Nations of the Flanaess, part 2The Northern Reaches, Thillonrian Peninsula, Old Aerdy East & West, Tilvanot Peninsula and the Oljatt Sea Empire of IuzRuler: Iuz the Old, Lord of Evil, Lord of Pain, etc. (Evil Demigod/Cambion)
Government: Imperial theocratic dictatorship; ruled directly by Iuz, with governance carried out by his priesthood and powerful spellcasters.
Geography: A bleak and desolate landscape, ranging from frozen plains to dense, dangerous forests. The core region, the Homeland, is dominated by the capital city Dorakaa, a place of perpetual darkness and misery.
Military: Large, chaotic, and brutal, consisting mainly of orcs, hobgoblins, ogres, and demons. Iuz commands a standing army of around 30,000 soldiers, with an elite force known as the Legion of Black Death. His military is often supplemented by undead, fiends, and mercenaries from conquered regions.
Religion: Theocratic, ruled by the worship of Iuz himself, with his clerics and priests (members of the Boneheart) serving as his chief administrators. Religion is centered around cruelty, domination, and pain, with widespread use of dark magic and necromancy.
Economy: While the land is rich in resources like iron and timber, the empire’s economy is primarily based on plunder and conquest. Trade is rare, as most of the wealth is obtained through raiding neighboring lands, such as Furyondy and the Bandit Kingdoms. The economy is heavily supported by Iuz's military endeavors and slave labor.
Culture: Defined by fear, servitude, and brutality. The inhabitants live under constant oppression, with little to no freedom. Nonhumans and demons are a common sight, and Iuz's rule is marked by a lack of mercy or compassion.
Key Regions:
- Homeland of Iuz: The heart of Iuz's empire, marked by a dark, oppressive atmosphere and the ever-present threat of Iuz’s wrath. It includes the region north of Whyestil Lake and south of the Cold Marshes.
Capital: Dorakaa, Iuz's dark city of endless despair, where he resides in a palace adorned with skulls. The city is the center of his power, surrounded by a constant black cloud and inhabited by demons, undead, and fiendish creatures. - Bandit Lands: A chaotic and fractured region once known for its numerous lawless kingdoms. Now, it is a patchwork of warlord-controlled fiefs, all nominally loyal to Iuz. The region is rife with conflict between rival bandit groups, though they all serve Iuz's greater purpose. Key Cities: Rookroost, Riftcrag, Stoink, and Hallorn.
- Barren Lands: A cold, desolate grassland to the north of the Fellreev Forest and Wastes, sparsely populated and difficult to control. It is a land of little value except as a staging ground for Iuz’s military. Key City: Grossfort, the main military stronghold in the region, though it is often beset by internal conflict and occasional attacks from the nomadic Rovers of the Barrens.
- Horned Lands: Once the domain of the Horned Society, this region is now ruled by Iuz and divided into two parts to facilitate easier control. It borders Furyondy and has been the site of frequent raids and skirmishes. Key Cities: Molag (ruled by hobgoblins and humans), Delaquenn (ruled by a powerful vampire and wizard).
- Shield Lands: A fertile region once populated by peaceful farmers, now a land under occupation. The region was devastated during the Great Northern Crusade, and most of it remains under Iuz’s rule, though some areas have been retaken. Key City: Admundfort, an isolated island city, largely cut off from the rest of Iuz’s empire.
Resistance against Iuz
The Fellreev Forest is a center of growing resistance against Iuz’s rule, though the various factions—ranging from elves to undead—rarely cooperate, and infighting is common.
The Shield Lands and Furyondy both represent ongoing threats to Iuz’s domain, as various exiled groups and military forces from these nations continue to resist his occupation.
Bandit Kingdoms (Empire of Iuz)Ruler: Various petty warlords, tyrants, or Lesser Boneheart mages, nominally loyal to Iuz.
Government: Loosely allied petty dictatorships, with most ruled by Iuz’s occupying forces.
Geography: A mix of arid plains and sickly forests, with notable features like Rift Canyon and the Fellreev Forest.
Military: Bandit armies often up to 15,000 troops, with occasional alliances with orcs, goblins, and other dark creatures.
Religion: Iuz’s influence dominates, but many factions worship evil deities, such as Erythnul and Pholtus.
Economy: Ravaged by constant warfare, with significant smuggling and trade in arms and mercenaries, especially after the Greyhawk Wars.
Key Regions:
- Abbarra: Once run by a syndicate of assassins, now lawless and largely ignored by Iuz after a massacre in 584 CY. Survivors live off the land, striking against Iuz’s patrols.
- Artonsamay, Duchy of: A curious mix of honor and banditry, this land was mostly destroyed by Iuz’s forces in 583. Now a wasteland governed by Stoink, with rumors of the return of Duke Gellor.
- Dimre, Grand Theocracy of: A small, powerful state founded by a heretical cult of Pholtus. Dimre resists the Pale’s theocratic influence and has made a pact of non-aggression with Iuz.
- Fellands: A warrior realm absorbed by the Grosskopf clans, later conquered by Iuz in 583. Now led by Xavendra, an Iuzian cleric who has alliances with bandits.
- Freehold, Mighty: Once an independent fortress, now under the control of rogue orcs after Iuz’s forces destroyed its inhabitants at Steelbone Meadows.
- Greenkeep, Defenders of the: A small stronghold of humans and renegade elves in the Fellreev. They continue to resist Iuz’s rule, aided by the Reyhu elves across the river.
- Grosskopf, Grand Clans of: A land dominated by orcs and humans, now part of Iuz’s empire after capitulating in 583. Many Grosskopf raiders now serve in Iuz's Marauders of the North.
- Johrase, Kingdom of: A historic realm now in ruins, its people scattered after a defeat by Iuz’s forces. Many Johrase men are now mercenaries across the Flanaess, united by hatred of orcs.
- Kinemeet: Formerly the capital of Johrase, now ruled by orcs. Kinemeet serves as a major base for Iuz's forces in the region.
- Midlands, Stronghold of the: Once a fortified Hextorian temple, now a wasteland after a failed resistance to Iuz’s forces in 583.
- Redhand, Principality of: A coastal kingdom allied with Iuz in 583, but ruled by the discontented Prince Zeech, who may rebel against Iuz’s control.
- Reyhu, Great Lands of: A powerful region of fertile lands now governed by Iuz’s clerics in Balmund. Reyhu’s raiders have retreated into the Fellreev, avoiding Iuz’s reach.
- Rift, Men of the: The Rift Canyon is now a haven for bandits and nonhumans resisting Iuz’s rule. Led by the self-proclaimed Plar, Durand Grossman, the region is a hotbed of chaotic resistance.
- Rookroost, Free City of: A legendary city of bandits, ruled by a brutal Lord Marshall. It governs much of Iuz’s lands in the Bandit Kingdoms, though the city’s rogues may be plotting rebellion.
- Stoink, Free City-State of: A powerful city-state with a history of smuggling and mercenary activity, Stoink now serves as a key regional capital for Iuz, under the rule of the gluttonous Boss Renfus.
- Tangles, Earldom of: A region of dense forests, with the once-powerful capital Hallorn now a grim site of evil. Ruled by Earl Aundurach, a member of Iuz's Lesser Boneheart.
Unified Bands of WarfieldsRuler: No stable ruler; former leaders were overthrown by chaos and invasions.
Government: Initially ruled by the "Guardian General" through oppression, but now reduced to anarchy after several invasions and rebellions.
Geography: Located at the crossroads of multiple warring states, Warfields is now a ruined, largely uninhabited wilderness.
Military: Once powerful, Warfields' army has been decimated by invasions, with hobgoblins and Iuz's forces now in control.
Religion: The land was once home to several deities’ followers, but religious structures have crumbled under invasions.
Economy: Once a strong military hub and source of looted goods, Warfields is now a desolate area with limited resources.
Barony of WormhallRuler: Unclear; the Wormhall is controlled by mysterious lords, possibly fiends or undead.
Government: Once independent, now under the indirect control of Iuz, with Wormhall holding significant authority.
Geography: A desolate wilderness north of Warfields, defined by the infamous Wormhall and the surrounding cursed lands.
Military: Wormhall’s forces are sparse, but its lords wield significant dark magic, and the land is filled with dangers.
Religion: Possibly influenced by the dark magic of Kyuss and other evil forces.
Economy: Wormhall thrives on fear and dark influence rather than trade, with a very limited economy centered around dark rituals.
Rovers of the BarrensRuler: Ataman Durishi Great Hound, although tribal leadership is in disarray.
Government: Formerly a confederation of Flan tribes, now fractured and scattered, struggling to survive under constant threat.
Geography: The Barrens are harsh, with dry summers and bitter winters, located north of the Fellreev Forest.
Military: Known for their expert warriors, especially the Wardogs, skilled in close combat and survival.
Religion: Tribal beliefs tied to nature and ancestors, though faith is fading under Iuz's pressure.
Economy: The Rovers traditionally lived off hunting and trade, but now scavenge and survive by any means necessary.
Shield LandsRuler: Countess Katarina of Walworth, Knight Commander of the Shield Lands.
Government: A commonwealth of local lords, led by the Countess, who commands the Knights of the Shield.
Geography: The Shield Lands encompass the area around Critwall and Scragholme Island, with roads that once provided strong infrastructure.
Military: A small but elite force, heavily outnumbered by Iuz’s nonhuman armies, with a focus on regaining lost territory.
Religion: Devout followers of the faith, united by a mission to reclaim their lands from Iuz’s forces.
Economy: Devastated by war, with ongoing efforts to rebuild; the region's fertile land and coastline offer some potential for recovery.
Duchy of TenhRuler: Duke Ehyeh III, but control is contested by Iuz, the Pale, and Stonehold.
Government: Formerly an independent monarchy, now a battleground between several rival factions.
Geography: Located between the Griff Mountains and Artonsamay River, Tenh is ravaged by the aftermath of the Greyhawk Wars.
Military: The Duke's forces are diminished, with support from the County of Urnst, while the Pale's zealot army and Iuz’s forces also vie for control.
Religion: The Faithful Flan army, converted to Pholtus worship by the Pale, fights alongside the forces of Iuz.
Economy: Tenh is in ruin, with little left besides contested territory and damaged infrastructure, struggling to survive amidst constant conflict.
Thillonrian Peninsula ("Barbarian North")Kingdom of Fruztii (Frost Barbarians)Ruler: King Hundgred Ralffson.
Government: Hereditary feudal monarchy; part of the Northern Alliance.
Geography: Located in the Thillonrian Peninsula, bounded by the Timberway Forest, Griff and Corusk Mountains, and Grendep Bay. Temperate climate with short growing seasons, important for farming, fishing, and mining.
Military: Highly disciplined standing army with heavy infantry, archers, and small cavalry forces. Known for raiding, often in cooperation with other Suel barbarians.
Religion: Worship of Vatun, though some northern influences exist.
Economy: Primarily farming, fishing, and mining, with raiding as a major source of wealth.
Kingdom of Cruski (Ice Barbarians)Ruler: King Lolgoff Bearhear, Fasstal of all the Suelii.
Government: Independent feudal monarchy; local jarls govern independently.
Geography: Coldest region of the Thillonrian Peninsula, with seaside towns, mountain steadings, and a harsh, frigid climate.
Military: Primarily war bands, sea-raiders, and infantry led by jarls. Few cavalry.
Religion: Vatun is central to their beliefs, though the king holds an ancient religious title.
Economy: Hunting, fishing, whaling, and shipbuilding. Piracy plays a role in the economy.
Archbarony of RatikRuler: Baroness Evaleigh.
Government: Independent feudal monarchy; part of the Northern Alliance.
Geography: Nestled between the Rakers and Solnor Coast, with heavily fortified borders. Its economy is driven by timber, shipbuilding, and mining.
Military: Strong standing army, supported by dwarven and gnome allies.
Religion: Mostly Oeridian-Suel in ancestry, with some Fruztii and Schnai expatriates.
Economy: Focus on timber, shipbuilding, and mining, with some agriculture.
Kingdom of Schnai (Snow Barbarians)Ruler: King Ingemar Hartensen.
Government: Independent feudal monarchy with powerful jarls; annual assemblies and yearly negotiations with the king.
Geography: Land between the eastern Corusk Mountains and Grendep Bay, with a rugged landscape and temperate climate.
Military: Strong raiding tradition, with heavy infantry, archers, and some cavalry. Berserkers and followers of Kord are notable.
Religion: Worship of Vatun and Kord.
Economy: Hunting, raiding, shipbuilding, and limited trade with neighboring barbarian kingdoms.
StoneholdRuler: Rhelt Sevvord I.
Government: Independent feudal monarchy with near-dictatorial powers, ruling over ataman nobles and nomadic chieftains.
Geography: Frigid climate with nomadic populations in the north and permanent settlements in the south. Bordered by the Icy Sea, Griffs, and Corusks.
Military: War bands, or "Fists", consisting of heavy and light infantry and cavalry. Ruthless and loyal soldiers led by the charismatic and feared rhelt.
Religion: Focus on strength and war, with treachery a common theme in leadership.
Economy: No trade; Stonehold’s main export is war and plunder.
Old Aerdy West ("Old Nyrond")Kingdom of NyrondRuler: King Lynwerd I.
Government: Hereditary feudal monarchy.
Geography: Central plains with fertile lands along the Nesser-Franz river system, bordering the Pale to the north and the Flinty Hills to the east. The southern coast along Relmor Bay is home to fishermen and pirates.
Military: Army commanded by General Myariken, with a small but well-organized standing force in Old Almor and Womtham. Special elf scouting regiments, though currently inactive.
Religion: Predominantly Oeridian faiths, with religious tensions due to proximity to the Pale.
Economy: Severely impacted by the Greyhawk Wars, with banditry on the rise and many provinces struggling. A recent reorganization of provinces has caused confusion but is hoped to stabilize the economy.
Empire of the Bright LandsRuler: Archmage Rary.
Government: Dictatorship; Rary rules from a single tower in the Bright Desert, surrounded by nomads and mercenaries.
Geography: Arid, with scorching summer days and cool nights. Located in the Bright Desert, encompassing the Abbor-Alz hills to the north and extending to Woolly Bay.
Military: Commanded by Lord Robilar, the army is composed of desert nomads, goblinoids, and mercenaries enforcing Rary's rule. Rary’s reach extends even into the Abbor-Alz but has not yet troubled its dwarves.
Religion: Primarily dominated by Rary’s own magical pursuits, with little influence from external religions.
Economy: A largely self-sustained city-state, trade is limited, with Hardby secretly engaging in commerce with Rary through intermediaries.
Theocracy of the PaleRuler: Theocrat Ogon Tillit.
Government: Theocracy administered in the name of Pholtus, with clerics holding all government positions.
Geography: Located between the Rakers and the Phostwood, bordered by the Gamboge and mountainous regions. Winters are harsh, and the summers are barely tolerable. Farming is difficult, with reliance on imports for food.
Military: The Pale’s soldiers are highly disciplined, with Templars of the Church Militant conducting the Inquisition, rooting out “heretics” and suppressing magic-users.
Religion: Pholtus is the state religion, with the ruling clerics conducting a rigid, intolerant theocracy. Other faiths, especially Flan traditions, are suppressed.
Economy: The Pale’s economy is centered around agriculture (albeit limited by the climate), trade through the city of Ogburg, and its impressive military might. Religious intolerance has led to a closed society.
County of UrnstRuler: Countess Belissica of Urnst.
Government: Feudal monarchy, nominally owing fealty to the Duchy of Urnst, but with significant autonomy.
Geography: Located along the coast of the Lake of Unknown Depths, with fertile plains and strategic access to major rivers. Old keeps are used to manage an influx of refugees.
Military: Small but effective army of 3,000 soldiers, with the ability to raise more through noble levies.
Religion: A mix of Oeridian and local faiths, but no central religious authority.
Economy: Economically stable, with trade driven by agricultural production and mercantile pursuits. Roads and infrastructure are well-maintained, a legacy of the old Great Kingdom.
Duchy of UrnstRuler: Duke Karll Lorinar.
Government: Independent feudal monarchy with hereditary rulership, owing nominal fealty to the old Great Kingdom.
Geography: Located between the Nyr Dyv and Nesser River, with fertile farmland and mineral-rich regions. Mild climate and scenic rolling foothills make it agriculturally productive.
Military: Strong defensive forces with elite cavalry known as the Bar Rampant. The duchy has a history of efficient border defense and swift solutions to local problems.
Religion: Mix of Oeridian faiths, with some remaining ties to the old Great Kingdom's religious structures.
Economy: Wealth is derived from agriculture, particularly foodstuffs, and mineral resources. The duchy benefits from its location on major trade routes, with significant commerce facilitated by its strong infrastructure.
Old Aerdy East ("Former Great Kingdom)")United Kingdom of Ahlissa (Former Great Kingdom)Ruler: Overking Xavener I of House Darmen.
Government: Feudal empire with hereditary rulership; power shared with noble houses and guilds.
Geography: Fertile plains around the Flanmi, Mikar, and Thelly rivers, bordered by forests (Adri and Grandwood).
Military: Strong military and mercantile influence, with nobles and the merchant guilds central to governance.
Religion: Zilchus is the primary deity, with the church and guilds holding significant sway.
Economy: Recovering post-war; strong trade routes, with a focus on urban markets and manufacturing.
Bone MarchRuler: Presumed dead, Clement, the Marquis of Bone March.
Government: Anarchy; ruled by a conclave of nonhuman warlords (orcs, gnolls, ogres).
Geography: Rocky, desolate land between the Rakers and Solnor Coast, with scarce farmlands.
Military: Dominated by orc and gnoll bands, raiding local areas and expanding their territories.
Religion: No dominant religion; controlled by brute force.
Economy: Practically nonexistent; formerly agricultural, now ruled by violent raiders and bandits.
Free City of IrongateRuler: Cobb Darg, Lord High Mayor.
Government: Elected mayor, with city council of nobles, merchants, and military heads; a founding member of the Iron League.
Geography: A fortified port city located between the Headlands and Iron Hills, overlooking the Azure Sea.
Military: Strong standing army and respected navy, bolstered by dwarven forces.
Religion: Dwarven influences, though no one dominant faith.
Economy: Thrives on iron, gem mining, and weapon-making; a key trade hub in the region.
North KingdomRuler: Grenell I, Overking of Northern Aerdy.
Government: Theocratic feudal monarchy; Grenell is the highest cleric of Hextor and commands both church and state.
Geography: Rocky, coastal lands between the Teesar Torrent and Adri Forest, with limited fertile areas.
Military: Strong military presence, bolstered by orc allies; effective but resource-poor.
Religion: Hextor dominates, with the church’s influence extending into all aspects of governance.
Economy: Mining and fishing drive the economy; limited agriculture due to rocky terrain.
OnnwalRuler: Contested—Scarlet Brotherhood's Exalted Sister Kuranyie vs. rebel Szek Jian Destron.
Government: Hereditary feudal monarchy, now split between Brotherhood control of Scant and a rebel-led Free Onnwal.
Geography: A peninsula with rich pastures, silver and platinum mines in the Headlands, and a rugged, isolated terrain.
Military: Rebel forces, with support from Irongate, are engaged in guerrilla warfare against the Scarlet Brotherhood.
Religion: Mixed; the Brotherhood imposes their own faith, but the region has diverse local beliefs.
Economy: Once a food supplier to Irongate, now struggling due to the Brotherhood's blockade and rebellion-induced disruption.
Rel Astra and the Solnor CompactRuler: His Most Lordly Nobility, Drax the Invulnerable, Eternal Custodian and Lord Protector of Rel Astra.
Government: Sovereign city-state under a dictatorship ruled by an undead (but charismatic) administrator, advised by a demon ("Fiend-Sage").
Geography: Located on the Solnor Coast; known for its bustling port, expansive shipyards, and vast markets. It is surrounded by the Lone Heath, the Grandwood, and the Medegia border.
Military: Large standing army and a powerful navy, ensuring control over the Solnor coast.
Religion: Dominated by Procan worship, though smaller shrines to Xerbo exist.
Economy: Prosperous trade hub, especially for exotic goods from distant lands. The city is a central member of the Solnor Compact, which facilitates mutual protection and trade with surrounding seaports.
Free City of OuntsyRuler: Her Noble Ladyship, Princess Emmara of Garasteth, Trine of Ountsy.
Government: Independent feudal principality with a hereditary ruler from House Garasteth.
Geography: Situated at the eastern verge of the Lone Heath, this seaport is known for its stark, puritanical atmosphere.
Military: Protected by a small but loyal standing army, with frequent espionage fears, particularly from the Scarlet Brotherhood.
Religion: The city shares worship of Procan, but its people's piety leans toward the conservative.
Economy: Ountsy is a trading hub but is not as cosmopolitan as Rel Astra. The city is vulnerable to external threats, particularly from the Scarlet Brotherhood.
Free City of RolandRuler: The Five of Roland (Admiral Lef Quaanser, Master Ramshalak, Lady Barbern, Master Vornekern, and Magus Isrilhan).
Government: Oligarchy; five leaders from military, magical, religious, and economic sectors.
Geography: Located on the Bay of Gates, nestled among the Gull Cliffs. Known for its catacombs populated by gnomes and dwarves.
Military: The Five maintain a strong, independent defense, wary of Ahlissa or North Kingdom annexation.
Religion: Strong influence from Procan, with smaller shrines to other gods like Xerbo.
Economy: Though small, Roland is an important port city and part of the Solnor Compact, relying heavily on its shipyards and trade.
Dominion of the Sea BaronsRuler: His Noble Prominence, Basmajian Arras, Lord High Admiral of Asperdi.
Government: Independent feudal monarchy; each of the five main islands is ruled by a different noble family, all owing fealty to Asperdi.
Geography: Located in the Solnor Ocean, off the eastern coast of the Flanaess. Islands include Asperdi Isle, Oakenisle, Fairisle, Leastisle, and the uninhabited Serpent Isle.
Military: Naval-focused military, with pirate and freebooter tendencies. The Sea Barons maintain a strong fleet and naval defense.
Religion: Temples to Procan dominate, with some smaller shrines to Xerbo.
Economy: Economies of the Sea Barons revolve around sea trade, shipbuilding, and resources like fruits and shellfish. They are also involved in illicit trade, including slavery.
Kingdom of SunndiRuler: His Brilliant Majesty, Olvenking Hazendel I the Defender of Sunndi, Protector of the South.
Government: Independent feudal monarchy with a royal family of gray-elves and a mix of human and nonhuman noble houses.
Geography: Located in a basin bordered by the Hestmark Highlands, Glorioles, and Hollow Highlands, with fertile river valleys and the Vast Swamp to the south.
Military: Defends the southern banks of the Grayflood River and has some influence over the Menowood, but is weaker than neighboring Ahlissa.
Religion: Likely follows a blend of elven and human deities, with a strong focus on nature and protection.
Economy: Sunndi is an agricultural kingdom, with fertile land and a focus on trade, though it faces threats from Ahlissa.
Tilvanot Peninsula and the Oljatt SeaGreat and Hidden Empire of the Scarlet BrotherhoodRuler: His Peerless Serenity, the Father of Obedience (true name unknown).
Government: Secretive and feudal; ruled by plantation lords with control exerted by red-robed monks. A singular "shepherd" governs each conquered territory, but all are ultimately subordinate to the Father of Obedience, the elusive leader based in a hidden capital.
Geography: The Scarlet Brotherhood controls the vast Tilvanot Peninsula, extending from the Vast Swamp to the tropical island of Lof Bosok. The capital is hidden on the Okalasna Plateau, and ports like Kro Terlep are now open to trade, albeit with piracy risks.
Military: An army composed of savage southern warriors, orcs, hobgoblins, and other creatures. The Brotherhood also commands a powerful navy, often supported by independent ships from the Lordship of the Isles.
Religion: The Brotherhood’s monastic order may have its own dark cult-like religion, though reports are unclear.
Economy: Trade is tightly controlled, with the Brotherhood's navy securing trade routes and engaging in shadowy dealings, especially in Hepmonaland and the Amedio Jungle.
Lendore IslesRuler: The Most Radiant Bow of Sehanine, Orb of the Heavens, High Priest Anfaren Silverbrow.
Government: Theocracy; the church of Sehanine governs all affairs, with the High Priest at the helm. Local religious authorities rule each island with significant autonomy, but all decisions ultimately stem from the church.
Geography: A group of five fog-shrouded islands located east of Medegia, once known as the Spindrifts. These islands are navigational hazards to most, except for elf-piloted ships that can traverse the magical mist.
Military: Minimal, with elven warships often protecting the islands from outsiders. The elves are well-organized but prefer isolation.
Religion: Dominated by the worship of Sehanine, with strict societal control over religious observance. Non-elven residents, including half-elves and human menials, are subject to heavy restrictions.
Economy: The islands' economy is largely self-sustained, with trade occurring only through clandestine elven routes.
Lordship of the IslesRuler: His Exalted Highness, Prince Frolmar Ingerskatti of Duxchan, Lord of the Isles, Scourge of the Waves.
Government: An independent monarchy that is, in practice, a puppet state of the Scarlet Brotherhood. The prince retains real power, but his influence is limited by the Brotherhood's control over military, religion, and economy.
Geography: A tropical archipelago with seven islands, including Diren, Ansabo, and Ganode, located between the Aerdi Sea and Oljatt Sea. The islands are lush with tropical forests and volcanic peaks, vital for their exotic exports.
Military: Though nominally independent, the Lordship's military is heavily influenced by the Scarlet Brotherhood, and the navy is tasked with controlling vital trade routes and enforcing the Brotherhood's will.
Religion: While the Lordship maintains its own religious practices, the Brotherhood’s influence has likely infiltrated the spiritual life, especially with the spread of slavery and harsh controls on the population.
Economy: Based on the exploitation of exotic goods, such as tropical fruits and rare woods like mahogany, ebony, and teak. Sugar, coffee, and plantation goods are key exports, heavily dependent on slave labor. The Brotherhood’s grip ensures the flow of wealth to its coffers through trade control.