complete authority over the entire city. This has angered several members of the Ashen Council, and as such, with the blessing of Thelldrenalokan, they have covertly contacted the Kenku-She to try and undermine the dwarven influence over the eastern half once and for all.


Though the Kenku still hold a great deal of hatred for the Druidic regime of Deepwood, they could not ignore the utterly inappropriate amount of gold offered to their clans for assistance in this matter. Thelldrenalokan hopes that this cooperation will complete what he considers the cultural unification of Deepwood, both with East Gatewall secured from dwarven influence, and with diplomatic channels once again open with the long-estranged Kenku.
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


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