Chronicles of Gaia
The Modern World
This page provides an overview of the major countries and features of the world. When I can figure out how to make a decent map of the world, this will all make more sense.
Please note that there is far more information about the various places and countries than is listed below; the information below reflects only what nearly any player character would already know about the world.
And, like usual, I’m still working on names.
The United Kingdoms of Celtibrea
(This is where the party-based adventure will begin, hence more info than the others)
Celtibrea for short, this island is located in the North-western section of the known world. Divided into an array of small regions called tuaths, each tuath was once its own independent kingdom. The continual warring between those tuaths left Celtibrea open to frequent raids from the Nords in the north, culminating in their capture and settling of the northern tuaths. That was, until St. Brian Boru – now Patron Saint of Celtibrea – united the kingdoms and expelled the invaders. Since then, each tuath still maintains its own king, called a Ri, but from amongst their ranks a High King or Queen is selected, who has final veto power and rule over the council of Ris.
Celtibrea is perhaps the most racially diverse nation on Gaia, and is home to nearly every known race and sub-race of Man.
Celtibrea’s chief exports are a variety of ales and meads, as well as barley, flour, wheat, and potatoes. Chief livestock is sheep and cattle. It is also home to some of the richest veins of precious stones, and produces a variety of fine crafts from its well-established Dwarven, Gnomish, and Elven kingdoms.
Culturally, most people dress in kilts, and there are different tartans – colors and patterns – for each tuath. There are also tartans associated with the different triads which clergy will often where in place of their tuath tartan. Hard work is praised, but so is joyous festivity, and there are more festivals and holidays celebrated in Celtibrea than in any other nation. The bardic crafts are held in high esteem, but even more so for those bards who specialize in the telling of stories and legends. The pursuit of the arcane arts is considered a perfectly acceptable path in life, and religion is dominated by the Old Ways. Sorcerers are viewed with some degree of suspicion, though more for the conjured thoughts of Nordic enemies than for their shared bloodline with Dragons.
The city of Darren, a port city on the southeastern portion of the island, is one of the largest cities in Celtibrea. It’s Temple of Knowledge contains the grandest bardic college in the world, and its library and museum house an expansive selection, drawing a great many tourists from among the wealthier classes.
Citizens of Celtibrea are known as Celts, and although the language has been forgotten to most of its residents, the traditional tongue of the island is Celtic, which uses the common alphabet.
Located in the frigid north, the Nordlands is a large mountainous region predominately populated by half-dwarves. It is because of this great population that many half-dwarves are called Nords, even if they do not hail from this land.
Politically, the region is predominately tribal, with the various tribes of Nords vying for power. They are (probably not surprisingly) largely analogous to ancient vikings, and they frequently launch raids on Celtibrea and attack various trade vessels in the sea.
On a map, the region is clearly shaped similar to that of a dragon, and dragons are important to Nordic culture. Sorcerers in particular are held in high esteem, and most tribes are led by a sorcerer who has fully embraced his dragon blood.
The Nords have no real alliance with any of the other nations, although the Kingdom of Kavaleri has tenuous trading agreements with a few tribes.
The Gaulmoore Republic
Once an empire, the Gaulmoore Republic is now the only nation on Gaia with a democratically based government system. Not everyone can vote, however, and there is still a House of Lords, composed of nobility who have equal power as the House of Commons. There is also a provision to promote an individual to dictatorial status in times of great emergency – this was most recently exercised during the Great War, and it worked excellently, with the promoted dictator appropriately stepping down once peace was won.
The Kingdom of Kavaleri
Located between the Labyrinthine and Dragonspine Mountains, sharing a southern border with the Gaulmoore Republic and a northern border with the Nordlands (of which it is sometimes considered a part), the Kingdom of Kavaleri is most renowned for its breeding of horses. The population is predominately human and half-dwarven, with the other races remaining a minority and elves particularly rare. They are the only major nation to maintain trade relations with some of the Nordic tribes.
Located near the coast and between the Republic and Theocracy, the Silverwood Forest is composed of giant trees (with silver colored bark) which some believe have existed since the “first planting.” The population is believed to be entirely elven. The forest is quite magical, and since the end of the Great War the borders to the forest have been closed off, with no one being able to enter, and no reports of elves leaving.
The Southern Theocracy
Seat of the head of Church of Prophecy, this nation is ruled by the Pontifex Maximus of the Church. Temple worship and arcane magic are both strictly prohibited. This also the only major nation to maintain a steady slave trade, as well as gladiatorial arenas, in which many criminals are “judged by the gods” in bloody battle.
Located south of the Nordlands and bordering the Republic, the Labyrinthine Mountains are believed to have been magically cursed and manipulated many years ago. It is home to a variety of terrifying beasts and dragons, but is most known for its population of Minotaurs, strange part-bull part-man beasts standing some 8-9ft tall. The mountains are said to be impossible to navigate, and stories say that none who have entered have ever made it out (“Where, then, do the stories come from?”).
Stretching all the way from the Nordlands down to Devil’s Maw, the Dragonspine Mountains are a parellel mountain range with a great river flowing between them. The western mountains are home to many kingdoms of dwarves, while the eastern mountains are predominately home to many tribes of giants (as well as some goblins and other corrupted races), and the two are locked in seemingly endless war. The river which flows between the mountains is often called the “River of Blood,” or the “Red River” for all the blood which flows into it from these battles. No one has traveled east of the Dragonspine Mountains.
Located east of the Southern Theocracy and at the end of the Dragonspine Mountains, the Devil’s Maw is home to all manner of corrupted races as well as greater undead. Fortunately, these creatures war with each other as much as anyone else, keeping them from becoming as much of a threat as possible.
Of course, that wasn’t the case but 9 years ago, when the corrupted races were united by infernal power and sought to conquer the world. The Great War which resulted eventually led to an Alliance of Nations – the Theocracy, Silverwood Forest, Republic, Kingdom of Kavaleri and United Kingdoms of Celtibrea all joined forces to fight back the corrupted armies. The war lasted for three years, and many thought at the time believed that it was indeed the time of Ragnarok. Eventually, the infernal power uniting the corrupted was broken, and the forces withdrew and disbursed. However, far more of the corrupted races are now living beyond the Devil’s Maw, and the nations of the Alliance have suffered great losses, both in people and finances.
Located south of the Theocracy, this wasteland is scarcely populated by various nomadic tribes. The region has not been thoroughly explored, and no one knows what lies further south. Most incursions into the area are by the Holy Army of the Theocracy, primarily for the purposes of raiding and capturing slaves.
The Great Sea
The Great Sea is technically the entire ocean in the west, although it is typically used to refer to the untamed waters west of Celtibrea. Although the waters close to the nations are relatively free of foul creatures, the deeper waters further west remain “untamed,” and is home to the only Demons not conquered by the Deus. No one, therefore, has any desire to venture far from land, and the ships which have been created are not suited for such travel.