Iseron is a continent in the world of Elossis located in the southern hemisphere.

Geography

Iseron is a continent of contrasts, where tundra bleeds into lush forests, all encircled by the tempestuous Sea of Storms to the east and the treacherous Silver Sea to the north. These seas serve as a natural barrier between Iseron and the continents of Southern Ehas and Leonn respectively, its waters a test for those daring enough to cross.

Iseron's geography is as varied as it is dramatic. Its western shores are marked by arid tundra that stretches as far as the eye can see. These barren wastelands are a vibrant ecosystems teeming with life, adapted to thrive in extreme conditions. Oases dot the landscape, serving as hubs of life and culture amidst the dunes.

The heart of Iseron is a testament to the continent's capacity for renewal and abundance. Here, dense rainforests rise, their canopies forming a verdant ceiling that filters sunbeams into a kaleidoscope of light and shadow on the forest floor. These rainforests are the lungs of Iseron, housing an incredible diversity of species, some of which are found nowhere else on Elossis. The air is thick with the symphony of life, from the calls of exotic birds to the rustle of unseen creatures in the underbrush.

The southern regions of Iseron boast fertile lands and rolling hills, where rivers born in the central highlands meander through valleys, nurturing the soil and giving rise to prosperous agricultural lands. These areas are the breadbasket of Iseron, where communities have flourished for generations, cultivating the land and harvesting its bounty.

Iseron's people are as diverse as its landscapes, comprising a rich tapestry of cultures that have evolved in harmony with their surroundings. From the nomadic tribes of the tundra, who navigate the sands with age-old wisdom, to the forest dwellers who understand the language of the trees and the rhythms of the rainforest, Iseron's inhabitants share a deep bond with their land. This connection is evident in their art, architecture, and traditions, which draw inspiration from the natural world around them.

Countries

Almeria

Almeria is a democratic alliance between autonomous cities, ruled by the Council of the Five Lords (also known as the Council of Frauendorf). The Almerian Alliance itself was formed in the year 2141 at the end of the Liberation War fought against the Khentis Dynasty, a country to the north, that previously held these lands. Although the countries are now at peace and enjoy trade, some bitterness and grievances still exist in the minds of many. Good for any combination of class and race.

Khentis Dynasty

Located in the northern part of the continent in the vast wetlands called The Lowlands, the Khentis Dynasty is a totalitarian regime ruled by a powerful magocracy. The head of the state is a Grand Magister, a position usually inherited, whether through blood relation or apprenticeship of the previous Magister, but the Senate, the legislative body of Khentis, has the power to elect the Magister should the need arise.

The Khentisian society is filled with slaves or indentured servants, nicknamed bariya, and aristocrats, the land’s nobility, completely obsessed with competing for supremacy with each other.  However, the vast majority of the Khentisian citizens are publicans, who are neither servants nor aristocrats that don’t hold any power in the country, but at least they are not indentured to the aristocracy.

Batukhan

Located in the western part of the continent, Batukhan is a rugged landscape bordered by the Coldbridge Mountains to the east and the Maracane Strait to the west. The region is ruled by various tribes led by well-established warlords that each rule a clan, usually with an iron fist. The clans share a common culture, but they are not unified and often they go to war for the few precious resources found in the land. They respect honor and battle, and often trade with each other in times of peace. Various contests and war games are being held in the major cities where skill and bravery are put in high esteem, and the victors are crowned as champions and models for the others.

Foreithel

Woodland Realm, or as it is called in the elven language, Foreithel, is the land of the tree loving wood elves. They are reclusive, secretive, and highly isolationist race of elves that long ago voluntarily split off from the rest of their kin, preferring instead to live out their lives in nature's embrace beneath the enchanted forested canopy of the great woodland, protecting their forests with their lives. It is, however, not uncommon for some of them to venture outside in pursuit of adventure or tasks given by the Elven Council.

The Freestate of Galena

The Freestate of Galena is a pirate nation ruled by a cartel of Pirate Lords. It is a land where you kill before you get killed and where only the pirate code is honored. They often ply the coastlines of the world in search of plunder and riches and raid the seas and waters of Iseron for any ships lacking armed escort. The pirate lords are respected and feared by the country’s inhabitants, seen as the sons and daughters of Umberlee, the great Goddess of the Ocean. The lords not only receive a part of the plunder of every coastal or sea raid, but also settle disputes over loot with rough justice. Many such Lords have come and gone in the centuries up to the present time.

Tol Elesseil

Tor Elesseil is the ancient land of the proud High Elves ruled by elven princes under the Elven High King, chosen from the princes. They are masters of diplomacy and trade, able to manipulate other countries to suit their own interests. The High Elf military consists of small numbers of highly disciplined elite troops dressed in majestic armor, marching to war alongside powerful spellcasters, dragons, and phoenixes. The mainland part of the country, however, is home to many races due to various trade agreements that the elves established across the centuries. The high elves tend to be more arrogant, but they will defend their allies if need be.

Timbermere

Timbermere is a small and fertile realm on the southern end of the Galad River in the Echo Valley, home to the steadfast halflings. It is one of the most heavily populated areas on the continent, usually uninterested in the conflicts between its neighbors, and left alone due to its relatively small size and lack of importance in terms of geographical position and natural resources. The country is protected by the Naephor Guardians, a druidic faction of Eladrin and Firbolgs that fiercely guard the woods and forests that border and surround the country. While it has a limited government, usually protecting against trespassing beasts and contraventions, the general population has its own motivations of keeping the peace and judging various misconducts and legal conflicts.

The Four Dwarven Holds

Historically known as Baruk Dwarves, the holds consist of numerous independent underground cities united by a shared species and culture. The holds are usually fortified mines that house the dwarven communities and usually control the gem and ore production across the continent. The Dwarven Holds trace their history back to the great Dwarven Empire of the First Age when they were united under the same banner.

Over the centuries, the dwarves started to take refuge in the great mines of their cities, eventually leading to the separation and dissolution of the empire. The society of the Dwarven Holds is said to be merit based and highly equalitarian and trade between the different holds of the dwarves is a common occurrence. The main holds on the continent are Cragstad, Uldarith, Ganlodir and Min Baduhr.

The Trade Concord

The Trade Concord is a maritime confederation of cities along the Silver Sea ruled by merchant princes (called Directors) and specialized in shipping and trade. Each city is ruled by powerful merchants or merchant guilds that work together to maintain consistent rule of law between all the cities. The Federation has trade relations with most of the countries on Iseron and other continents as well. The Trade Concord is amassing a large fleet of battleships as it extends its influence over the Silver Sea and beyond. It would often force merchant guilds and traders into exclusive contracts, which in several circumstances gave them the ability to manipulate sea routes and control the maritime trade.

The trade princes each govern a certain area or trade commodity from within the federation. The princes have palaces and villas from which they conduct their trade business and employ a significant amount of muscle force. The merchant princes can create or alter laws by decree as they see fit, and judges are expected to interpret laws freely but wisely. Such a system would seem to invite abuse and bribery, but the courts are surprisingly free of corruption. Slavery isn’t illegal in the Trade Concord, but it’s frowned upon, and the merchant princes won’t do business with slavers or show them any legal favor. Murder is illegal, but sanctions and bounty hunts (legal permission to kill someone or to have someone killed) can be obtained from the legal courts and they can be executed freely.