The Five Kingdoms
The Five Nations
Before The Last War, Khorvaire was united under the Kingdom of Galifar, which was actually a close alliance of the Five Nations that predated the kingdom. Though each of those five nations still exist today, they have lost considerable swaths of territory and power in the war. The Five Nations are:
The kingdom of Aundair combines pastoral staightforwardness with intellectual scholarship. Vibrant cities overflow with commerce, thinkers, and magic, while a patchwork countryside of farms and fields surrounds the castles of the land’s nobility. Farmers make up the bulk of the population, but Aundair has no shortage of scholars and thinkers, mages, and mystics. The clash of customs and cultures breeds a unique people, proud and self sufficient, working together to put the last violent century behind them as they march into a new future.
The scions of Galifar I were not the first humans to claim the region now known as Breland. In ages past, humans seized cities and lands once held by goblins and others before them. Still, none were as successful as the king driven to forge an empire out of the untamed wilderness. Seeing the region as a buffer to protect his holdings against the monstrous threats in the far west. Galifar gave these lands to his daughter Brey and named the realm Breland.
Capital City: Wroat
Notable Places: Argonth, Gragwar, The King’s Forrest, New Cyre, Orcbone, Sterngate, Vathirond
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Cyre “The Mournland”
Where the great nation of Cyre once proudly stood now lies a land blasted by supernatural catastrophe. Like a festering wound, the Mournland divides the continent of Khorvaire in half. Dead gray mist defines its borders, and within those borders the wounds of The Last War do not heal.
Thousands of soldiers lie as if they had died mere moments ago on what were once the battlefields of battered Cyre. The dead, or their spirits, sometimes rise to continue fighting the war. Rampant arcane energy has mutated the monsters that live and hunt here. Those same arcane forces shape unnatural weather and deadly terrain, and sometimes take on a semblance of life itself.
Capital City: Metrol (ruined)
Notable Places: Crimson Water, Eston, The Field of Ruins, The Glass Plateau, The Glowing Chasm, Shaelas Tiraleth, Tronish
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Tradition, discipline, and excellence in all things define Karrnath. A nation with a proud military history, it has stood for centuries as the strongest of the Five Nations, producing the finest generals and armies the kingdom of Galifar has ever seen. These qualities proved the nation’s greatest asset, but also its greatest vulnerability, during the Last War. Although the nation never surrendered, an overreliance on military concerns left it unprepared for different kinds of enemies—plague, famine, and intrigue.
Capital City: Korth
Places of Note: Atur, Karrklakton, Rekkenmark, Taer Syraen, Thronehold
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With enemies on all sides and evil stalking the lands, Thrane is the light in the darkness, an island in a sea of corruption. Its pure, unwavering flame shines the way for all to attain salvation and freedom from the world’s cruelty. Religion rules Thrane, its royal blood marginalized by a clear need to protect the people and religious institutions from those who would quench the holy flames and plunge the world into shadow. Thrane’s people cling to virtue and order, and look to the Church of the Silver Flame to guide them through the Last WAr’s wreckage to a future in which all embrace the purity of faith.
Capital City: Shadukar
Places of Note: Aruldusk, Daskaran, The Face of Tira, Flamekeep, The Harrocrowns, Shadukar (Ruins), Sigilstar, Thaliost
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