From the notes of Jevri Lancehold, noted Imperial explorer, discoverer of Tas-Nabrenor and recorder of the census for the Lands Outside:

  • The Empire of Splendour
    The finest and most advanced civilisation in the world, the heartland of the Empire encompasses the domains of Utushar, Dronistor, Anhui, Utbharma and Vorsheeva, lying in the cradle of the Nine Spirits and Anhui Rivers, south of the Throne of Heaven Mountains on the continent of Perfection.

    The Empire has stood for millennia under the wise rulership of the Bearer of the Flame of Heaven, the ever-reincarnated Emperor, and is justly governed in His name by Magisters of the bureaucracy who achieve their positions through talent and hard work, not by birthright or other spurious means.

    Cities, like most aspects of the Empire are ordered according to the Will of Heaven. The capital is Reflected Glory, home to the Imperial Court, and the next greatest city is Ten Thousand Ships, the mighty port. The Empire has given the world a common language, a perfect system of rulership and many advances in science and magic.

  • Llaza
    An independent city-state at the mouth of the Anhui River, the rebellious Magisters of Llaza seek to undermine the role of the Empire as Master of the Seas. Greed and money dominate here, rather than justice and order, and many enemies of the Empire find shelter within its iniquitous arms.

  • Oksa
    Inflamed by the Merchant Princes of Llaza, the island state of Oksa attempted rebellion against the rule of the Bearer of the Flame of Heaven. They unwisely and foolishly destroyed their capital, Port Linlin, in an attempt to thwart the armies of the Empire. The Merchant's League of Llaza gave aid to the Oksan rebels, building the city of Turuk far inland. The shores of Oksa are now home to pirates, poor fishermen and violent crab-like folk known as Shelled Ones.

  • Denra-Lyr
    The name for both land and people of a primitive nation based upon the island we designate Denralia. It can be found not far from the Imperial heartland, and is only one of many nations upon that landmass. The Denra-Lyr are divided into tribes and clans, and most of their structures are sod-roofed timber houses. They have only one city worth speaking of, the capital port of Aldith, home to their High King. Whilst some tribes embrace the advantages brought to them by the Empire, others stubbornly resist, preferring to cling to their old savage ways.

    The Denra-Lyr worship the forces of nature as gods, and hold gold as a sacred metal that only their High King may wear. Their nation is mountainous and rainy, with thick forests.

  • Salsham'ai (Tree Folk)
    One of the lands that borders Denra-Lyr is the land of the Tree Folk. These non-humans are small and expert climbers, and make their homes in tree cities. They are ruled by a Queen and her daughters. Their capital is Thalsa, and they ride upon apes called matoo. Their society is very primitive, with little metal use.

  • Fon
    The nation of Fon calls itself an Empire, but it covers a meagre four small islands. Fon is an old nation, nearly as civilised as the Empire of Splendour. Magicians are held in great esteem in Fon, and the people as a whole have a great curiosity over magical things. It is from Fon that the delicacy Sickle Root comes.

  • Vaarta
    Across the Tlaxu Steppe lies the Khazarate of Vaarta, a nation that shares the continent of Perfection with the Empire. Vaarta is a colder land than the Empire, lacking the protection of the Throne of Heaven Mountains and the favour of the Celestial Emperor, Lord of the East Sun.

    Religion in Vaarta is carefully controlled by a black-robed priesthood who hold the populace in the grip of fear with their inquisitions. Its borders are guarded fiercely against outsiders by bloodthirsty horsemen, and foreigners can expect only death if they travel within the Khazarate. The only place outsiders are allowed is within the trade city of Novomsk.

  • The Moa-Ruaki
    The Moa-Ruaki people have no land that they call home. They are wanderers of the sea, simple folk with great expertise in boat-building. The Moa-Ruaki wear little in the way of clothing and have little desire for material things. They are both cheerful and morose at the same time, expecting death always, but laughing at it nonetheless. Many of the smaller outer islands are known to them, and they claim to have sailed to the edge of the world.

  • T'Yorta
    This strange land is a small island far from the continent. It is home to two identical cultures who hate one another, but never go to war. Instead they do all they can to make their half of the island better than the other's. Because of this, T'yorta is one of the finest places in all the world.

  • Tas-Nabrenor
    I have found this island paradise many days' sail from T'Yorta. It is warm and bountiful, and would make a good place for a colony. The Moa-Ruaki have warned me that spirits haunt the inland areas, but they are a superstitious folk, and I saw no sign of activity during my visit.

  • Isle of Wyrm
    The reader must excuse me for including what may seem a traveller's tale in this catalogue, but so many people that I met on my journey told me of this land that there must be a grain of truth in it. Far, far away, near the Boiling Ocean, so they say, lies the Isle of Wyrm, home to dragons of all kinds. Legends say that the dragons are kept confined, or choose to stay there (it is unclear which), and speak of an artifact of great power, the Eye of the Dragon, that lies at the centre of the land. We travelled through a sea full of great serpents, and the Moa-Ruaki told me we were near the Isle, but we never saw land.

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Designer's Notes

Who's this Jevri Lancehold? What happened to Teshnuvar?
Teshnuvar didn't get out much. Lance-hold was a great explorer from about a century ago, so as such some of this information isn't all that up to date. Neither is it entirely unbiased either. Lancehold was a loyal Imperial citizen and so former Imperial independent states like Llaza tend to get bad press as a result. Lance-hold's prejudices show through in other places too, like his tendency to assume that the Empire is better than everyone else.

Is that all the nations you have?
No, there are others. These are a selection to start with, the entrees, so to speak. Besides, we want plenty of room for new input.

Kind of sketchy isn't it?
Well, this is only the introduction! More detail awaits within, should you choose to follow it.

So how much detail do you go into?
It varies from culture to culture. Mostly they are described in broad strokes, since we don't want to stifle creativity by nailing down every last detail.

More on the nations:

The Empire
Influences on the Empire of Splendour include, but are not limited to, Imperial China, Moghul India, Byzantium, Melnibone and others. It was designed so that its widespread influences would give a common culture to the "central" lands, but was also conceived as shrunken and decadent.


Llaza
Llaza is a vibrant port city, designed as a jumping-off place for adventurers. The Merchant's League were created as a successor to the Empire.
Oksa
Oksa shows the dark side of the Empire, the victim of a continued campaign of violence before finally able to assert independence courtesy of the Merchant's League.
Denra-Lyr
The Denra-Lyr draw upon Celtic influences, but many of their myths also feature elements from West African mythology. In appearance they are more Middle Eastern or Indian.
Salsham'ai
The tree-folk society includes elements of Native American and Celtic cultures, as well as various Eastern influences. They are fairly human, making them suitable as player characters.
Fon
The society of Fon is akin to communism, with everybody fulfilling an assigned role. Foremost in their culture is the study of magic and the elaborate means of gathering sickle root.
Vaarta
The folklore of Russia is the inspiration for Vaarta, a vast land encompassing snow-covered taiga and rolling plains. The religion of Vaarta is a rare monotheistic one.
Moa-Ruaki
Using elements of Polynesian society, the Moa-Ruaki were designed as a sea-going nomadic society that would spend more time on their boats than on land.