GOLTARAIM

The region of Goltaraim is a melting pot, stirred up in local conflict. Little wilderness is left here. The land is fertile, and has been claimed and reclaimed many times throughout the history of the region. Its rich mercantile tradition is upheld by the Goltar Remyra, the Goltarin League. This loose confederacy between all the nations of Goltaraim maintains relative stability amid the petty conflicts of the oligarchies.

Goltaraim lies on a critical juncture between East and West. Thousands of vessels travel through the Strait of Imokh and the Sea of Jassaid on the southern coast. In addition, the region has become famous for its vibrant markets and abundance of products, drawing even more traders and travelers to it ports. Trade and Industry are the backbone of life in the Goltarin nations.

Goltaraim lies on a critical juncture between East and West. Thousands of vessels travel through the Strait of Imokh and the Sea of Jassaid on the southern coast. In addition, the region has become famous for its vibrant markets and abundance of products, drawing even more traders and travelers to it ports. Trade and Industry are the backbone of life in the Goltarin nations.

ILJUDHEIM

Life in Iljudheim is cautious. The small human kingdoms are in a constant state of battle, unsatisfied with peace or plenty. These warlike states have caused even the fey kindreds to retreat into obscurity, threatened by superstitious minds that wield eager blades. The human fear of monsters and tricksters is largely due to this incredible concentration of Feywild races that lies hidden in the central forests and caverns of the region.

Whatever separation may exist between the fey and human inhabitants of Iljudheim, there is a wealth of influence that the races have had on one another over the centuries since humans first arrived. The common attitude is one of reserved distrust. Most humans have labored hard to keep their land and families safe from war parties and raiders, not all of whom are of a foreign race.

The Ansë have their own pantheon of unique gods called the Vjornil. These deities, like the Ansë themselves, keep close and ask little, but offer less. Worship of the Vjornil is less spiritual and more pragmatic.

MOTTA

Motta is the oldest surviving nation in Vinramar. Its founding began in the earliest days of the first age, when Daemoth retreated from his assault on the other gods to create servants and warriors in the then-unkown shadows of the West. It is a land of dense history and thick settlement, where the hidden daemons are not without influence.

THE NORLYTHE

Situated in the frigid northern mountains of the western continent, the Norlythe is a vast forested wilderness populated by a wide variety of tribes and clans. Their city-state chiefdoms bring a hint of civilization and culture to the otherwise untamed forestland. Here is also found, in the farthest northern mountains, the last remaining dwarf stronghold.

PERRITH GORR

No land holds a legacy of fear to rival the lands that housed the once great empire of Perrith Gorr. A power that has occupied the history of the East for millennia, the vampire dominion has fallen into decay and despair. A furtive evil now rests on all the near-deserted fiefdoms of the estranged vampire kindreds. They live in ruins, keeping up the hollow appearance of an empire. The land is poisoned by their curse, and all living things become vampiric, even the grass and animals (of which there isn't much). This sickly infection has spread far into neighboring kingdoms.

SYRIKHAL

Syrikhal is a region of treacherous jungle with a string of coastal city-states founded by Senfaerist humans. Following the destruction of Wellusk, the inhabitants of Syrikhal have been beseiged by both refugees and corrupted vrylokas seeking blood. The spread of the vampiric taint has still not crossed the wilds that stand between Wellusk and Syrikhal, but it’s only a matter of time.

TRENTSMUND

One of the most technologically advanced nations in the world, the kingdom Trentsmund is the centerpiece of this region, a colonial superpower that operates from a relatively small motherland. The nations surrounding it are in a constant state of political and social intrigue, struggling to gain the favor of powerful Trentsmunder aristocrats that have the ability to make or break them.

WELLUSK

The horrors that have cascaded on Wellusk in the last ten years are barely conceivable. Volgothyde, as a first strike of vengeance against the people who defeated him 2,000 years ago, led a vast army of demons and vampires into the region, and razed its nations to the ground. Now all that remain are rubble, corpses, and wild survivors infected with a vampiric plague.