System Reference · The World
The Lands of Scalea
The nations that endured the after-times - their peoples, their powers, and the fault lines between them.
- 01The Human KingdomsThe three human kingdoms of the Western Peninsula - the merchant republic of Tania, the military monarchy of Baratea, and the clan confederation of Heydr.Read →
- 02The Elven KingdomsThe three surviving branches of elvenkind - the declining traditionalists of Feliie, the thriving progressives of Hellach, and the forgotten Underworld Elves of the deep.Read →
- 03The Dwarven KingdomsThe dwarven realms of Scalea - conservative Farholm, pragmatic Bjurhem, the lost historical Kingdom of Durea, the disputed Hayan Badlands, and the seafaring Island Dwarves.Read →
- 04The DragonkinThe humanoid descendants of seven ancient dragons, organized into the Seven Cities of Scales and governed by the unanimous Council of Seven, who serve as Scalea's mediators, scholars, and neutral arbiters.Read →
- 05The BeastmenThe mountain-dwelling Ibexi (The Herd) and the flight-diminished Corvec (The Winded Feathers), two peoples bound by the Ibexi-Corvec Covenant, the Pact of Peak and Wing.Read →
- 06The CentaurosThe semi-nomadic horse-folk of the Southern Plains - the Songstriders - whose magic flows from the Song Lines and who are governed by consensus through the Circle of Elders.Read →
- 07The Halfling CulturesThe Halflings of Scalea form two distinct chiefdoms - coastal Wakestride in the west and agricultural Hucklefoot in the east - separated by the Central Mountains but bound by shared ancestry and culture.Read →
- 08The Greenskin ConfederationA loose tribal alliance of orcs, goblins, and related peoples on Scalea's eastern plains, distinct from the criminal Green Fist faction that operates without Confederation sanction.Read →
- 09Major Factions (Cross-Civilization)Organizations that operate across Scalea's borders - the legitimate Forge guild, the cross-racial Healer Network, and the syndicates of the black market.Read →