Tag: nation

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  • Alliance of Eastern Nations

    !http://fc01.deviantart.net/fs20/i/2007/228/9/b/Deal_by_Askany.jpg! Collected in 950 AC, the nine nations that make up the Alliance of Eastern Nations function essentially like the D&D equivalent of the European Union. Facing threats from Orcs to the …

  • Pax Humana

    After the great human kingdom of Nerath fell to the undead forces of Atramor around 600 AC, many surviving nobles fled to the northeast. The Nerathi refugees settled in a collection of towns near the supernaturally vibrant and life-filled lake known as …

  • Cormyr

    A mostly human kingdom that has lasted for almost 300 years, the people of Cormyr are proud folks who've withstood almost constant attacks from the hordes of the north. The two main military forces in Cormyr are the Purple Dragon Knights (knights with an …

  • Norsca

    A land of more mobile tribes than permanent settlements, much of Norsca is a D&D parallel to medieval Norse/Viking culture (minus the boats). Demographically, the land is about 40% human, 40% humanish (shifters, half-orcs, half-elves), and 20% other …

  • Kislev

    A mountainous region predominanty composed of dwarves & gnomes, Kislev is a cold northern kingdom with many caves and burrows. Many of the taller mountains are home to dragons, and many of the major cities are actually underground (or under mountains), …

  • Sankh Kingdom

    A large nation with many national resources, Sankh is sort of a middle ground ruled peacefully by a wealthy family of merchants. With a mostly human population, there are also a reasonable number of halflings and satyrs here. Sankh's peaceful policies …

  • Coventry

    Coventry Close-Up Map

    NOTE: Also relevant to the nation is the [[Undead Rising | Undead Uprising]] page. A fairly idyllic landscape with …

  • Dambrath

    Known as the "land of the sun" by any who speak of it, Dambrath is also called the nation of second chances. Their open citizenship allowances and their theocratic rule by the servants of Pelor are hard to miss. If you're looking to do anything related …

  • Borovia

    Borovia is a nation of contradictions, seemingly opposite ideas that fight against one another to create a nation that somehow maintains constancy. Perhaps it is fitting, then, that the head of the church of Kord is located here. There's a bit of a …

  • Tethyr

    A nation with the potential for racial problems between elves & dwarves, Tethyr maintains order through a strong mageocracy who rains lightning & fireballs down on any rebellious forces. It's a system that works pretty well. Demographically, it's about …

  • Travailia

    A nation of corrupt governments, extensive criminal networks, and foreign moneys. Contains many major trade routes, many "not at all suspicious little hovels w/ extensive underground storage, and many "totally natural bits of forest high ground …

  • Thay

    !http://images2.wikia.nocookie.net/__cb20130121210819/nwn/images/8/8c/Redwizardandthayanknight-1-.jpg! Known for powerful magics and the red robes of their wizards, the mageocracy of Thay is a fearful place that many other nations have warred with. Many …

  • Farmville

    The farmer/rancher collective known as Farmville is a bit of a contradiction, yet somehow it survives (and even... thrives?). They are a nation of hard-workers, with numerous assets (food) that are desirable to all... yet they have no military. They …

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