Government(s): City-states with factional influences
Description: The desolate deserts of Aztakh are no paradise, but a paradise of the mind can be found, if one looks hard enough and has the coin. Aztakh was the Empire's foremost supplier of mind altering goods, including sitmulants like coffee and various psychedelic drugs. Though it was once one of the largest territories by square mile, the true civilization in the region is quite small. It is confined to a series of villages and cities near the Sea coast and edge of the Sunken Sea. Legends speak of former dwellings deep in the desert, holding treasures and relics of great value but few are willing to enter the dangerous landscape. Aztakh no longer has a central governing body, having collapsed back into various city-states. Organizations such as the Dervishs of Selarh and the Momoti Priesthood do hold a tremendous amount of influence across the numerous states. A number of religious leaders have advocated a unification and aggressive expansion of Aztakh culture, but so far such movements have not gained enough ground to be feasible.
Exported Trade Goods: Spices, Salt, Coffee, Drugs, Dyes
Government(s): Council of Slavers
Description: With a basin fed by the Boli River the region of Baboli is a welcome reprieve from the harshness of the Southern Ceraan Sea deserts. The fertile lands around the river support a large grain trade, so much that many of the largest cities in the Ceraan Sea region would starve without Babolian wheat. In order to harvest the foodstuffs there is a large slave trade in place, and though slavery is harsh in every region it exists, it is considered the worst in Baboli. Legions of slaves of bred to work the fields, and those not fit to do so are often sold as slave servants wherever they can be sold. Two distince ethnic groups of humans exist, the very dark skinned Manoi whose ancestors migrated from the far South and the lighter skinned Bolowi. The two cultures live in relative harmony though there is a sentiment of disdain for some Manoi, who are seen as unwanted immigrants by the most conservative Bolowi. Baboli has seen difficulty in recent years from the growing number of monstrous humanoid tribes taking deathly vengeance on the Babolians for the years of slavery experienced currently and in the past. Baboli is ruled over by a council of slavers, who enforce and forge the laws of the land. The constant goal of this council is to bring in more gold.
Exported Trade Goods: Grain, Salt, Spices, Linen, Slaves, Dyes
Government(s): Feudalism with Hereditary Monarchy
Description: A land of noble lords and ladies, Berneesia is now a sovereign kingdom head by King Machel IV after the coronation of the Imperial overseer many decades ago. A feudal society with various lords ruling over several areas keeps the hierarchy of rule maintained. Fertile lands for grapes, olives, and livestock keeps the people fed and complacent and the mines provide riches for the landowners. Since there are few iron veins in the region, well smithed armaments are for the use of noble families as they are the only ones who can afford them. Monstrous threats from the far North threaten normal lives of people and the wheels-within-wheels plotting of nobles seeking more power and the throne of Berneesia itself may bring the entire nation to war one day. That day may come sooner than even the wise suspect, as more suspect forces are at play in the royal courts. The concerns of landed nobles, claims, rights, and maintaining the realm has kept Berneesia from taking a more active role in the larger political stage of the Ceraan Sea region.
Exported Trade Goods: Gold, Silver, Copper, Tin, Livestock, Wine, Oils
Government(s): City-state regions
Description: It is said that every ship in the old Imperial Navy was built on the dry-docks of Galacia. Shipbuilding is not only a profession in Galacia, it is a point of pride. The best shipwrights in the known world work in the busy cities of this territory. Like Sopojham, Galacia is in a prime location for trade and has a definite advantage in projecting naval supremacy. The political entities of Galacia are a loose confederation of city regions. Galacia's different culture groups are based on the major city region a person hails from. There is no sense of national unity except to protect Galacia from external threats. As a result, competing cities often sabotage one another's trading opportunities. For foreigners, seeing a Galacian ship on the sea could mean anything. If trade markets are stable, one may find a helpful ally, if Galacia's trade prospects are in peril, the ally may quickly become a pirate looking to seize cargo.
Exported Trade Goods: Ships, Pottery, Textiles, Wine, Silver
Government(s): City-states with factional influences
Description: Once the Ceraan Sea's greatest home of magical research and magical arts, the region today is a shadow of its former glory. Once, the land was dotted with various magical academies and facilities. Magical artifacts of many kinds were produced and improved here. With the greatest concentration of power magic-users in the Ceraan Sea region, it posed one of the greatest threats to the growing Empire. During the Supremacy Wars, Feltharos engaged in wizardly warfare of degrees never seen before. The lights of the destructive magic would be seen from Salemha and Chaktau. In the end, the coalition of Janpouri sorcerers failed and where many magical establishments once existed there was now the Sunken Sea. What started as a salt water body created by Ceraan Sea water falling into a crater has now become a fresh water sea, thanks to the actions of a few remaining magic-users sworn to Emperor. Most life in Janpoura now centers on the resources of the Sunken Sea, reliant on the not-forgotten creation of papyrus scrolls and beautiful glassware to stay relavent in trade. Many magic-users come to Janpoura to find old magical artifacts from the days of old or attempt to rekindle the academic golden age. There is no single governing body but the rivaling up-start magical schools.
Exported Trade Goods: Spices, Papayrus, Magical Artifacts, Glassware
Government(s): Military Dictatorship with Emperor-in-Name
Description: The Imperial Province was once considered to be overseen by the God-Emperor himself but this task was routinely delegated to a Vizier. These lands included the Chaktau Peninsula on which the Capital was built, the surrounding lands, and several islands in the Ceraan Sea which served as remote Naval fortresses. The location for the Imperial Province was chosen due to its central location in the larger region, and was relatively easy to bend to the will of Feltharos. The most tributes and monuments dedicated to the missing God-Emperor can be found in this region. Since the Empire crumbled, the importance of this territory has drastically fallen. No longer is it the major importer it once was as the hub of an empire, but the populous manages a living. The importance of the Capital and the Spire still holds strong in many people's eyes. Holding these lands can give an air of legitimacy to any would-be Emperor. A man named Kroknell believed this, and with his private army conquered most of the Imperial Province. He has installed himself in the Spire and named himself Emperor. Though the other territories have largely ignored his proclamation, Kroknell's power is slowly growing. Citizens of Vornlend, Rivlend, and Mayagar all whisper worries of a possible invasion. When or if Kroknell will strike these lands are anyone's guess.
Adjective: (Officially) Imperial, (Natively) Chaktauan, (Foreign) Feltharon
Demonym: (Officially) Imperials, (Natively) Chaktauans, (Foreign) Feltharons
Exported Trade Goods: No major exports, primarily a destination of imports.
Government(s): City-states and several warlord fiefs
Description: The territory of Mayagar is named for the cultures that exist there. The Mayarn, a culture of Dwarves, has inhabited the mountains longer than history can count and the Agras, a culture of humans, are descendants of migrate nomads from the Southwest that settle in the open fields and forsted in Southern Mayagar. Rich in natural resources, Mayagar is a relatively self sufficent land. The Mayarn and Agras work together, the dwarves in the mines and the humans tending livestock and lumberjacking. A large part of Mayagar is currently under the yoke of a warlord named Danawer, who has been utilizing mounted archers and cavalry to quickly subjugate cities and towns. Various dwarven clans have opposed Danawer but an equal amount has forged a non-aggressive trade agreement. The territory is on the cusp of all out warfare in the human lands, as opposing warlords and more altruistic alliances hope to stifle Danawer's expansion. All the while, creatures deep in the mountains stir and awaken to bring even more turmoil to the region.
Exported Trade Goods: Horses, Livestock, Silver, Iron, Copper, Tin, Timber
Government(s): City-states with several Oligarchies/Theocracies
Description: Over half of the varied religions of the Ceraan Sea region originate in the wasteland of Salemha. Whether by the slow branching evolution of a few religions or perhaps a godly convergance zone, many religious individuals see Salemha has a sacred land. Many clerics make pilgrimages here annually to pay respects to the numerous religious landmarks. Holy artifacts are known to be found here, though the relgious order they 'should' belong to may look down upon the sacrilege of looting. Many religious orders' headquarters exist in this land, but the more militant ones find themselves in sectarian wars often. Some believe the reason why the land is so barren is that the soil has been soaked in the blood of innocent believers of differing religions. During the Empire's reign, all religions were made second to the Imperial worship, and when the God-Emperor vanished Salemha was one of the first territories to break free of the Imperial yoke. The vast wastelands further west are home to nomadic tribes that periodically muster the courage to raid the zealous citizens.
Exported Trade Goods: Olives and Oils, Religious Artifacts, Horses
Government(s): Elective (and Hereditary) Monarchy with Raja
Description: An area benefiting from one of the few fertile lands strips of the Southern Ceraan Sea region, the land of Sopojham is a rich trading land welcoming of most foreigners. After the fall of the Empire Sopojham managed to remain a consolidated state, ruled over by a Raja descended from the old overseer. Access to the sea and the Endless Ocean enables Sopojhami traders to sail far and wide, including the jungles far south of the Ceraan Sea. The threats to Sopojhami power come from the pirates that sail the Endless Ocean, trade disputs with Galacia, and the raiding mountain barbarians from the Ganden Mountain Range to the west. The Rajas of Sopojham do not tend to last long before assassination. The various political and religious factions are in constant shadow wars with one another, though done best to avoid disrupting trade. Today the current Raja is Vanyaravvar ul Haz, but in fear for his own life, spends his days hiding away on the Palace Island off the east coast. In practice, his sister Ranvanarra ul Haz is the true governing figure of the Rajadom. Sopojham retains are strong slave trade, both monstrous humanoid or otherwise.
Exported Trade Goods: Silk, Cloth, Ivory, Precious Stones, Spices, Slaves
Government(s): City-states and Elvish domains
Description: The numerous rivers located here give the territory its name. Like Vornlend, it is a land of humans, dwarves, and elves. Originally it was primarily an Elven land, until during the Suprmeacy Wars split factions of Elves tore themselves asunder. Humans have largely made up the difference since then, and the remaining Elves resent every human born in 'their lands'. The Elves are currently split between two groups, the Telena, whom chose to fight against Feltharos centuries past, and the Seltana, whom sided with Feltharos in an effort to save their homeland. Due to the wars, many Telenan homesteads were destroyed leaving the Telena transient and suffering from the population loss of the war. The Seltana have retained their holdings, even after the Empire faded. Many of the Elves who fought in the conflict are still alive today, so an unspoken hatred exists between the two elvish factions. Both oppose the expanding human realms but are too divided to stop the rapid growth of human cities and towns. Other than the loose Elvish polities, there are no other large governing bodies. Ambitious humans have had ideas of forging new kingdoms here, but none have been successful so far. Far more than elves lurk the forests and fields of Rivlend.
Adjective: (Officially/Foreign) Rivlender, (Natively) Rivvish
Demonym: (Officially/Foreign) Rivlenders, (Natively) Rivvish
Exported Trade Goods: Horses, Tin, Honey, Timber, Beer, Preserved Meats, Furs, Finely Crafted Armaments
Government(s): City-states and Elective Jarldoms
Description: A land of tall mountains, dark forests, and deep lakes, Vornlend is a territory with just as much potential for greatness as it does horror. Home to the hardy human Vornlenders (or Vornish as they prefer) and several groups of dwarves and elves, Vornlend is ripe with resources. Mining, trapping for durs, and logging are all common jobs for a citizen. The smiths, no matter the race, craft the sharpest, most durable weapons in the Ceraan Sea region. A Vornish steel blade has no peer except those enchanted with magic, and such a blade with magic infused in it is truly a weapon to behold. Following the vanishing of the God-Emperor, a coalition of humans, dwarves, and elves rebelled against their overseer and invaded the Imperial Province through mountain passages, soundly defeating a number of disorganized Imperial troops. After solidifying their independence, the mountain passages were sealed, and the coalition dispersed. Today, petty jarldoms are the largest polities in Vornlend. The different races are happy to seclude themselves from each other but cooperation and acceptance are not out of the ordinary. This is perhaps to the advantage of the other regions of the Ceraan Sea. Should Vornlend ever truly unite, they would have a tremendous weapon and armor advantage over any adversary, and would be able to forge some new empire in the old's place. Some of the Jarls in the region are looking to expand their holdings but there are no major campaigns in motion. The forests and mountains throughout the land contain dangers enough to contend with.
Adjective: (Officially/Foreign) Vornlender, (Natively) Vornish
Demonym: (Officially/Foreign) Vornlenders, (Natively) Vornish
Exported Trade Goods: Gold, Silver, Iron, Timber, Furs, Finely Crafted Armament