TOLG

Tolg is a vast land with few evergreen settlements, as the distances are dangerous and towns are demolished by the elements as quickly as they are erected, so the map only shows the major settlements as though they were city-states, though some smaller settlements do exist. Because of the many failed settlement attempts, Tolg is littered with ruins in various states of construction and deconstruction. The safest way to travel is through caravaning groups due to the dangers of the wilds. Across Tolg, the Sleeping Serpent Oovi- a great leviathan- is visible in the sky.

CRADLE: first settlement of Tolg, a druidic society, worships Tall Papa who is the antagonist of Oovi; they are constantly at war with Il-Oovi.

Cradle sits in the center of the map, as it was the birthplace of life on Tolg to the knowledge of scholars. It is bordered to the north by the Jaeter Grove that serves as a disputed border between it and Il-Oovi, to the west the great river The Weld, and the Papa’s Spine mountain range, separate Cradle and Cim-Khetar. The desert called the Risen Sea is a functional border between them and Brekkon as the people of Cradle have no desire to venture into sands filled with beastfolk. To the east are established borders with Biis and Althum.

IL-OOVI: based on south american native societies, run by a priesthood, worship the Great Serpent Oovi- antagonist of Tall Papa, constantly at war with Cradle

Il-Oovi sits in the north, containing sprawling marshes. It is bordered to the west by The Weld, which separates it from Cim-Khetar. To the south Jaeter Grove is its disputed border with Cradle which turns from forest to rainforest as it extends into Il-Oovi. To its east is an established border with Althum. The northern sea, Oov-Rasha- Birth of Oov- is an area of consistent storms which have only been getting worse as the years pass.

ALTHUM: polytheistic society whose chief deity is The Make-Way-Man, most accepting of others with decent to good relations with all settlements, the only city-state with an active navy, led by democracy

To the west Althum is plains and savannas, with a cut into Jaeter Grove, Althum has strong established borders with Il-Oovi and Cradle. To the west, Althum becomes a vast coast known for beautiful beaches. The Make-Way-Shores act as a safe caravan trail for the refugees of Il-Oovi heading to Althum. There are vague borders between Althum and Essilada as neither nation ventures too far to the southwest, and the navy of Althum patrols Windswindler's Strait which acts as the true border between them and Essilada.

CIM-KHETAR: mines, mountains, and hills, the most traditional medieval city with stone buildings and castles and a king, worship Ra-Khul-Cim and his seven horsemen, nobody has heard from the city in many months

The Weld to the north acts as a border between Cim-Khetar and Il-Oovi, its many runoffs feeding water to the city of Cim-Khetar. To the east is the established border between Cim-Khetar and Cradle, in the middle of the Papa’s Spine mountain range. In the south Cim-Khetar was continuously expanding and claiming every mountain peak as their own, so the border between Cim-Khetar and Brekkon was never established. To the west stirs the Sea of Broken Bows, named because of its jagged stones that only allow the best sailors through.

BREKKON: city of beasts, worships the Earth Bones- basically any animal and thing that animal does well (i.e., worshipping the rabbit for its ability to jump), area is more ruinous than most as scholars say there was once a civilization there that went to ruin, and its ruins were sacked and plundered and eventually built over by the beastfolk and nobody outside of the area is sure how the city is run anymore

The only city-state with no actual borders, to the west Cim-Khetar at one point was expanding (this seems to have stopped), to the north Cradle does not expand into the Risen Sea, and the Break-Biis Bay separates Brekkon and Biis. South of Brekkon is the Sea of Tears which goes from Brekkon all the way out to Essilada.

BIIS: city of invention in a wide desert plain, once the largest city and foremost place to learn the ways of artificing and magicks, but more than two hundred years ago it lifted off the ground without warning under their king, Soth, and now it floats above the crater where the city once existed, the only way in is via invitation and those who accept never return and rarely contact those outside

The only real border in Biis is to the north with Cradle, as Cradle controls the area where it and Althum’s borders meet. The Break-Biis Bay separates Brekkon and Biis to the west and the Sea of Tears separates it from the larger world.

ESSILADA: the most mysterious region by far, Elves of all varieties settled it while Cradle was in its infancy, tales from Althum say its a land covered in large crystals, and all expeditions into the unclaimed territory between Althum and Essilada have resulted in tragedy or total disappearance, there are many stories of how Essilada operates but the only one confirmed is that they worship Valasi the Indomitable Mother.

The area under Essilada’s control is snowy year-round and all standard rock formations are replaced by crystals of blue and purple hue. The Windswindler's Strait acts as a major border between it and both Il-Oovi and Althum, with Althum’s navy being the only reason anyone has any real contact with Essilada. To the south, the unclaimed territories act as a functional land border between Essilada and Althum as neither makes much progress going into it (that is seen). Essilada’s eastern shores are covered in these crystals that mostly protect it from pirate attacks coming in from the islands in the Sea of Tears. The north and far west of Essilada is the Oov-Rasha, where not even the Althumn Navy ventures.