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States Of Ramia Kingdom of Meier. “-” Population: 33% Drow, 33% Anor Humans, 33% High Elves Description: The oldest and second largest kingdom of Ramia, i is governed by a king supported by nine noble houses. Conspiracies and secret alliances are the daily bread of the nobles of this kingdom. Green fever is plaguing the coast, spreading across the lower parts of the population. Chiaf Theocracy (pronounced vei Capital: Bres. Population: 85% Goblins, 10% High Elves, 5% Anor Humans Description: The State is governed by the Church of Dhod, the Creator. Other religions outside of the Human Pantheon are barely tolerated, and often incur the disdain of the authorities. Despite being the majority of the population, goblins are treated like outcast, their language forbidden, and their religion ostracized. Population: 70% Goblins, 30% equally split between Dail Humans and Dwarves Stiag Empire Capital: Pashai Description: Born as a splinter of the Theocracy, after the victory on the Revolutionary War (called War of the Heresy in Chiaf), the Empire became a safe haven for goblin of all the world. It has invested a lot in infrastructure and development, beco ig the third biggest empire for population size. A tsunami has recently devastated its western coast. Ganeas Shogunate a lind Capit Population: 50% High Elves, 50% of different Dwarf and Human subraces Description: Despite being the biggest country of the world, therulership of the Shogun is being challenged both by the Damyos in the homeland and by rebellious nobles in Drethond (Its vassal state). Its power has weakened to the point that armed rebels swarm the eastern part of the country, demanding independence for Drethond and the conquered territori The Principality of Flavenia Capital: Curunrun Population: 87% Dail Humans, other Human minorities ‘This relatively small kingdom is composed almost exclusively by humans. In the last few decades it has tried to carve its own sphere of influence with an ever more aggressive foreign policy, which culminated in a war with the Devgat Horde. ‘The Devgat Horde Population: Evenly split between Rohand and Dulandir Humans Once a great empire which spanned across Ramia, the Devgat Horde splintered and lost its former power after the death of the Great Khan. From its territories, new independents kingdoms sprung, and the only trace of that once powerful empire is the Horde; the dream of restoring the old glories has always lita flame of nationalism in the people's hearts. The Horde is at war with the Principality of Flavenia and the Republic of Fyngar, hoping to regain some of its former territory. Sultanate of Mutya ~ Capital: Salabad Population: Evenly split between Rohand and Dulandir Humans, with some Non-Human minorities ‘The so-called "triumphant victor" of the Migration Wars, the proud Sultanate stands as a bastion and a buffer state between the Mainland and the Land of the Giants. The Sultanate is mainly composed by Rohand Humans in the east, with Ores and Yotunns being the majority in the western borders. Government policies have made life difficult for these minorities in the last five centuri but now they are escalating to all out violence and racial cleansing with the rise to power of Sultan Ibnar. Nonhumans are not received well in the Sultanate. The Most Serene Republic of Yonia Capital: Giba Population: Overwhelmingly Yotunn, ‘The Yotunn of the Republic gave up a lot of their study of magic to pursue commerce and the accumulation of material wealth. To this day, no single country has ever had a naval force comparable to that of the Most Serene Republic of Yonia. Shipments containing goods worth hundreds of thousands of platinum pieces are exchanged daily between the merchant republic and the other nation of Ramia. ‘The Magisterium of Brem Population: Overwhelmingly Yotunn, ‘The only Magocracy to still survive in Ramia, the Magisterium is led by an Archmage, who is selected among every wizard and sorcerer in the continent and rules unchallenged for life. The country is also home to the biggest Magic Academy in Ramia, and the mages of the Bremenese Guild dictate the rules and codes of conducts every mage of the world needs to follow. Lately the brazenness of the Guild research has raised con ‘rns from provincial authorities about the safety of these experiment CCC) ‘The Republic of Fyngar Capital: Marb Population: 83% Dragonborn "Republic" is definitely a big word for this conglomerate of tribes and clans, but the Council of the Clans has established that the Rake tribes need to accrue a stronger and more civilized reputation amongst the scaleless races. The country is ruled by an assembly of all the clans, which convenes ‘once every three months or whenever the Elders summon it, and requires each clan to send at least ‘one member to represent it (although very often clans move as one unit, all individuals showing up at the assembly). In these reunions state matters are discussed and then voted on. Minor Nations: rewaee @ Be it the unsourmountable peaks at the centre of Ramia, the frozen wastes of the north or the unexplored jungles of the southern isles, the Wilds are lawless lands where dragons, werewolves and fey exists free from the rules of civilisation. It has no formal religion, nor kings or leaders, and every creature fends for their own, ‘The Free Republic of Shan: ‘The recent invention of gunpowder (Thanks, nerds of the Mages Guild!) has made the relatively ‘small navy of the Isles a considerable threat to isolated and less advanced cargo ships, and their precious plundered goods are contributing to the skyrocketing economy of the recently born Pirate Republic. Khovmadalia: Ma After bearing the brunt of the Migration Wars, the orcs of Khovmad found a way to resettle and cut some space out for themselves in the southern part of the continent, in their new home they even rebuilt the long lost capital, the center of their culture and religion. Here the old ways of life still rule above all else and any orc of the continent will find a warm welcome in the homeland.

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