Swashbuckling and derring-do: that's what comes to my mind when I think of Faem. From ancient adventurers to well-meaning soldiers, this world is nothing if not interesting. Most worlds' original gods practically spawn from the energy of their respective fragments, but Faem took a while to get going in that regard. Hells, you even had people going around calling themselves "Godstriders"! Too funny, if you ask me.
Alas, as much as I'd love to sit here and ramble for another few pages, I think it's best if I actually start detailing what makes the world of Faem so special so that you, my fellow planeshunters and scapers, can be prepared when you make the jump to this watery world. I hope that my own understanding of this world and its history inspires you as much as it does me.
Hope you packed a swimsuit!
With exultation,
Tael
P.S. This guide has been updated as of 1134 NM (the last time I visited), so expect things to be up-to-date 'til then!
Faem is notable for its surface that is predominantly water. Most of the population lives north of the equator, something only possible thanks to the unusually temperate climate of the entire world. Colder climates are almost entirely focused around the north and southern poles, or deep below the ocean surface. Life is present and flourishing on all landmasses of the northern hemisphere, although the most populated of all is the northeastern landmass Canara.
Northern Hemisphere of Faem, circa -8983 N.M (1017 M.E.)
Faem's geography is fascinating because of the underwater masses that hide below. Throughout different times in Faem's history, new landmasses have arisen or even sunken thanks to the actions of its godly inhabitants and other bizarre means. For example: the continent of Ruim was raised during the Dark Period by Asmodeus, allowing free passage from the Hells to the Material Plane and vice versa. Even in the modern day, Ruim remains a scorched continent that sits almost directly in the middle of the world, a stark reminder of the dangers of allowing fiends to cohabitate with mortals.
Faem, circa 1135 N.M. (101135 M.E.)
In recent years the gods have quieted down and allowed for Faem to flourish, as the ecology of the world had reached a new balance. While still active, they are no longer moving continents or declaring territory like they once did during the Dark Period. Faem is benefitting from unprecedented connection in modern times, thanks in part to political movements and revolutions that have culminated in a much more unified world. Even in other worlds with more connected landmasses, you do not see the kind of collaboration that is present on Faem.
Mereth is a standout of course, remaining closed off to outsiders as it has throughout most of the last millennium. The unusual cold that is present only in the mountains of Mereth surely propagates this policy, making the magical haven an oddity, especially with its close proximity to Canara.
0 ME
The Material Emergence
causes the creation of the Material Plane of the Realms of Hiwa, named Faem in remembrance of what came before.
1017 ME
Origin Gods Ascend
when the Godstriders ascended to godhood, helping to create and establish the new growing pantheon of Faeman gods.
1017 - 6000 ME
The Age of Ascension
marks when Godstriders roam the world in search of divine energy known as vestiture. Some ascend to godhood while others remain mortal. Worship becomes commonplace.
6000 - 10000 ME
The Dark Period
rears its ugly head on the world of Faem. Gods both old and new flex their powers and change the world as they see fit.
0 NM
New Materia
becomes the new nomenclature for the start of a new era on Faem. The Dark Period has ended and the gods have gone to the Outer Planes to watch from afar.
7 NM
Canara Unifies
as a single nation after thousands of years of being separate societies. Starting as a simple monarchy, the Kanaras Dynasty ensures peace and equality in its lands.
72 NM
Vicaria is Settled
by the Silversuns, ushering in a new age of majesty and glory.
80 - 98 NM
The Undersea Civil War
shatters the unified Undersea back into dozens of disparate kingdoms and elderdoms, leaving the Prasa Dynasty without dominion after thousands of years.
101 NM
Noble Houses Claim Venetië
in a move to consolidate power among those "chosen by the gods", i.e. Aasimar families left behind after the Dark Period.
299 NM
Edison Declares Sovereignty
as its own unified kingdom after hundreds of years of infighting. The Blossom Family is forced to Under Island and given dominion over the poor.
342 - 344 NM
The Undersea Reunifies
under the leadership of the Rextide Dynasty as a campaign of intimidation is waged on states that refuse to conform.
498 - 848 NM
The Age of Pirates
kicks off with the founding of "Outlaw Territory" in the southeastern reaches of the Destiny Ocean. An era of terror and piracy halts economic progress for hundreds of years.
848 NM
The Pirate Code is Founded
by Shadowbeard, one of the Four Pirate Lords. The Unknowable is defeated and disappears, ushering in a new era of genteel piracy.
935 - 958 NM
The Canaran-Undersea War
is waged by King Rextide V of Moltis against King Fulworth II of Canara in a bloody campaign that sees no gain from either side.
958 NM
Wetside is Destroyed
when the Archdevil Ormun fights the Harbingers. Ormun is thought to be sealed to the Hells and the Harbingers disappear to separate parts of Faem.
958 - 988 NM
The Canaran Revolution
begins as Novus Gulduron-- the former leader of the Harbingers-- builds an army to takeover Canara.
988 NM
The Forever Era Begins
in Canara as Gulduron takes over as "The Forever King", executing the entire Fulworth family and enacting an age of imperialism under the guise of the Republic of Canara.
991 NM
Vicaria Falls
to the Cult of Antiochus in a coup that almost no one saw coming. Nekran worshipers identifying by the name of "House Darkrest" take over the island nation and kill all they can.
1023 NM
Firegate Prison is Opened
and Canara uses it to house political prisoners and pirates. It quickly gains a reputation for being inescapable-- and deadly.
1066 NM
Delphius Dies
on the island of Desirae, hidden away with the compass of his old lover.
1101 NM
Shadowbeard Reappears
after being thought dead for 250 years. He pilots The Redeemer and trains a new generation of genteel pirates before again disappearing.
1112 NM
The Nightbreeze Pirates
form in a tavern in Bantam's Cove on Canara. They initially embark on a pirating adventure before realizing their true calling.
1113 NM
Vicaria is Liberated
by the Nightbreeze Pirates thanks to Eridus Sunweaver, who reclaims his name and destroys the Nekramos alongside Sylwarin Silversun, who becomes king.
1114 NM
The Pirate Revolution
led by the Nightbreeze and Granbury Pirates sees the end of the Forever Era and the deposing of the Forever King. The Archdevil Ormun is finally permanently sealed to the Hells. Meril the Invisible takes over as king and reinstitutes a monarchal republic.
1114 NM
Hole in the Sea Reappears
for the first time in hundreds of years, causing the disappearance of an entire ship of adventurers and refugees.
1120 NM
Upheaval in Outlaw Territory
happens when an ethereal green-gray hand reach down from the heavens and scoop up 6 islands, transporting them and their occupants into the Astral Plane.
1121 NM
The Broken Isles Unify
and announce their sovereignty, attempting a democracy in the historically beastfolk-populated islands
1123 NM
Venetië Reforms
after being nearly destroyed by Canara during the Forever Era. The noble houses slowly return and begin long-winded discussions with the new Canaran government about annexation.
1127 NM
Edison is Taken Over
by the Blossom Dynasty, instituting Boss Blossom as the new king.
1131 NM
Mereth Remains Closed
via an announcement from their mysterious leadership. They refuse to trade or traffic with any other nations within the Destiny Ocean.
1132 NM
Outlaw Territory Becomes Midway
under the leadership of Magistrate Gryffon. The oceans and lands to the south offer a prospect of new adventure and Midway gives respite to those willing to seek it.
1134 NM
Hole in the Sea Reappears
after 20 years. Adventurers prepare to make their mark on history in pursuit of this mysterious force.
Canara is known for its great plains and tall mountains, as well as its numerous bustling ports. Considered throughout much of history as the cultural center of Faem, Canara has gone through its fair share of societal upheaval in its time. While always going by the Common name of "Canara" as a continent, it only just became one unified nation in 7 NM (10,007 ME).
Canara has been a kingdom of some form or another for most of its existence with a stint as an imperialist autocracy during the Forever Era (988 NM - 1114 NM). Recently, it has returned to its model as a kingdom, although there are murmurs that it is heading in the direction of a constitutional republic.
What to Know for your Background
Canara is famed for its racial diversity and rich culture. All races can be found in Canara, although beastfolk are less prominent and Undersea races tend to still avoid it.
Canara has recently finished rebuilding after the Pirate Revolution of 1114 NM, but it's running in pretty good shape considering how turbulent the last 20 years could have been. Many people from Canara seem pretty hopeful for the future, and rightfully so.
Major Locations
Caelum
The capital city on the southwestern coast of Canara and where the Court conducts its duties. It is nestled just below the Lillian Mountains. Caelum is surprisingly small for its importance thanks to the regressive policies of the Forever King, so most people that live here are merchants, dockworkers, nobles, or grifters.
Allport
Located on the southeastern shore and completely separated from the rest of Canara thanks to the Alnoratic Mountain Range, Allport is notable for its completely insulated culture. Despite the harsh rule of the Forever King, Allport was able to retain its identity and serve as a haven for many outlaws and pirates who operated right under the noses of the Navy. Originally built out of the landed wreckage of the pirate ship "The Portfamous", Allport is a clustered port town with buildings so closely packed together that the only way to find new space is to build up, forming an impressive shanty-like network of bridges that forms a dozen levels of shops, inns, and other revelry. Allport is also home to the notorious Darkport, a large Underdark village located beneath Allport that houses smugglers and pirates galore.
Pygmalia
Built into the east side of the northern Adriatic Mountains, Pygmalia is famed for being the only dwarven society in Canara. Pygmalia is said to predate even Caelum, serving as the origin of many dwarves of Faem. It is a sprawling city that is mostly housed within the mountains themselves, leaving a lot of its intricacies up to speculation.
Sessilin
Bordering Pygmalia directly to the east, Sessilin is a city focused mostly on cattle ranching and farming. Although rural, the city's close relationship with Pygmalia and its bounteous resources has given rise to a new noble class, albeit one that tends to cows and sheep more than they do the courts.
Nix
Located just northeast of the Adriatic Mountains, Nix is famed for being the first-settled city by Merethi explorers during the Dark Period. Nix is located in the coldest climate on Canara, forced to endure a perpetual winter normally only known by those in northern Mereth. While the city is comprised mostly of elves, other races do still live and work here. The city council of Nix is rumored to be the only ones in the world with direct contact to the Merethi aristocracy.
Featherbrook
Nestled to the east of Caelum and just off the shore is a city-sized island known by the name of Featherbrook, an ancient city once inhabited by giants. There is a sizable goliath and firbolg population due to this, but people of all races live on Featherbrook. Featherbrook was not officially annexed by Canara until 887 NM during the reign of the Fulworth Dynasty, meaning that much of its culture is still very influenced by the giants that once lived there.
Latis
Located just north of the ruins of Wetside and south of the Mangoran Forest, Latis is an aspiring metropolis with the only notable Triton population in all of Canara. While most of the city is still land races, a small sect of Tritons has made Latis their home in an attempt to normalize coexistence between their people and those of Canara. Thanks to their influence ever since they settled in Latis after the Pirate Revolution of 1114 NM, Latis has been known to engage in Persanan festivals and other religious symbolism that has become almost as iconic for the city itself as it is for the Undersea people that live there.
Neptul
Once a small port town, Neptul has grown drastically since King Meril and the Council took over Canara. Public funding in the interest of removing Caelum and Allport's monopoly on trade has helped give rise to this new hub nestled in the central bay. Except for Allport, Neptul is the most diverse city in all of Canara and even boasts a new adventuring guild for those wishing to delve into the Black Sea.
Governmental Structure
Canara is currently a monarchic republic, each major city being represented by one person who serves on the Council. The Council defers to the king.
King
Meril the Invincible (human man)
Council
Reuben Price of Allport (human man)
Gallad Leatherbraid of Pygmalia (dwarf man)
Con Roric of Sessilin (tiefling man)
Ashryn Kellar of Nix (elf woman)
Jay Ferrin of Featherbrook (half-goliath woman)
Sunyn Latisath of Latis (triton woman)
Gryffon Armander, Governor of Midway (pandafolk man)
Races of Canara
All races live in Canara in some capacity, with the exception of a few monster races. If you're wondering if your chosen race lives in Canara, ask your DM!
Vicaria has a very special identity within Faem. Much of its history is occluded in shadows (until Descent, at least). It is a hilly landmass with enough room for its separate houses to claim dominion over specific areas of it, although they all tend to work together in the interest of the kingdom's success.
Originally formed as a kingdom in 72 NM by the Silversuns, Vicaria has gone through a lot of change. Nowadays, it is a growing society still trying to recoup its losses from the 122-year reign of Antiochus Darkrest. King Silversun and his Wardens keep the peace and seek to bring Vicaria back to its former glory.
What to Know for your Background
Vicaria has been a monarchy since its founding, but its governmental structure has been turbulent to say the least. Many races live on the island nation, but it is not the diverse culture it once was. While those such as Eridus Sunweaver are trying to encourage its former diversity, it is slow-going. Having only been a full-fledged nation again for 21 years, it is expected that there would be growing pains.
Major Locations
East Crest
Typically the city with the most wealth and historically the Capital of Vicaria. Compared to the rest of the island nation, East Crest was once a metropolis. Even nowadays the city is impressive and houses a majority of Vicaria's growing population. The Hand of the King (typically a Sunweaver) has the official title of "ruler" of this city while the king tends to the entire island.
Castle Silversun
Housing the Vicarian Throne and the royal family's historic (and oft rebuilt) home, Castle Silversun is an island inset within the southern half of Vicaria. It houses the Silversun royal family and is where many important strategic decisions are made. Each time the castle was rebuilt it was built on top of the one before it, supposedly leaving a massive and ancient tunnel network beneath the island that was rediscovered during The Fall.
Sunken City
A small island originally sequestering House Sunweaver, it is now used for the housing of refugees in addition to Sunweavers. The Sunken City is also home to The Tower, a monolithic marvel that houses dozens of floors for the purpose of worship, training, bunking, and whatever else it could be needed for in the upbringing of strong Sunweaver soldiers... or at least, it used to be. Nowadays, The Tower is just whatever it needs to be for whoever needs it, although the Sunweavers still do use it for training.
Stonebreaker Valley
Scragport is the main draw of Stonebreaker Valley, where many refugees and different races of people gather and trade. It has also become the main port of Vicaria since the refounding of the nation. Stonebreaker Valley as a whole is relatively rough and desolate, but the orcs under House Stonebreaker are sure to accommodate visitors and lead them through the pass to the rest of Vicaria. Breaker Ridge houses the main tent city of House Stonebreaker, where Karthstagg Stonebreaker normally lives when not attending to his duties as Warden. Breaker Ridge has an entrance to the Vicarian Undercity, where remnants of Houses Silversun and Sunweaver hid away during and after the Fall.
Northwatch
Typically serving as the seat of the Warden of the North, Northwatch originally served as a guard against the orcs of Stonebreaker Valley. Since the orcs were welcomed as true sons of Vicaria, however, the relatively new and hardy castle on Northwatch now serves as a sentinel against any northern foes, be that Canara or anywhere else.
Castle Vella
Home to the infamous House Vella, Castle Vella rests on the most fertile of all Vicaria's farmland. The Vellas' positioning in the richest lands quickly led to them becoming the richest house, their house head usually serving as Master of Coin for the government and military of Vicaria.
Vicarian Mages College
Currently in the process of rebuilding after it was completely destroyed during the Darkrest occupation, the Vicarian Mages College was once a grand intellectual hub for Vicaria, inviting in aspiring mages and knowledge seekers from all across the Destiny Ocean. The hope for its revival is high.
Storm Ridge
Typically serving as the seat for the Warden of the West, Storm Ridge is a plateau that houses the Storm Castle, the ancestral home of House Stormbreaker. It's strategic position directly to the south of Stonebreaker Valley once caused it to be a bastion against the orcs. Nowadays, it serves primarily as support for Northwatch after House Stormbreaker was decimated.
Iron Ridge
A cliffside city serving as the home to House Gabrakan, Iron Ridge is a self-sustaining wonder. Full of uncharacteristic iron and machinery, Iron Ridge supplies the entire island's armaments, ships, and whatever else is needed. Blacksmiths from all over used to flock to Iron Ridge to train under the masters of House Gabrakan, but nowadays it is much more insulated as it works directly for the crown.
Island of Darkrest
Mysterious in nature and somehow larger from the inside than from the outside, this island houses a magical forest that is rumored to have been cursed by Nekran himself. Not much is known about this island, as it is entirely avoided by modern Vicarians.
Governmental Structure
Vicaria is a stratocratic monarchy, most of its power being consolidated by the ruling monarch. However, many of the island's day-to-day life and national structure is controlled by the military leaders known as the Order of Wardens. The king or queen always has the last say but will often confer with their Wardens.
King
Sylwarin Silversun (high elf man)
Wardens
Eridus Sunweaver, Hand of the King & Warden of the North (wood elf man)
Karthstagg Stonebreaker, Warden of the West (orc man)
Atticus Vella, Warden of the South (half-elf man)
Harper Sunweaver, Warden of the East (high elf woman)
Houses
Silversun
Sunweaver
Vella
Stonebreaker
Gabrakan
Krieg
Stormbreaker
Darkrest
Races of Vicaria
While Vicaria was once very diverse and home to many races, nowadays it mainly houses the following races. As always, ask your DM for guidance if you wish to play a character of another race from Vicaria.
Elves & Half-elves
Humans
Orcs & Half-orcs
Dwarves
Drow
Gnomes
Venetië was once the cultural and economic hub of the central Destiny Ocean, but the Canaran occupation during the Forever Era very much slowed it down. While only a city-state and never its own sovereign nation, Venetië was rich in exports thanks to each of its noble houses' specializations. Much of Venetië's uniqueness comes from its inhabitants, as most of the population of Shordini is actually Aasimar.
During the Dark Period many lesser celestials copulated like rabbits, causing the Aasimar population to explode. Once the celestials and gods left Faem, their Aasimar progeny were left behind. While some retained an amount of godliness in the form of wings, most Aasimar in this era looked mortal in every way except for the patterns on their skin and their glowing eyes. These wingless Aasimar came together and settled the islands of Venetië soon after, forming into 18 separate houses and declaring it their own.
What to Know for your Background
Major Locations
Sardinië
The main landmass of Venetië is the island of Sardinië, known for its beautiful beaches and intimidating cliffsides.
Shordini
The capital city of Venetië and largest port on Sardinië. Whereas the rest of Sardinië is mostly tropical, years and years of manufacturing has turned Shordini into an industrial waste. The air hurts to breathe at the docks, but the noblemen will tell you that it's "good for the soul". When Canara took over Venetië and turned it into a quasi-autonomous vassal state, Shordini only got worse as it was pushed to the brink. Many of the noble houses commute to Shordini rather than live in it.
Frevan
Frevan exists solely for real estate purposes. Many minor and major noble houses have their main homes located in this township, commuting from Frevan to Shordini for their trades. Most of these homes were destroyed by the Royal Canaran Navy during the Forever Era.
Kleps
One of the only inhabitable islands within Venetië, Kleps is home to many of the poorer members of Venetian society. They cannot afford to own land on Sardinië, causing this island to have become overrun with housing, similar to Allport on Canara. Most non-Aasimar live here.
Il Trinë
Il Trinë consists of the small islands Una, Dae, and Tra. Many middle class citizens of Venetië live on one of these islands, and there are even some noblemen's summer homes on Dae.
Governmental Structure
Venetië is a plutocracy, meaning that the Aasimar noble houses tend to more or less "own" the entire city-state. There are basic laws that keep society from descending into chaos, but much of the enforcement is done by a voluntary force called "The Esercitos". Each of the Aasimar noble houses has their own primary trade that helps to keep the exports moving and the economy flowing.
Major Noble Houses
Miani
Wavril
Roleni
Rosznar
Ryrodam
Talona
Andrami
Minor Noble Houses
Cino
Volpe
Modaferra
Cavalli
Sicara
Amici
Lirra
Zanas
Vetran
Vitale
Viano
The Esercitos
Stal Ryrodam, Commander (Aasimar man)
Heyna Wavril, Head Paladin (Aasimar woman)
Essen Rosznar, Head Ranger (Aasimar man)
Janie Talona, Head Fighter (Aasimar woman)
Vino Andrami, Head Rogue (Aasimar man)
Races of Venetië
Venetië is semi-diverse but it is embroiled in centuries of belief in racial purity, leading to the city-state being predominantly Aasimar. However, there are other races living on these islands. Ask your DM if you have an idea for your character's race that is different from the following.
Aasimar
Humans
Halflings
Tieflings
Despite being roughly the size of Vicaria, Edison's Under City is one massive metropolis that houses the grand majority of the kingdom's population. Although the denizens of the Under City have been historically economically poor, recent years have seen the rising of the burgeoning middle class of Edison. Typically, the upper class lived in the Flying City while the lower class lived in the Under City, but this is no longer the case as sweeping reforms have taken place as part of the new ruling party of the kingdom.
Unfortunately, this new "middle class" has primarily come to define the gangs of Edison. While the Flying City is no longer only home to the ruling class, it does now house the upper echelon of gangs while the Lower City houses the seedier ones. Despite this still-existent class disparity, it is hard to claim that things were better before the rise of the gangs. The Under City used to be ruled exclusively by the Blossom Gang, but they have since taken over governance of the entire kingdom and legitimized as an official political party, leaving a power vacuum that dozens of other gangs have since sought to fulfill.
Edison is unique in that it has combined magic and technology in a way that has allowed for a synchronicity of the two systems' functions. The Flying City is allowed to fly thanks to the technological mastery of two Krieg engines that have been combined with the expert magics of the first court wizard of Edison, perpetually suspending the city in the air and even allowing for it to be navigated around like a massive airship. This technological advancement has led to a very modern sense of culture and dress, steampunk becoming their way of life. Everyone goes around in suits and vests, stopping for drinks in their favorite underground speakeasies.
What to Know for your Background
Major Locations
Flying City
Historically, the Flying City was the home of the ruling class of Edison Kingdom. The king and his family would typically reside in the Edison Castle while those that worked in the government and their families would live in the outskirts of the Flying City. Due to the surprisingly large population of Edison, there is hardly any room left in the Flying City after scores of the new middle class citizens moved in after the disappearance of the Edison family in 1116. Many of the new gangs set up new headquarters in the Flying City after the Blossom Gang became the Blossom Dynasty.
Under City
The Under City of the Edison Kingdom has historically housed the lower class of Edison, although in recent years there has been a sharp uptick in the economy of the area. The lower class has gotten wealthier, and with their newfound ability to survive the day-to-day, the middle class also rose up and started founding actual businesses in the city. Despite the rise in living standards, gangs have also flourished in recent years and led to most street urchins and other lower class citizens being absorbed into the dangerous gang life.
Governmental Structure
Edison is currently helmed by the Blossoms, who retain a loose capitalistic control over society at large. The Blossoms' rule is most akin to oligarchic capitalism. The Under City is left to fend for itself for the most part, although the gangs each attempt to exert their wills on the other gangs and the rest of the city at large.
Ruling Party
Blossoms
Other Parties
Loyalists
Syndicate
Major Gangs
Scarlet Pact
Iron Vultures
Golden Rot
Vigilantes
Races of Edison
All races are welcome in Edison, but the native races certainly make up a majority of the inhabitants. The native races of Edison are as follows.
Aarakocra
Gnomes
Deep Gnomes
Halflings
Humans
Warforged
Wechselkind
Verdan
Spread out among a hundred-or-so islands, Midway was once known as both "The New Isles" and "Outlaw Territory" depending on the time period. Nowadays, the territories have taken on a more official name to celebrate their new official identity as the barrier territory that separates the rest of the Destiny Ocean from the southern hemisphere of Faem.
While very few are native to the islands of Midway, many have made their lives here in service of preparing adventurers for the new world of the southern hemisphere. There are also many pirates and mercenaries who live on the islands of Midway, hesitant to abandon their previous ways of life.
What to Know for your Background
Major Islands
Mettle
Located directly in the center of Midway and home to the Ascendant Arena, this island is by far the largest in all of Midway. There is a lot of history to Mettle, as it has seen lots of transformation in its history. Beneath the Ascendant Arena, there is said to be an undermountain that houses untold magical secrets from millennia past. Nowadays Mettle simply serves as a cultural hub and central location for commerce, as well as hosting the Ascendant Tournament once a year.
Ossa
Originally founded as a non-pirate hub for those seeking to escape conflict, Ossa quickly became a beacon of morality and governmental reform after the defeat of the old Canaran Navy. Gryffon Armander was the leader of the island and became the de facto Governor of Midway once Canaran forces were no longer present among the islands. Ossa's location in the northwest of Midway allows it to operate as a prime go-between for other islands and nations.
Nelly
Nelly was a veritable "den of thieves" during the era of Outlaw Territory. Once celebrated as a pirate utopia, Nelly was forced to adapt to the times when Midway started to go legit. Many pirates and outlaws still claim this island as their home and refuse to bend the knee to Gryffon's reforms, allowing for a unique underbelly of crime that flourishes here. Nelly is located in the southeast of Midway.
The Styes
Once a destitute pair of swamp-filled islands, The Styes have seen unprecedented economic upturn thanks to both an influx of Undersea support and constant stream of adventurers passing through. Located in the southwest of Midway, The Styes are a prime spot for adventurers to have their "last stop" before venturing into the unknown of the southern hemisphere. Except for Ruim, The Styes are the southernmost bits of land in the entirety of the Destiny Ocean.
Governmental Structure
Midway was once an anarchist's dream, but nowadays it is more of a mercantile society, with the government only existing to provide some amount of security and sanctioning for the islands. Given this, the "leaders" of Midway call themselves Protectors, answering only to the Governor and keeping an eye on the sanctity of the new state. There is also a mysterious sect of militant merchants known as the Grayve Fleet who seem to be more than they claim to be, and their dominion over some of the northeastern islands is as-of-yet unrivaled.
Governor
Gryffon Armander (pandafolk man)
Protectors
Fendor Lightclaw (dragonborn man)
Roofus Amberlove (dogfolk man)
Igneous (earth genasi man)
Raise Hell (tabaxi woman)
Grayve Fleet
Races of Midway
There is no limit to the races that could live in Midway, as it is a complete hodgepodge of creatures with very few that are actually native to the islands. Your only limit is your imagination, but if you have any questions about specific races from this area, then ask your DM!
(Placeholder for when Toasty one day gives me info on modern Mereth...)
The small island state of Desirae has existed for a couple millennia, but it began as a true society when the Pirate Lord Delphius settled on it in 958 NM. He died on the island only twenty years later soon after his wife also died, sequestering himself in a hidden oasis that was locked behind a series of puzzles and riddles. The progeny that Delphius sired with his wife were soon taken captive by the Lordess, a mysterious woman who had purportedly been a singer in prior times. She tasked Delphius' siren daughters to capture sailors and bring them to the island, where she forced them to try to get through Delphius' puzzles. They all failed and were turned to stone until the Nightbreeze Pirates arrived in 1112 NM, solving the puzzles and discovering the secrets of Delphius' oasis before defeating the Lordess and freeing all her captives from stone.
The siren sisters then created a society for those that had been stuck on Desirae for many years, as well as other beastfolk from around the Destiny Ocean. This society was initially very successful yet insulated, allowing it to foster a small growth that was just enough for it to achieve success on its own terms.
What to Know for your Background
Desirae is a lush island with a massive rock spire that rises up in an arch, connecting both sides of the U-shaped isle. Built out of the arch is a massive dome where an amphitheater hosts a nocturnal bizarre. A gigantic waterfall plumes out of the middle of the arch, spilling into the sea and making docking difficult outside of the main docks to the west.
Governmental Structure
Desirae is a diarchal commune, meaning that there is no real government aside from Mary and Ronella, the siren sisters. Mary looks after the economy, culture, and social wellness of the island while Ronella maintains a small force of sirens and harpies that help her to defend Desirae and its nearby waters from those that would mean them harm.
Commune Leader
Mary (female mermaid)
Militia Leader
Ronella (female siren)
Races of Desirae
Anyone who was lured by the sirens prior to the Nightbreeze Pirates' liberation of Desirae could be of any race, as there were dozens of people who were turned to stone. As far as newer inhabitants go (1112 NM onward), mostly beastfolk and monster races would be living on the island. As usual, ask your DM if you want your PC to be from Desirae and have an idea for a race.
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What to Know for your Background
Major Cities/Towns
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Governmental Structure
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Races of the Broken Isles
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What to Know for your Background
Major Cities/Towns
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Governmental Structure
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Races of the Broken Isles
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The hundred-or-so islands that make up the Black Sea territory of the Broken Isles. While many different attempts at society have risen and fallen throughout the millennia, only recently have the many separate bestial cities of the Broken Isles unified under the leadership of the Broken Isles Push for Omnipresent Democracy (BIPOD). After many years of monster slaying and targeted assassinations, BIPOD led the charge to civilize the disparate islands under the flag of the Democracy of the Broken Isles.
The Broken Isles are very tropical, housing small mountain ranges alongside lush jungles. There are cities side-by-side that are so different culturally that they don't even seem like they're from the same society.
What to Know for your Background
Major Islands
Bastion City
Beastfolk of all kinds call Bastion City their home. This massive city is the southernmost in all the Broken Isles, serving as a port and hub for visitors and mainstays alike. Bastion City serves as the capital of the Democracy of the Broken Isles.
Middleseat
Middleseat serves as somewhat of a border city between the recognized Democracy of the Broken Isles and the unincorporated areas. While still recognized by the government as part of the nation, most cities north of Middleseat tend to operate independently. Middleseat itself is very much like Bastion City, being home to beastfolk of all kinds.
Jezereth
Jezereth is a trade hub for all the incorporated cities of the Democracy of the Broken Isles, serving as a cultural center and stopgap from one city to the next.
Ard'al-kintata
Home to the much maligned House Kinta, Ard'al-kintata is historical for its connection to the Hells, serving as a home for many evil-inclined fiends, mostly Rakshasa. Many tabaxi and leonin also live here, many of which are also part of the Kinta bloodline.
Them le Maskendra
Born out of the desire to escape the evil of the Kintas, Them le Maskendra has served as a home for many tabaxi and leonin who are not related to the Kintas, allowing for them to live freer and better lives. Even more good-inclined Rakshasa tend to make their homes in Them le Maskendra, many of them being of the Kinta bloodline but instead taking the surname "Kendra", naming themselves after the god that originally sired their ancestors.
Tarakona
Primarily filled with dragonborn and kobolds, is a clan-focused society with a large focus on community and caring for the young.
Mokomoko
Lizardfolk from all reaches of Faem tend to call Mokomoko their home even if they've never been there. It is a very historic city that even still is relatively undeveloped compared to Tarakona.
Maoxi
Bearfolk and Pandafolk tend to hail from Maoxi and the surrounding island of Pupura. Society here is very family-focused.
M'fauna
Lots of the large mammals that frequent Allport dive bars (i.e. Loxodons, Centaurs, Minotaurs, etc.) can all trace their lineages to the city of M'fauna and its surrounding islands.
Aara & Kocra
Many birdfolk (i.e. Kenku, Aarakocra) hail from the twin cities of Aara and Kocra. This city serves as an oddly-located mailing hub for the Broken Isles and many of the societies of the Black Sea.
Almana
Built on a sunken island, Almana is home to many seafolk like Tritons and Water Genasi. Almana tends to serve as a hub for many seafolk with aspirations for life amongst land races.
Governmental Structure
The Broken Isles has adopted their government as a democratic republic, hoping to give voice to all of the various beastfolk within the spread out territories. There is a Governor who exists as a president for the Democracy of the Broken Isles, basing themselves in Bastion City and selecting a cabinet of their peers. The Broken Senate serves as a check on the Governor and their cabinet's power.
Governor
Feljoy Lyavul (Loxodon woman)
Races of the Broken Isles
Especially in the incorporated cities, anyone of any race can live in the Broken Isles. As a whole, however, the cities of the Broken Isles are predominantly populated by beastfolk and monsterfolk. Many cities (especially in the unincorporated cities) only allow beastfolk to live there. As always, if you want to play a character from the Broken Isles that isn't a beastfolk or monsterfolk, ask your DM!
TBA
What to Know for your Background
Major Cities/Towns
TBA
Governmental Structure
TBA
Races of the Broken Isles
TBA
TBA
What to Know for your Background
Major Cities/Towns
TBA
Governmental Structure
TBA
Races of the Broken Isles
TBA
TBA
What to Know for your Background
Major Cities/Towns
TBA
Governmental Structure
TBA
Races of the Broken Isles
TBA