Introduction
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Contents
The Isle of Pilg, and Surrounding Regions
The Isle of Pilg is a very large island with many states situated thereon. It is surrounded by two main bodies of water, the Pilg Sea to the south and west, and the Blanket Ocean to the north and east.
The Blanket Ocean has some archipelagoes to the north and also in the southeast, but it is barren of land further east, until the Old Continent is found. The Old Continent is where the Pilgs came from, on many ships, a millenium ago, but because of the Tongue Curse, very little is known of that land.
The Pilg Sea and the Ocean near the Isle on the north and east is typically patrolled by the nations on the nearest land. There have been plenty of battles and outright wars over the centuries, and there are certainly pirates in the seas too. The pirates tend to exist more in the south passage, for they often sail from Parry's Haven.
The Isle of Pilg
The Isle of Pilg is home to two major cultural groups: the vast majority of the decendants of the Pilg settlers, and all of the Sokri people. The Pilg formed nations near the coasts, rivers, and on the fertile plains of the Island, while the Sokri were pushed into the hills, forests, and highlands. Despite this differentiation, there has not been a lot of agression between the two peoples, as they each tend to keep to their own realms. Any conflicts are usually the result of battles over forest or other resources; the forests are often home to Sokri, among others, and less mindful Pilgish nations sometimes infringe upon them without regard.
The Sokri4>
South Pilg
A small but wealthy nation north of the South Pilg Gulf, and nestled at the foothills of the Pilg Mountains. Its capital is Berksley. Berksley is the largest city on the island, kept vibrant by the many trade routes that start and end in its central location, and by its large an deep natural port. Goods in Berksley can move relatively easily from here to anywhere on the Isle of Pilg. Because of its nature as a center of trade, South Pilg residents are of all races and backgrounds. Both inside and outside of Berksley one can find Humans (Sokri and Pilg), Halflings, Elves, Half-Elves, Dwarves, Gnomes, and even a few Half-Orcs.
Cities and Towns: Berksley (Capital), Marshtown
Middleground
A quiet farming and fishing nation jutting out between the Pilg Sea and the South Pilg Gulf. Middleground consists mostly of Human and Halfling settlements. Their sailors are known for their reliability, their farmers for their honesty, and their fisherman for their cheer.
Sondia
Sondia is a healthy nation, having a combination of farming, fishing and mining of valuable metals and minerals. Like its southern neighbor, Middleground, its populace consists mostly of Humans and Halflings.
Haria
Haria is a strong fishing and sailing nation, but it is also known for its fine marble and pure silver. This kingdom is known for being unfriendly to outsiders - visitors usually have restricted movement, if they are allowed in at all.
West Ombra
This kingdom has been in seemingly constant war with North Ombra for over five hundred years. This continual militancy makes it difficult for West Ombra to thrive, but West Ombran mercenaries are numerous, and they are known to send a good portion of their earnings home. In addition, it is known for its ability to produce good weapons cheaply.
North Ombra
As with West Ombra, North Ombra's continuing war with its southern neighbour has given it a mixed economy consisting of wartime exports such as armor and steel, while requiring imports of food, especially livestock. Their relationship with West Ombra is a complex one, as their royal families intermarry during periods of peace.
Eastwood Landing
Armarell
The United Agric Kingdoms
Forsland
Portland
The Pilg Shires
Home to the Shirelings (Halflings) who are of Pilgish origin, the decendants of the Halfling Pilgrims.
Draggar Highlands
Famous for their nomadic Draggar people and their wild horses. The Draggars raise and train these horses for export, and are unmatched in horsemanship anywhere in the region. The Great Rift splits the high plains in two, and this is the famous and holy location where Thor Kroft banished Lu from the heavens for 1111 years.
This small kingdom is home to the famous Knights of Light. The capital, Castle Corona is surrounded by nine Dukedoms which together protect the queen, the capital and the populace.
Cambricon
This Kingdom of Cambricon (formerly Lead River) is a young nation, having replaced the insular Lead River in 1175. The new Kingdom is more open, and is known for its Emissaries and Tattersall Knights with their fine horses. The lands of the Kingdom have been expanding recently, and now include the east coast of the South Pilg Gulf from Split River in the north to the marshes in the south. In fact, they have started converting the marshes into arable land for their growing noble classes.
The Mainlands
The Mainlands also house some of the Pilgs from the great pilgrimage of a millenium ago as well as the people from before it. The divisions are different than on the Isle of Pilg, however, with the Pilgs occupying Parry's Haven and Acadamia and the rest occupying their own lands. This includes the indigenous Orc population, which have their own nation, Orsania.
Thus, the Original Mainlanders, or Dzaakri, consist of the Orcs, the Pqaari, the Drazi, the River Peoples and the Wild Peoples. Note that these are mostly Pilgish names for these peoples.
The Titanwall Mountains
Parry's Haven
Acadamia is a Pilg-settled nation known mainly for its university. The university is the largest, the best known and the best regarded institute of higher education in the known world. Wealthy nobles and merchants from most areas of the Isle of Pilg send their teenaged children here for the best education available. This is the nation's only significant trade service, and their entire nation is structured around it.
Geographically, the country is surrounded by mountains on the east, south, and west, and by the Pilg Sea in the north. Technically, the southern forest is controlled by the Taureaond Elves, and this Elven nation stretches westward, through the River Range, into the hills to the west of those mountains. The land increases in altitude the further south you go, but the plains are fertile and well farmed. The nation also has a strong fishing industry, but both fishing and farming serve only the nation, with few exports of these commodities.
The River Peoples
Drazia
Orsania
Otarell
Pqaari
Minglegnomes
Hoklin
Salkell
The Wild Peoples