The Countries of Moria
World Map of the Material Plane of Moria
“During the era of what is now called the Astral Wars, the borders of Moria are in flux, countries fall and rise, ancient horrors awaken, the undead march but heroes continue to rise. This era of untold strife and conflict became the wet clay that would be shaped by the heroes who saved it from ruin”
The year of 1478AO
Moria is split across a number of major countries, territories, and landscapes. Velafaie, Aselia, Winhall and the Blood Forest, Mendamia and the Ignan Mountains, Marzel and the Scrapyard, Spirecrag, Bidean Mountains, The Griffon Confederacy, The White Flame, The Sovereign Independence of the Grand Mushroom Arbiter, Aciponcia, Fonkin, Tribes of Tokage, Afva Ennore, Naberakhia, and the Shallow and Deep Seas.
Velafaie
In the wake of the Velafaie Rebellion, the newly established nation of Velafaie has flourished under the leadership of Burke, who now governs alongside a council of powerful wizards. Burke’s vision and strategic genius have transformed Velafaie into a cutting-edge hub for magical development, where innovation thrives and new forms of magic are continually forged. One of the nation’s most significant accomplishments is its advanced airship technology, a legacy of Capall’s work that has become integral to Velafaie’s international influence. Using these airships, Velafaie has not only secured its dominance in the desert region but has also established an expansive network of trade routes, connecting with distant lands and even other planes of existence. This control over interdimensional trade has allowed Velafaie to maintain a monopoly on access to rare and powerful magical resources, ensuring its economic and political strength in the global arena.
Burke’s rule has also been marked by a revolutionary approach to magic itself. Under their direction, Velafaie has been at the forefront of magical research, birthing entirely new schools of arcane study. The Kineticist, capable of manipulating the forces of the Elemental Planes, the Magus, a master of blending magic and martial prowess, and the Oracle, a seer whose visions defy conventional understanding, the Summoner, who can call forth beings from other planes, and the Thaumaturge, a practitioner of mystical magics, have all pushed the boundaries of what was once thought possible. Velafaie’s influence in the magical community is unmatched, with its schools and libraries attracting scholars and aspiring wizards from across the world.
Rumors surrounding Burke’s own magical abilities have taken on almost legendary status. It is said that they have mastered a form of magic known as Soul Magic, a power so rare and enigmatic that few can even comprehend its true nature. With Soul Magic, Burke is capable of performing feats that defy the laws of reality—altering space, and the very fabric of existence itself. Some whisper that Burke’s power allows them to manipulate the souls of others, bending them to their will or even reshaping the world around them with a mere thought. As Burke’s influence grows, so too does the fear and reverence with which they are regarded. To many, Burke is not just a ruler but a living embodiment of the limitless potential of magic—an ever-present force that shapes not only Velafaie’s future but perhaps the fate of all realms.
Aselia
In the aftermath of the Velafaie Rebellion, the nation of Aselia faced a reckoning that reshaped its position in the world. The rebellion had exposed a web of corruption within the Aselian government, including shocking evidence of human experiments conducted to harness elemental powders and the funding of pirate fleets to suppress trade competitors. These revelations shattered Aselia’s reputation as a bastion of order and strength, prompting Winhall, their historical ally, to sever ties. Winhall, instrumental in brokering the peace treaty, spearheaded international sanctions against Aselia, condemning its leadership and practices. These measures isolated Aselia, leaving the once-mighty empire economically crippled and diplomatically marginalized.
The sanctions imposed under Winhall's guidance struck deeply into Aselia’s economy, targeting its lucrative trade in elemental powders and barring it from critical international markets. Though the nation attempted to rely on its reserves of old wealth, the sanctions stifled innovation and progress, forcing Aselia into a period of decline. Once hailed as the "Crown Jewel of the Desert," the capital city became a haunting symbol of this fall from grace. Its grand palaces and bustling markets gave way to abandoned districts and decaying infrastructure, earning it the new nickname "the Slag of the Desert." The glittering city that once dazzled travelers with its prosperity now stood as a testament to the price of hubris and unchecked power.
Despite these hardships, Aselia remains a nation of immense cultural and historical significance. Its ancient traditions, vast deserts, and resilient people continue to endure even amid the hardships of isolation. However, the path forward remains uncertain. The ruling elite cling to remnants of their former glory, but discontent brews among the populace, who bear the brunt of the nation’s isolation.
Winhall
One hundred years after the Fiendish Invasion, the once-vibrant Human Empire of Winhall lay in ruins. The fiendish forces of the invasion had ravaged the land, leaving charred cities, broken armies, and a broken nobility in their wake. Yet, from the ashes of this dark era, a new hope emerged: Emperor Gotthard Von Bach, a figure of immense resilience and vision. Being the self proclaimed rightful heir of a fractured throne, Gotthard's rise was anything but assured. However, through cunning, diplomacy, and sheer force of will, he rebuilt Winhall into an empire stronger than it had ever been before.
Central to Gotthard's success was the discovery and mastery of Gunsmith technologies, most notably those of Keltron the Gunsmith. Keltron, a genius of the invasion age, had crafted powerful weapons that utilized the arcane and mechanical in unison—guns, cannons, and siege engines capable of turning the tide against overwhelming enemies. Gotthard, recognizing the significance of these technologies, sought out and revived them, forming the backbone of Winhall’s military strength. The firearms and advanced artillery forged from Keltron's blueprints allowed Winhall to challenge not only external threats but internal rebellions as well, giving Gotthard the upper hand in a land still recovering from war.
The unification of the fractured nobility was another monumental achievement for Gotthard. The fall of the old order during the invasion had splintered Winhall’s noble houses into warring factions, each claiming a portion of the crumbled empire for themselves. Gotthard, however, was able to consolidate power by negotiating peace between these rival houses. Through a combination of strategic marriages, promises of land, and his growing military might, Gotthard successfully brokered alliances, placing each noble house in debt to the central throne. This created a delicate but stable political system where the nobility, though still powerful, ultimately owed their loyalty to the emperor.
Perhaps the most unusual and controversial aspect of Gotthard's reign has been his dealings with the Blood Hunters, a feared and misunderstood order of warriors who have long hunted fiends, demons, and other soul eating creatures. Following the Fiendish Invasion, the Blood Hunters had become an essential force for keeping the surviving fiendish entities at bay, but their mistrust of the empire and their brutal methods made them unpredictable allies. Gotthard, understanding their value and the necessity of their power, negotiated a fragile peace with the order. He offered them autonomy in exchange for their protection, and over the years, this alliance has become a cornerstone of Winhall’s defense. While the Blood Hunters remain a shadowy and often feared presence, their cooperation with the emperor has ensured that the empire's borders remain secure from fiendish incursions.
Yet, even in this new age of rebuilding, the empire is far from safe. The White Flame, an ancient and malevolent force, still looms on the horizon. For decades, this burning cult has threatened to consume the world, slowly creeping back into existence as the fiendish remnants stir. Winhall, with their mastery of arcane technologies, military strategy, and various allies has held back the White Flame’s resurgence. These efforts have been a blend of magical research, suppression, and occasional direct confrontation with the horrors that arise from the flame’s cursed influence. The most relevant effort have centered around the elevation of the Blood Hunters, their efforts against the White Flame integral to Winhall's reconstruction and now the front line against the demonic cult.
Under Gotthard Von Bach’s rule, the Human Empire of Winhall has not only survived the darkest period of its history but has begun to thrive once more. Whether through the advanced weapons of Keltron, the cunning diplomacy with the nobles and Blood Hunters, or his vigilance against the White Flame, the Emperor has proven himself as a leader capable of not just rebuilding, but reshaping the future of Winhall. His reign stands as a testament to the endurance of the human spirit, and the Empire of Winhall, though scarred, remains a force to be reckoned with in a world still recovering from the ravages of the Fiendish Invasion.
The Blood Forest
The Blood Hunters of Winhall, an ancient vampiric order, have long waged a shadow war against the forces of darkness. Using their innate blood powers and immortality, they have dedicated their existence to combating threats that would otherwise devastate the world. Their enemies include malevolent extraplanar creatures, invaders from the other planes, and the soul-devouring abominations that stalk the realms. For millennia, the Blood Hunters operated in secrecy, their deeds veiled from mortal eyes. This changed when Emperor Gotthard publicly acknowledged their contributions, bringing their order into the light and granting them a place of honor in Winhall's history. This recognition transformed them from hidden guardians to celebrated warriors, though their vampiric nature continues to inspire both awe and unease.
The Blood Hunters now predominantly reside in the Blood Forest, a region in eastern Winhall that holds its own grim history. Once fertile and vibrant, the area was scorched and twisted by the White Flame in the aftermath of the Fiendish Invasion, during a time when Winhall was at its weakest. It was the Blood Hunters who, unaided, pushed back the White Flame’s corrupting forces, purging its taint from their land. In recognition of their valor, the Emperor granted them full autonomy and dominion over the Blood Forest, a territory they now protect with unwavering resolve. This arrangement forged a unique bond between the Blood Hunters and the Winhall crown: they serve as the nation’s first line of defense against otherworldly threats, while their forest serves as a bastion of power and sanctuary for their order.
Despite their valor, the Blood Hunters remain an enigma to many. Their immortality and mysterious blood magic evoke a mixture of respect and fear, and their history is interwoven with legends of sacrifice, betrayal, and redemption. The Blood Forest itself mirrors their dual nature—a place of haunting beauty and peril, where life and death seem to coexist in strange harmony. The Blood Hunters continue to honor their pact with Winhall, combating the lingering corruption of the White Flame and defending the realm from the horrors that lurk beyond the material plane. Yet, as they fulfill their sacred duty, questions linger about their ultimate goals and whether their immortality might one day lead them down a darker path. For now, however, they remain steadfast guardians, their crimson blades and unyielding will a bulwark against the tides of darkness.
Medamia and the Ignan mountains
Medamia stands as a testament to resilience in the face of relentless adversity. For a century, the country has endured the horrors of the Draconic Wars, with chromatic dragons wreaking havoc across its smaller villages and towns. These raids have devastated rural communities, forcing many to abandon their homes or live under the constant shadow of draconic terror. Despite these hardships, Medamia has clung to survival, bolstered by its unyielding spirit and the emergence of a new generation of heroes. These warriors, wielding legendary weapons forged from the very dragons they have slain, have become icons of hope and protectors of the nation. Each of these champions has added to Medamia’s legacy, demonstrating that even in the face of gods, mortal courage and ingenuity can prevail.
In recent years, Medamia has shifted from a defensive posture to a more assertive strategy. Towns that once fell easily to dragon raids are now fortified, defended by disciplined militias and advanced weaponry supplied by their allies in Winhall and Velafaie. The nation’s leaders, inspired by their heroes, have begun organizing daring campaigns to strike at the dragons in their lairs, hoping to turn the tide of war. While the cost of such efforts is steep, they represent a significant evolution in Medamia’s fight for survival, signaling a newfound determination to reclaim their land from draconic tyranny. These initiatives are only possible because of Medamia’s ability to adapt and forge alliances, leveraging its resources to sustain its people and military alike.
Remarkably, even amidst the chaos of war, Medamia has maintained its position as a major exporter of livestock. Its fertile lands have allowed it to feed not only its own people but also to support the recovery of Winhall after the devastation of the Fiendish Invasion. This agricultural strength has been integral to securing aid from Winhall, whose weapons, artillery, and materials have helped Medamia withstand the dragons’ wrath. The symbiotic relationship between the two nations has allowed Medamia to survive and even thrive in some ways, proving that its resilience extends beyond the battlefield. As Medamia continues to fortify its defenses and push into enemy territory, it does so with the hope that the next century will see not only survival but victory.
Marzel
The continent of Marzel is a land of contrasts, defined by its swampy interior and rugged coastlines. The inland swamps, are treacherous, difficult to navigate, lack any valuable resources. However, it is along the rocky shores that Marzel’s true legacy was built. The jagged coastlines, while initially daunting, provided natural deep-water harbors perfectly suited for the massive mercantile ports envisioned by the Merchant Queen. These harbors became the backbone of a thriving trade network, connecting distant corners of the world and funneling untold wealth through Marzel’s ports.
The Merchant Queen transformed Marzel from an untamed frontier into a bustling merchant nation. They founded colossal harbor cities that became hubs of commerce, culture, and innovation. Trade routes converged here, drawing merchants, artisans, and adventurers from across the globe. The Merchant Queen’s vision was to create a realm where commerce reigned supreme, and for centuries, they presided over a golden age of prosperity. However, after the Merchant Queen’s mysterious disappearance, the delicate balance they maintained began to unravel. In their absence, the wealthiest and most influential merchants seized power, establishing powerful dynastic families that controlled Marzel’s economy and politics.
These families, driven by the legacy of the Merchant Queen’s example, embraced the idea that money equaled nobility. Over time, the merchant aristocracy institutionalized this ethos, creating a society where titles and influence could be bought by anyone with sufficient gold. This unique system has allowed for an ever-changing hierarchy, with fortunes rising and falling as quickly as the tides. While the swampy heart of Marzel remains largely untamed, its coastal cities thrive as centers of commerce and intrigue, their fortunes built on the foundation laid by the enigmatic Merchant Queen. Today, Marzel stands as a testament to ambition, ingenuity, and the enduring power of wealth.
Scrap Yard
The Scrap Yard is a small, enigmatic island off the coast of Marzel that has become a theater of war and mystery. Once believed to be unexplored, the island is now known to house a vast and ancient collection of Warforged scrap. Thousands of these sentient constructs, animated by fervent devotion to Prime, wage an unrelenting holy war to "purify" the island. Their enemy is Aegis, a ruthless and oppressive Warforged overlord who refuses to acknowledge Prime's divinity. The island is littered with the remnants of their brutal conflict: shattered Warforged bodies, scavenged parts, and the colossal remains of giant robots left behind by a long-forgotten civilization. The Warforged use every resource at their disposal, salvaging from allies, enemies, and the ancient titans themselves to fuel their eternal crusade.
The Scrap Yard is not just a battlefield but also a place of strange vitality. In recent times, elemental creatures have begun to emerge from the island, claiming it as their birthplace. These beings—manifestations of fire, water, air, and earth—speak of being “raised” amidst the chaos of warring Warforged. Their presence suggests a deeper connection between the island’s mysteries and the primordial forces of nature. Some speculate that the ancient civilization responsible for the massive robots might have experimented with blending elemental energies and mechanical constructs, leaving behind not only the Warforged but also the seed of these elemental beings.
Despite its proximity to Marzel, the island remains perilous to outsiders. The Warforged’s zealousness spares no intruder, and Aegis’s forces crush dissent with brutal efficiency. Yet, the lure of its secrets continues to draw adventurers, scholars, and scavengers seeking answers to the island’s enigmas and the source of its strange life. In the shadow of titanic metal corpses, the Titan’s Graveyard teems with conflict, faith, and the haunting echoes of a forgotten age.
Spirecrag
Nestled deep beneath the jagged peaks of the Spirecrag Mountains lies the ancient dwarven kingdom of Spirecrag, a realm of unmatched craftsmanship and timeless tradition. For over a millennium, the industrious dwarves have chiseled their legacy into the stone, carving sprawling cities, vast tunnels, and towering halls beneath the mountain's roots. These subterranean marvels, illuminated by the soft glow of coal and lit forges, showcasing the hard work of the stout warriors. Each stone archway and carved pillar tells a story of their history, faith, and the unbreakable bond they share with the mountain.
Spirecrag’s wealth and fame stem from its unparalleled craftsmanship. Dwarven artisans here have perfected their trade over generations, producing weapons that can cleave through dragon scales, armor that turns aside the deadliest blows, and tools so precise that they seem touched by magic. These treasures are coveted across all of Moria, drawing merchants from distant lands who brave the treacherous journey through winding tunnels to reach the kingdom's grand bazaars. Here, among the resonating clang of hammers and the hum of molten forges, deals are struck, and alliances are forged. The dwarves' work is more than mere utility—it is art, imbued with their pride and a reverence for the earth’s bounty.
Yet, Spirecrag is not without its challenges. The mountain’s depths hide both riches and perils. Whispered rumors speak of forgotten tunnels haunted by shadowy creatures and ancient evils that stir in the darkness. Despite this, the dwarves remain resolute, their hearts as unyielding as the stone they carve. They are protectors of their heritage, guardians of secrets etched into the very bedrock of Moria, and a beacon of unwavering craftsmanship in a world that holds their creations in awe.
The Bidean Mountains
The Bidean Mountains, a rugged and majestic range branching from the larger Spirecrag Mountains, are a place of profound spiritual significance and tantalizing mystery. Revered as a holy land by worshippers of Sendam, the god of knowledge and madness, the Bidean Mountains are both a sanctuary and a crucible. Pilgrims from across Moria, seeking enlightenment or forbidden truths rumored to be housed within Sendam’s Library, an ancient and enigmatic temple hidden among the highest summits. The path to the library is filled with peril, both physical and mental, testing the devotion and resolve of those who dare to seek the god’s favor.
The giant tribes, who hold the Bidean Mountains as sacred, serve as the stewards and guardians of this hallowed land. Fierce yet honorable, they guide worthy pilgrims through the treacherous passes, offering trials to test their faith and resilience. These trials, ranging from grueling physical challenges to riddles that test the limits of sanity, are said to mirror the dual nature of Sendam himself. The giants believe that only those who wisely balance the clarity of knowledge and the chaos of madness can stand before the library's doors. For those who falter, the mountains are unforgiving, and many who embark on the pilgrimage are never seen again.
The Griffon Confederacy
The Griffon Confederacy is a tenuous alliance forged in the crucible of desperation, a coalition of surviving city-states that rose from the ashes of the Boron Empire. When the White Flame—a fanatical cult wielding unholy powers—ravaged the Empire with fire and necromancy, the scattered cities sought to endure alone but found themselves helpless against the relentless tide of destruction. Faced with annihilation, these cities banded together, pooling their resources and military might to form the Griffon Confederacy, named for the majestic griffons that now unite them. The Confederacy became a bastion of hope and defiance, standing as the last shield against the cult's relentless advance.
For 75 years, the Griffon Confederacy has waged a grueling war against the White Flame. The cult’s scorched-earth tactics have transformed vast stretches of once-fertile land into lifeless wastelands, plagued by undead horrors. These desolate zones, known as the Ashlands, are impassable and uninhabitable, creating a nearly impenetrable barrier between the Confederacy’s forces and the cult’s strongholds. Despite their unity, the Confederacy has struggled to reclaim territory, with every hard-won victory costing dearly in lives and resources. The cities, each led by a representative in the Griffon Council, often clash over strategy and priorities, but their shared survival instinct keeps the alliance intact.
The Griffon Confederacy is a study in contrasts—its people live in fear of annihilation yet cling fiercely to their freedom. Each city-state retains its own identity and traditions, from the disciplined Centaur legions of the Hoof Plains to the wise Loxodon clerics of Pachyderm. As the White Flame’s undead hordes continue to push the boundaries of the Ashlands, the Confederacy finds itself at a crossroads. Whether they can finally turn the tide of war or succumb to the same fate as the Boron Empire remains an open question, one that haunts the hearts of its people with every passing year.
the White Flame
The origins of the White Flame are shrouded in ancient mystery, its true nature a source of endless speculation and fear. Since time immemorial, scattered cults have arisen to venerate this enigmatic force, drawn by whispers of its promises of power, immortality, and divine ascension. Yet, those who embrace the White Flame are inevitably consumed by it—physically, mentally, or both. Its worshipers descend into madness, driven to acts of unspeakable cruelty as they seek to spread its influence through destruction and fire. Entire towns and villages have been razed to ash in their wake, leaving only charred ruins and stories of their zealotry behind. The crude flame branded upon their bodies, a mark they claim as a blessing, has become a symbol of horror and a death sentence for those discovered bearing it.
The White Flame itself defies simple categorization. Some believe it to be an ancient and malevolent deity, while others suspect it is a manifestation of chaotic energy that corrupts all who seek to control it. The oldest recorded texts mention the White Flame in cryptic warnings, describing it as a force that burns not only the flesh but the soul, leaving its victims as hollowed-out husks or transforming them into the mindless undead. Despite the devastation it brings, the cults that worship the White Flame persist, rising from the ashes of their predecessors, as if drawn together by an irresistible and malevolent will.
The civilized nations of the world have long recognized the existential threat posed by the White Flame and its followers. Laws were enacted to root out its influence, branding its worship an unforgivable crime punishable by death. Yet, these efforts have only been manipulated by The White Flame to persecute anyone that looks like them, where its tendrils spread deeper. The White Flame endures as a blight upon the land, its origins as unknowable as its end. What is certain, however, is its insatiable hunger for destruction, and the dire cost of confronting its ever-burning shadow.
The Sovereign Independence of the Grand Mushroom Arbiter
The city of Aviah, once a proud city of the Boron Empire, has a storied history defined by resilience and transformation. When the White Flame shattered the empire, Aviah emerged as an independent city-state, grappling with the challenges of self-governance. Its early years of independence were marked by suffering under the rule of a tyrannical dictator, whose oppressive regime stifled progress and left the city vulnerable to external threats. Salvation came in the form of Nixie, a visionary hero who led a revolution that ousted the dictator and established a new government. Under President Nixie’s leadership, Aviah adopted progressive economic policies and invested heavily in defense, transforming itself into a fortress against evil. The city became a beacon of hope, its people thriving under Nixie’s guidance for an unprecedented fifty-year presidency.
However, Aviah’s fortunes took a strange and inexplicable turn following Nixie’s retirement. Almost immediately, the landscape of the small nation began to change. Lush greenery and urban sprawl gave way to a surreal mushroom-dominated ecosystem, with fungal growths overtaking buildings and streets. The air filled with spore-laden mist, and even the once-pristine waterways glimmered with bioluminescent fungi. Stranger still, the people of Aviah began to undergo transformations themselves. Some developed plant-like features—leaves sprouting from their skin, vines replacing limbs—while others took on fungal characteristics, becoming living embodiments of the mushroom landscape around them. This phenomenon, though gradual, has reshaped the identity of Aviah, leaving both its inhabitants and outsiders baffled. The now mushroom arbiters of Aviah, with themselves changing decided to change the countries identity to The Sovereign Independence of the Grand Mushroom Arbiter. (S.I.G.M.A.)
Speculation abounds as to the cause of Aviah’s transformation, ranging from magical contamination to divine intervention or some outside force. Despite these changes, the people of S.I.G.M.A. have adapted with remarkable resolve. Many embrace their altered forms, viewing them as a new chapter in their nation’s evolution. Others work tirelessly to study and understand the phenomenon, hoping to uncover its origins and understand this blessing. Though the mushroom landscape and its effects have rendered S.I.G.M.A. increasingly alien to the outside world, its legacy as a fortress against evil endures. The spirit of resilience instilled by Nixie remains strong, ensuring that, no matter how strange their reality becomes, the people of S.I.G.M.A. will face it together.
Aciponcia
On the southernmost tip of the eastern continent lies Aciponcia, a land of intrigue and wonder where magic saturates the air, and ancient secrets lie buried beneath the fertile soil. Perched atop a dramatic cliff face overlooking the restless seas, this temperate forested region is teeming with mystical creatures, their origins tied to the Feywilds that once brushed against its borders. For centuries, it was believed that Aciponcia was an extension of the Feywild itself, but during the Warring Era, a wealthy merchant from Aselia uncovered a truth so profound that its full nature remains a closely guarded secret, known only to the highest officials of the nation. Whatever this discovery was, it spurred the creation of Aciponcia as a bastion of magic, trade, and cooperation amidst the chaos of its early years.
In its infancy, Aciponcia was plagued by near-constant raids from warring Minotaur and Centaur tribes. The fledgling nation seemed destined to crumble until the arrival of the Velno, a mercenary band of unparalleled skill. Led by the indomitable Serythia, the Velno transformed the course of Aciponcia's history. Serythia’s tactical brilliance and unwavering resolve turned the tide against the invaders, earning her and the Velno a legendary status as the protectors of the realm. Their contributions solidified the foundations of Aciponcia, and to this day, the Velno remain the upholders of justice and law, standing as one of the nation's most esteemed guilds.
Aciponcia thrives under the unique governance of its guilds, each of which plays a critical role in the nation's survival and prosperity. The Velno ensure order and security, while the Mages Guild delves into the arcane, unlocking the secrets of the land’s potent magic and advising the other guilds. The Deeker's Guild focuses on crafting and construction, shaping Aciponcia’s infrastructure, and the Hozig, often overlooked, manage the underbelly of the nation, handling waste and ensuring the cities remain livable. At the heart of it all is the Council, a group of mediators and lawmakers who ensure harmony among the guilds and act as the nation’s guiding hand. Together, these guilds create a delicate balance of power and purpose, allowing Aciponcia to stand as a beacon of resilience and wonder, a land where mystery and community intertwine.
Kingdom of Fonkin
The Kingdom of Fonkin is a hidden gem within the vast expanse of the Redwood Forest, where towering trees rise like natural cathedrals and cast eternal shadows over the forest floor. The gnomes of Fonkin have lived here for countless generations, their lives intricately intertwined with the ancient woods they call home. Whether nestled in the hollowed-out trunks of the massive redwoods, dwelling in cozy homes on the shadowed forest floor, or weaving their lives into the lofty, interconnected treetop villages, the gnomes have built a society that is both harmonious and self-sufficient. Their reverence for nature runs deep, and they are known as the guardians of the forest, ensuring its balance is preserved and its secrets remain untouched.
The long-lived gnomes of Fonkin have enjoyed a uniquely docile history, untouched by the conflicts and political strife that have plagued much of the world. The kingdom has never faced invaders, thanks in part to the dense and enchanted forest that acts as a natural barrier, discouraging outsiders from venturing too far into its depths. Diplomatically, the gnomes have remained neutral, content with their isolation and disinterested in the affairs of other nations. Their society flourishes through self-reliance and a deep respect for the cycles of nature, with their craftsmanship, alchemy, and magical knowledge focused on sustaining their way of life rather than pursuing power or conquest.
Life in Fonkin is one of quiet joy and creative ingenuity. The gnomes take pride in their ability to blend seamlessly with their surroundings, crafting homes and tools from the natural bounty of the forest without causing harm. Their culture emphasizes curiosity and invention, leading to a rich tradition of tinkering and innovation that is uniquely adapted to their environment. Despite their isolation, the gnomes are welcoming to the rare visitors who earn their trust, sharing their wisdom and hospitality with those who respect their ways.
Afva Ennore
Afva Ennore’s fortresses loom ominously over the barren wasteland, their colossal metal walls patrolled day and night by a strict, unyielding military. The Elven Lords rely on these regiments not only to fend off any outside threats—what few remain—but, more importantly, to prevent their own people from escaping. Entire battalions are devoted to guarding the gates, watchtowers, and ramparts, ever-vigilant for any sign of rebellion. Within these walls, everyday life is marked by fear and suffocating control; even rumors of insubordination are met with brutal crackdowns, ensuring that hope rarely takes root.
Beyond the fortress walls, a vast spy network extends Afva Ennore’s iron grip far into neighboring lands. Operatives are trained to infiltrate foreign nations, hunting down runaways who manage to slip past the patrols and flee across the wasteland. Once captured, these elves are forcibly returned to the fortress cities, where they face unspeakable punishments designed as both retribution and a lesson to any who might follow their example. Meanwhile, arcane researchers within the fortress labs toil ceaselessly to develop new methods of ingesting, injecting, or inhaling mana crystals, driving the population deeper into the bonds of addiction. Each new “innovation” tightens the Elven Lords’ stranglehold, as the crystals grant temporary power but exact a terrible, unending cost in dependency.
Beneath this oppressive regime, the people of Afva Ennore are subjected to vile experiments, their bodies and minds pushed to extremes in the pursuit of arcane progress. For those living in the innermost reaches of the country, flight is no more than a distant fantasy—only the harsh reality of despair in a world stripped of its former beauty, all under the watchful eye of their ruthless Elven Lords.
Naberakhia
The Fey Wilds of Naberakhia are an untamed expanse of beauty and danger, where the boundaries between the natural world and the mystical realm blur. This sprawling landscape is a kaleidoscope of lush meadows, shimmering rivers, and towering ancient trees, all teeming with vibrant life. Pixies and fairies fly through the air like living sparks of magic, their laughter echoing alongside the whispers of the wind. Druids and dryads coexist harmoniously with the land, their lives intertwined with the rhythms of nature. However, beneath its enchanting facade lies a deadly wild west, where the very allure of the Fey Wilds can spell doom for the unwary.
The Fey Wilds are as treacherous as they are captivating. Travelers are often drawn by the otherworldly beauty, only to fall victim to the subtle traps set by the Fey. Mysterious charms and illusions lure wanderers deeper into the wilderness, disorienting them and leaving them vulnerable to the land's many predators. Beasts, both mundane and magical, roam the Wilds in search of prey, and some Fey creatures harbor a mischievous or malevolent streak, delighting in leading intruders astray or feasting on those who fail their tests of wit and will. The unwritten rule of the Fey Wilds is simple: beauty conceals peril, and nothing is ever as it seems.
For those who understand and respect its dangers, the Fey Wilds are a place of immense power and wonder. Druids and dryads guard sacred groves, their magic keeping the balance of life and death intact.
The Shallow Sea
The Shallow Seas of Moria are a serene expanse of ocean that skirt the coastlines of the world's landmasses, stretching 10 to 20 miles offshore. This tranquil section of the sea has long been the lifeblood of Moria’s maritime trade, serving as the primary artery for goods, cultures, and ideas to flow between nations. Its calm, predictable weather and steady currents make it a haven for sailors, while the absence of large sea monsters allows even modest vessels to navigate its waters with confidence. This region is a rare treasure in a world often fraught with danger, offering safety and opportunity to those who seek it.
The ecosystem of the Shallow Seas is as vibrant as it is benign. Schools of colorful fish dart through coral reefs that teem with life, while pods of dolphins and gentle whales are a common sight, their presence seen as a blessing by superstitious sailors. The plentiful and tame wildlife not only sustains fishing communities but also adds to the charm of these waters, luring travelers, traders, and explorers alike. Ancient port cities dot the coasts, their bustling harbors a testament to centuries of commerce made possible by these calm seas. Merchant ships, laden with exotic goods, ply the established trade routes, their sails tracing patterns over waters that have seen generations of prosperity.
The Deep Sea
The Deep Seas of Moria are the uncharted and perilous expanses of ocean far beyond the reach of land. Unlike the tranquil Shallow Seas, these vast waters are a realm of chaos and danger, shrouded in mystery and fear. For centuries, sailors have avoided venturing too far from the safety of the coasts, as the Deep Seas teem with legendary leviathans—colossal creatures capable of swallowing entire ships or dragging them into the abyss. Myths tell of krakens with tentacles the size of towers, glowing serpents that weave through the depths like living storms, and beasts so ancient and vast that they are mistaken for islands. Few who dare traverse these waters ever return, their fates lost to the merciless waves.
Adding to the hazards are the territorial ocean-floor civilizations that dwell beneath the surface. Strange and secretive, these undersea societies guard their domains fiercely, unleashing magic to sink any vessel that strays too close. Some whisper of intelligent, amphibious beings who strike from the depths, plundering ships and leaving no survivors. Others speak of ancient ruins or massive traps that rise from the seabed to obliterate anything that is unlucky enough to not spot them. Combined with the volatile weather conditions that plague the Deep Seas—sudden squalls, unrelenting typhoons, and waves that reach unimaginable heights—this treacherous expanse remains a realm few dare to challenge.
For those desperate enough to seek shortcuts through the Deep Seas, the risks are often fatal. Merchant fleets, adventurers, and even naval ships have disappeared without a trace, their wrecks never found and their tales swallowed by the endless ocean. Among sailors, it is said that the Deep Seas have a will of their own, pulling the overconfident and the foolish into watery graves. Yet, for all its terrors, the Deep Seas hold an undeniable allure. Legends of untold riches, uncharted islands, and gateways to other realms continue to tempt the bravest and most reckless. But in the Deep Seas of Moria, courage alone is rarely enough to stave off the inevitable.