The Central Continent
Terathia is the largest and most populated of Asphodel's three continents — a land of contrasts where majestic castles and bustling towns exist alongside desolate ruins and haunted forests. The legacy of the God Wars is omnipresent, with ancient relics and powerful artefacts buried beneath the surface.
The continent spans from the eastern seaboard on the Piranha Gulf to the western coast along the Shattered Coast, encompassing diverse climates and geographical features. Where Morgath negotiates with the wild and Eshara endures the desert, Terathia has built the densest concentration of organised states in the post-Sundering world.
The Dominant Power
Capital: High Seraph. A sprawling feudal state blending ancient Nagarin technology with modern magic, ruled by a feudal monarchy advised by a Council of Technocrats. Eight major cities stretch from coast to coast, though border provinces grow restive.
Maritime Alliance
Capital: Port Sovereign. A dynamic maritime nation of humans and sea elves commanding the Shattered Coast. The Merchant King rules alongside trade lords, and Admiral Thrace Ironwell commands 40+ war galleons.
Dusk Elf Kingdom
Capital: Shadowveil. A secretive kingdom where lush forests transition into the Deepmurk. The Dusk Elves worship Arachnia the Weaver while noble houses compete through intrigue and assassination.
Dragon Realm
Capital: Drakkenhold. Governed by the Council of Scales under High Dragonlord Tyraexis, an ancient bronze dragon. Dragon riders form the most feared aerial forces on the continent.
Dwarven Republic
Capital: Bellforge. Seven cities connected by intricate tunnel networks. The Great Forges produce the finest metalwork on the continent, governed by a Senate and two elected Consuls.
Halfling & Gnome Realm
Capital: Greenhaven. Lush farmlands, enchanted gardens, and clockwork elegance under the Twin Crown Commonwealth of King Milo Greenbottle and Queen Celia Gearspark.
Merchant Republic
12 independent city-states governed by the Council of Thirteen. 340,000 souls bound by trade agreements and mutual defence. Four power factions vie for control in a federation that survives on a knife's edge.
Arcane Territories
87,000 souls across mage towers on ley-line fractures. Sanctum Prime floats as a literal orbiting island. The Council of Archsorcerers governs a region where reality bends to arcane will.
Primal Lands
520,000 orc, giantkin, and tribal humans across sacred forests and highlands. Cultures predating empires by millennia — with ~200,000 warriors organising for war against imperial encroachment.
Centaur & Human Steppe
280,000 centaurs and nomadic humans across 600 leagues of grassland. 70,000 warriors follow ancient migration routes, answering to no fixed authority but the seasonal Council of Khans.
Mining town
Dwarven forgehold
Lakeside village
Trading post
Frontier outpost
Coastal watchtower
Monastery village
Highland shepherds
Naval garrison
Border outpost
Blighted village
Elvish settlement