Heroes of the New Day
Alliance of Eastern Nations
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 north, undead to the northeast, and desert horrors from the south, these nine nations decided it made much more sense to band together (for financial stability, combined army strength, resource management, etc.). While each nation maintains its own laws and rulership, there are over-arching rules that govern them all, and borders are open among nations in the Alliance.
The 9 nations that make up the Alliance are as follows. Each nation has a majority of humans in it, with other sizable racial demographics noted individually. Locations can be noted on the continent map by looking at the purple area in the east:
Borovia – Southwesternmost nation; Borovia has a harsh theocratic government and features the head church of Kord, god of battle. Borovia’s capital, Forta, is a mecca for warriors across the world who want to petition Kord for his favor. Borovia is also known for its many prisons and “re-educational work zones”, where prisoners of war are sent to do hard labor until they pledge allegiance to Kord and the Alliance. There is a big facial branding ceremony for converts every 3 months or so, and these newly “recitizened” individuals are allowed to serve as soldiers afterward. Many dragonborn.
Cormyr – Northeasternmost of the nations; the nation of Cormyr also holds “the line” against the Hordelands. Famous for their brotherhood of knights, known as the Purple Dragons, and their code of chivalric honor, which pervades many of the nation’s laws. Their royal family has ruled for the past 20-30 generations, though they’ve done so (arguably) fairly. The Purple Dragon Knights have a level of respect on par with what the Musketeers used to have in the days before The Three Musketeers is set.
Coventry – Southcentral; equal parts mining and farmland, Coventry is the only nation of the nine to allow slavery, which they call “indentured servitude”, though any close examination of the “contracts” will reveal that fulfilment is nigh impossible. Still, they often appoint a few token “completed workers” to minor government positions to show the other laborers that if they just try hard enough, they will succeed. Though the aristocracy is almost entirely human or elvish, the lower ranks include all races, as the Coventry Gentry are known to buy debtors from merchants and money-lenders in many nations as imports.
Dambrath – Southeasternmost of the nations; a long and large nation with an extensive seaboard, Dambrath is best known as a nation of second chances. All races are allowed citizenship here, including Drow. There is a loyalty oath, of course, to the nation and the Sun God, Pelor (Dambrath’s patron), but as the sun rises on all peoples, so does Dambrath allow all peoples to live in peace beneath it. Of course, there are strict death penalties for any who cavort with “darker” forces, but as long as folks are law-abiding, they’ve nothing to fear. The Solar Monastaries are known to have mystics with mental powers, and the fear that “the Church” can read minds also helps to keep any less-reputable races in-line. Being so far to the East, where the sun rises, Dambrath’s Cathedral of the Sun is seen by many as the highest Solar authority, but technically the church of Pelor lacks the organization of Kord’s or Erathis’ churches, so archdioceses are only managed locally, with no worldwide “head” of the church. Still, if there was one, it’d be here, and many Dambrathans assume that it is anyway. Many deva and genasi, as well as a little of everything else.
Kislev – Northern; the smaller nation in the northern corner between Norsca and the Sankh Kingdom. A very mountainous region, the people of this nation are tough. Known for metal ores and seige weaponry construction. Many dwarves & goliaths, as well as inventor-type gnomes. Somewhere beneath some of the more dragon-infested mountains of some part of Kislev lie the ruins of Helmsgard, the once-great Dwarven endeavor.
Norsca – Northeastern; just west of Cormyr, the people of Norsca are a little more savage (Viking parallels), but their barbarians and warriors hold the other half of “the line” with ferocious intensity. Besides humans, many shifters, half-orcs, & some half-elves. Gardmore Abbey is said to lie somewhere on Norscan soil. Many wild nature spirits are said to inhabit these lands, and some shaman and druids will go on “walkabouts” in Norsca to connect to their roots.
Sankh Kingdom – Northernmost of the nations; this land is full of natural resources. The ruling family (the Peacecraft family) cares more for society than for war, and so this nation is much better known for its supplies and diplomatic envoys than for its fighters. Though interesting situations often arise with the many soldiers from other nations who are stationed along their northern borders, and with envoys from nearby Thay & Pax Humana. In addition to Humans, they also sport a reasonable populace of halflings and satyrs.
Tethyr – Central-western; Tethyr (like Ionia) is a nation divided. The massive Spelldeath forest in the west (said to be the resting place of the ruins of Myth Drannor) is surrounded by elvish villages and fey-folk, while the mountainous south is populated by dwarves. However, unlike Ionia, there is no great king to bring the nation together. Instead, the capital city of Saruun features a small earth mote floating above it, upon which is the Fortress of Saruun, which houses the vastly powerful Mages of Saruun, a council of arcanists who rule the country fairly, though strictly.
Travailia – Westernmost nation; bordered on the east by the Sankh Kingdom and Tethyr, the proximity of two great rivers makes Travailia a great shipping port. With nations like Pax Humana and Thay so nearby, as well as the many wild forests in the southern part of the nation, there is a high instance of banditry in Travailia, as well as lots of foreign money interested in shipping through Travalia, and therefore cities are often essentially run by different crime families. Many wilden, hamodryads, and other forest-folk in the border areas near the woods, while the cities are mostly human, with segments of some of the “shadier” races (like shades, shadar-kai, etc). The evil arch-wizard Nhargruul, famous for creating awful spawn by incubating dragon eggs in demonic juices, made his home here years ago.
While not technically part of the Alliance politically, the city-state of Waterdeep, arguably the largest city on the planet, is worth mentioning, as it resides within the physical confines of the Alliance, on the eastern coast between Cormyr & Dambrath.
Located on the northeastern borders of the Cormyr and Norsca, this is a large collection of walls/trenches/magical minefields/towers/sitting armies that holds back the Orcish hordes from the Hordelands to the north. The Great Barrier Peaks (and the dragons that live within them) do a good enough job of keeping large forces out of them, so any sizable army that wants to move (north or south) needs to go through the area known as the Line.
Typically there’s a far south border, which the Alliance always controls, and a far north border (maybe 20 miles to the north), which the Orcs seem to always hold. Most battles happen in-between, as either side fights smaller skirmishes to take or retake smaller tactical points in the “Dark of the Line”. There are occasionally problems with undead in this region, too, as there is always such a fresh supply of bodies, it’s almost too tempting for any passing necromancer to pass up.