Welcome to Aerthos, a spherical world teeming with diverse cultures, ancient traditions, and
burgeoning innovations, where your journey as the young Emperor of the Ziyun Dynasty
begins. This detailed map outlines the continents, oceans, seas, rivers, and nations that
comprise this vibrant realm, setting the stage for your reign.
Global Overview of Aerthos
Aerthos is a world of five major continents, surrounded by five vast oceans, and dotted with
numerous islands and archipelagos. The climate varies wildly from the frigid poles to the
scorching equatorial regions, fostering a rich tapestry of life and civilizations.
The Five Oceans:
The Azure Expanse: A vast, deep ocean dominating the western hemisphere, known for its
rich fishing grounds and challenging currents.
The Verdant Deep: Located to the east of Aethelgard, known for its vibrant marine life and
numerous trade routes.
The Shrouded Veil: A mysterious, often fog-laden ocean in the northern reaches, less
explored due to its treacherous conditions.
The Sunken Maw: A deep, warm ocean to the south, rumored to hold ancient, submerged
ruins.
The Whispering Current: A long, narrow ocean connecting the northern and southern seas,
characterized by its predictable, swift currents.
The Fifteen Seas:
The Jade Sea: (Connected to Verdant Deep, borders Ziyun)
The Crimson Straits: (Connected to Verdant Deep, borders Ziyun)
The Obsidian Gulf: (Connected to Verdant Deep, borders Ziyun)
The Silvered Sound: (Connected to Verdant Deep, borders Ziyun)
The Azure Reach: (Connected to Azure Expanse)
The Golden Basin: (Connected to Azure Expanse)
The Serpent's Coil: (Connected to Azure Expanse)
The Frostbite Fjord: (Connected to Shrouded Veil)
The Crystal Shallows: (Connected to Shrouded Veil)
The Sunstone Sea: (Connected to Sunken Maw)
The Shadowed Lagoon: (Connected to Sunken Maw)
The Drifting Current: (Connected to Whispering Current)
The Silent Lake: (Land-locked, Aethelgard)
The Saltmarsh Estuary: (Connected to Verdant Deep, Xylos)
The Sky Mirror Lake: (Land-locked, Veridia)
Continent 1: Aethelgard - The Cradle of Empires
Aethelgard is the largest continent, a sprawling landmass of diverse biomes, from fertile
plains to towering mountain ranges and arid deserts. It is home to the Ziyun Dynasty and
many other influential nations.
Major Geographical Features:
Mountain Ranges: The Sky-Spine Peaks (north-central), the Dragon's Tooth Range (east),
the Whispering Hills (south-west).
Rivers:
The Grand Azure River: Flows from the Sky-Spine Peaks, through the Ziyun Dynasty, and
empties into the Jade Sea. (Rich)
The Serpent's Flow: Originates in the Dragon's Tooth Range, winds through the Xylosian
Steppes (eastern Aethelgard), and into the Crimson Straits. (Rich)
The Golden Thread: Flows from the Whispering Hills, through the fertile plains of the Kaelen
Confederacy, and into the Obsidian Gulf. (Rich)
The Moonlit Stream: A smaller, but vital river in the northern Ziyun territories, emptying into
the Silvered Sound. (Rich)
The Stonefall River: A turbulent river in the mountainous regions of the Northern Clans,
flowing into the Frostbite Fjord.
The Sunken River: A slow-moving river in the southern deserts, often drying up in summer,
feeding into the Sunstone Sea.
Nations of Aethelgard:
The Ziyun Dynasty (MC Empire)
Culture: Ziyunese (Highly refined, emphasis on scholarly pursuits, artistic expression, and
intricate social hierarchy. Strong familial bonds and respect for elders.)
Religion: The Harmonious Way (A philosophical system emphasizing balance, virtue, and
ancestral veneration. The Divine Progenitor Doctrine asserts the Emperor's sacred lineage
and role as the Son of Heaven, maintaining cosmic harmony.)
Lifestyle: Urban centers are bustling hubs of trade and craftsmanship. Rural life is agrarian,
centered around rice paddies and communal living. Education is highly valued.
Era/Innovations: Late Medieval (e.g., advanced metallurgy, sophisticated irrigation systems,
early forms of printing, complex bureaucracy, gunpowder in rudimentary forms, advanced
shipbuilding techniques for riverine and coastal trade). Secret Advantage: Advanced
clockwork mechanisms, early forms of standardized weights and measures, refined
cartography techniques.
Government System: Imperial Monarchy.
Head of State: Emperor (Divine Progenitor).
Borders: The Ziyun Dynasty borders the Kaelen Confederacy (west), the Northern Clans
(north-west), the Xylosian Steppes (east), the Sunstone Dynasty (south-east), and the Iron
Peaks Dominion (south-west).
Water Connections: Borders the Verdant Deep (Ocean), the Jade Sea, Crimson Straits,
Obsidian Gulf, and Silvered Sound (Seas). The Grand Azure River and Moonlit Stream flow
through its lands.
The Kaelen Confederacy
Culture: Kaelen (Loose confederation of city-states, valuing individual liberty, mercantile
prowess, and democratic principles within their councils.)
Religion: The Pantheon of Lumina (Polytheistic, worshipping deities of light, trade, and
knowledge. Temples are centers of learning and commerce.)
Lifestyle: Primarily urban and mercantile. Skilled traders, artisans, and navigators. Strong
guilds and trade networks.
Era/Innovations: Early Medieval (e.g., advanced trade routes, development of banking,
sophisticated legal codes, early forms of representative councils).
Government System: Oligarchic Republic (Council of Archons).
Head of State: Archon Prime (elected from the council).
Borders: Ziyun Dynasty (east), Iron Peaks Dominion (south), borders the Obsidian Gulf.
The Northern Clans
Culture: Skaldic (Hardy, tribal culture adapted to cold climates. Emphasis on martial
prowess, oral traditions, and clan loyalty. Strong sense of honor.)
Religion: The Ancestral Spirits (Animistic beliefs, reverence for nature spirits and the spirits
of ancestors. Shamans act as spiritual guides.)
Lifestyle: Nomadic or semi-nomadic, relying on hunting, fishing, and hardy livestock. Skilled
in survival and raiding.
Era/Innovations: Early Medieval (e.g., fur trapping, knowledge of cold weather survival,
sturdy longships for coastal raiding, basic ironworking).
Government System: Tribal Chieftaincies.
Head of State: High Chieftain (elected from clan leaders).
Borders: Ziyun Dynasty (south), borders the Frostbite Fjord.
The Xylosian Steppes
Culture: Nomadic Xylos (Horse-riding nomadic tribes, valuing freedom, horsemanship, and
martial skill. Strong tribal bonds and a warrior code.)
Religion: The Sky-Father Cult (Monotheistic, worshipping a singular Sky-Father deity who
governs the winds and plains. Shamanistic practices.)
Lifestyle: Entirely nomadic, living in portable yurts and following herds. Raiding and
pastoralism are central to their economy.
Era/Innovations: Early Medieval (e.g., cavalry tactics, bow making, intricate leatherwork,
knowledge of vast plains navigation).
Government System: Tribal Khanate.
Head of State: Great Khan (warrior leader, elected by tribal elders).
Borders: Ziyun Dynasty (west), Sunstone Dynasty (south). The Serpent's Flow runs through
their territory.
The Sunstone Dynasty
Culture: Solarian (Desert-adapted culture, valuing hospitality, intricate craftsmanship, and
deep religious devotion. Strong emphasis on family and community.)
Religion: The Path of the Blazing Sun (Monotheistic, worshipping a benevolent sun deity.
Strict adherence to religious law, with daily prayers and pilgrimages.)
Lifestyle: Oasis-based agriculture and desert trade. Skilled in textiles, spices, and stones.
Era/Innovations: Early Medieval (e.g., desert irrigation, astronomical knowledge, intricate
textile weaving, development of trade caravans).
Government System: Theocratic Dynasty.
Head of State: Prince (religious and political leader).
Borders: Ziyun Dynasty (north-west), Xylosian Steppes (north), borders the Sunstone Sea.
The Sunken River passes through their lands.
The Iron Peaks Dominion
Culture: Ironclad (Mountain-dwelling folk, valuing strength, resilience, and mastery of
metalwork. Highly disciplined and pragmatic.)
Religion: The Earth-Heart Cult (Animistic, worshipping the spirits of the mountains and the
earth itself. Reverence for minerals and geological formations.)
Lifestyle: Mining, smithing, and fortified settlements. Known for their formidable defenses
and skilled warriors.
Era/Innovations: Early Medieval (e.g., mining techniques, metal forging, construction of
fortresses).
Government System: Feudal Barony.
Head of State: High Baron (hereditary noble).
Borders: Ziyun Dynasty (north-east), Kaelen Confederacy (north).
The Verdant Reach
Culture: Sylvani (Forest-dwelling people, valuing harmony with nature, communal living, and
ancient wisdom. Skilled archers and trackers.)
Religion: The Great Mother (Nature worship, reverence for the forest and its creatures.
Druidic traditions and reverence for ancient trees.)
Lifestyle: Hunter-gatherer with some rudimentary agriculture. Live in harmony with their
environment, practicing sustainable living.
Era/Innovations: Early Medieval (e.g., advanced herbalism, camouflage techniques, silent
movement through forests, intricate woodcraft).
Government System: Council of Elders.
Head of State: Elder Speaker (chosen by the council).
Borders: Sunstone Dynasty (east), Iron Peaks Dominion (north).
Continent 2: Xylos - The Sun-Kissed Lands
Xylos, located to the west of Aethelgard across the Azure Expanse, is characterized by its
vast deserts, fertile river valleys, and ancient ruins.
Major Geographical Features:
Mountain Ranges: The Dune Spires (central), the Scarred Peaks (north-west).
Rivers:
The Oasis Flow: Originates in the Dune Spires, creating numerous oases, and empties into
the Azure Reach.
The Great Bend River: Flows from the Scarred Peaks, through the heart of the Aridian
Hegemony, and into the Golden Basin.
The Desert Serpent: A long, winding river that feeds the scattered settlements of the
Sandstone Tribes.
The Whispering Oasis: A short but vital river feeding a cluster of city-states.
The Saltwater Run: A river that ends in a large salt marsh, connected to the Saltmarsh
Estuary.
The Canyon Stream: A fast-flowing river through deep canyons in the north.
Nations of Xylos:
The Aridian Hegemony
Culture: Aridian (Ancient, hierarchical society with a strong emphasis on tradition,
scholarship, and monumental architecture. Skilled in engineering.)
Religion: The Celestial Order (Polytheistic, worshipping a pantheon of sky deities. Elaborate
rituals and a powerful priestly class.)
Lifestyle: Highly urbanized, with massive cities built around the Great Bend River. Advanced
agriculture and complex social structures.
Era/Innovations: Early Medieval (e.g., irrigation, monumental construction, bureaucracy,
basic glassmaking).
Government System: Theocratic Empire.
Head of State: High Pharaoh (divine ruler).
Borders: The Free Cities of Xylos (north), Sandstone Tribes (east), borders the Golden Basin.
The Free Cities of Xylos
Culture: Cosmopolitan (Diverse cultures from various trading nations, valuing commerce,
individual freedom, and cultural exchange.)
Religion: Varied, with many small cults and philosophical schools. No dominant religion.
Lifestyle: Primarily mercantile, focused on trade and craftsmanship. Open to new ideas and
foreign influences.
Era/Innovations: Early Medieval (e.g., development of maritime law, craftsmanship, early
forms of banking).
Government System: Merchant Republics.
Head of State: Grand Merchant (elected by merchant guilds).
Borders: Aridian Hegemony (south), borders the Azure Reach.
The Sandstone Tribes
Culture: Nomadic (Similar to Xylosian Steppes, but adapted to desert environments.
Emphasis on survival, tribal loyalty, and raiding.)
Religion: Desert Spirits (Animistic, worshipping spirits of the desert, oases, and wind.)
Lifestyle: Nomadic, relying on camel trains and raiding. Skilled trackers and desert
navigators.
Era/Innovations: Early Medieval (e.g., desert survival techniques, specialized camel
breeding, ambush tactics, simple metal tools).
Government System: Tribal Council.
Head of State: Elder of Elders (chosen by tribal leaders).
Borders: Aridian Hegemony (west), The Oasis Kingdoms (south). The Desert Serpent runs
through their lands.
The Oasis Kingdoms
Culture: Oasis (Settled communities around oases, valuing agriculture, communal living,
and peaceful trade.)
Religion: The Water Weavers (Animistic, revering the spirits of water and life-giving oases.)
Lifestyle: Agrarian, focused on date palms, fruits, and basic crops. Skilled in water
management.
Era/Innovations: Early Medieval (e.g., advanced oasis cultivation, water conservation
techniques, basic pottery, simple weaving).
Government System: Petty Kingdoms.
Head of State: Oasis King/Queen (hereditary ruler).
Borders: Sandstone Tribes (north), The Saltmarsh Dominion (east).
The Saltmarsh Dominion
Culture: Fen-folk (People adapted to marsh and swamp environments, valuing stealth,
resourcefulness, and community self-reliance.)
Religion: The Mire Mother (Nature worship, reverence for the swamp, its creatures, and the
cycles of decay and rebirth.)
Lifestyle: Hunter-gatherer, fishing, and rudimentary agriculture in raised beds. Skilled in
crafting from reeds and marsh plants.
Era/Innovations: Early Medieval (e.g., specialized fishing techniques, construction of stilt
houses, knowledge of marsh plants and animals, basic basket weaving).
Government System: Clan Councils.
Head of State: Fen-Lord (elected by clan leaders).
Borders: Oasis Kingdoms (west), borders the Saltmarsh Estuary.
The Canyon Dwellers
Culture: Troglodyte (Cave-dwelling people, valuing communal safety, resourcefulness, and
intricate carving.)
Religion: The Deep Earth Cult (Animistic, worshipping the spirits of the earth, stone, and
underground waters.)
Lifestyle: Primarily mining and foraging in canyons. Skilled in stone carving and
subterranean navigation.
Era/Innovations: Early Medieval (e.g., advanced tunnel construction, rock carving, basic
mining tools, knowledge of subterranean geology).
Government System: Elder Council.
Head of State: Stone Speaker (chosen by the council).
Borders: Free Cities of Xylos (south). The Canyon Stream flows through their territory.
The Coastal Tribes
Culture: Seafaring (Coastal people, valuing navigation, fishing, and raiding. Strong
connection to the sea.)
Religion: The Wave Riders (Polytheistic, worshipping deities of the sea, storms, and marine
life.)
Lifestyle: Fishing, coastal trade, and occasional raiding. Skilled boat builders.
Era/Innovations: Early Medieval (e.g., advanced fishing techniques, sturdy coastal vessels,
knowledge of tides and currents, basic rope making).
Government System: Tribal Chieftain.
Head of State: Sea-Lord (hereditary or elected).
Borders: Free Cities of Xylos (east), borders the Azure Reach.
Continent 3: Veridia - The Heartlands
Veridia is a temperate continent known for its vast forests, fertile plains, and numerous
lakes. It is a land of settled kingdoms and ancient traditions.
Major Geographical Features:
Mountain Ranges: The Greenback Mountains (central), the Sunken Peaks (south-east).
Rivers:
The Silverleaf River: Flows from the Greenback Mountains, through the Eldoria Kingdom,
and into the Golden Basin.
The Deepwood Stream: Winds through the Sylvani Dominion, emptying into the Silent Lake.
The Ironflow River: Originates in the Sunken Peaks, passes through the Ironwood Barony,
and into the Serpent's Coil.
The Whisperwind River: A long river flowing through the plains of the Plains Confederacy.
The Lake-Feeder: A series of streams that feed the Sky Mirror Lake.
The Southern Reach: A wide, slow river in the southern plains.
Nations of Veridia:
The Eldoria Kingdom
Culture: Eldorian (Chivalrous, agrarian society with a strong feudal structure. Emphasis on
honor, loyalty, and martial prowess.)
Religion: The Church of the Verdant Light (Monotheistic, worshipping a deity of light and
purity. Highly organized church with significant political influence.)
Lifestyle: Primarily agrarian, with fortified castles and small towns. Knights and nobility form
the ruling class.
Era/Innovations: Early Medieval (e.g., feudal system, cavalry).
Government System: Feudal Monarchy.
Head of State: King/Queen.
Borders: Sylvani Dominion (east), Ironwood Barony (south), borders the Golden Basin.
The Sylvani Dominion
Culture: Forest-Kin (Similar to Aethelgard's Verdant Reach, but more settled. Deep
connection to the ancient forests, valuing wisdom and harmony.)
Religion: The Forest Heart (Nature worship, reverence for ancient trees and forest spirits.
Druidic practices are central.)
Lifestyle: Live in harmony with the forest, utilizing its resources sustainably. Skilled in
woodcraft and tracking.
Era/Innovations: Early Medieval (e.g., advanced herbal medicine, silent movement
techniques, intricate wood carving, sustainable forestry).
Government System: Theocratic Council.
Head of State: Arch-Druid (spiritual and temporal leader).
Borders: Eldoria Kingdom (west), borders the Silent Lake.
The Ironwood Barony
Culture: Ironwood (Hardy, independent people in the forested foothills, valuing
self-sufficiency and skilled craftsmanship, especially in timber.)
Religion: The Stone & Wood Cult (Animistic, worshipping the spirits of the earth and the
forests.)
Lifestyle: Logging, carpentry, and small-scale farming. Known for sturdy wooden structures.
Era/Innovations: Early Medieval (e.g., advanced logging techniques, skilled carpentry, basic
fortifications, knowledge of forest resources).
Government System: Feudal Barony.
Head of State: Baron/Baroness (hereditary noble).
Borders: Eldoria Kingdom (north), Plains Confederacy (east), borders the Serpent's Coil.
The Plains Confederacy
Culture: Plains-folk (Loose confederation of agrarian communities, valuing cooperation,
self-governance, and communal defense.)
Religion: The Harvest Spirits (Animistic, revering spirits of the land, crops, and seasons.)
Lifestyle: Primarily agricultural, living in scattered villages. Rely on communal effort for
farming and defense.
Era/Innovations: Early Medieval (e.g., advanced crop rotation, communal farming
techniques, basic defensive earthworks, simple agricultural tools).
Government System: Democratic Confederacy.
Head of State: Speaker of the Plains (elected by village elders).
Borders: Ironwood Barony (west), The Sky-Mirror Cult (south). The Whisperwind River flows
through their lands.
The Sky-Mirror Cult
Culture: Ascetic (Isolated communities living around the Sky Mirror Lake, valuing spiritual
purity, contemplation, and communal harmony.)
Religion: The Reflection of Truth (Philosophical, focusing on inner peace and understanding
the 'reflection' of cosmic truth in the lake. Monastic orders are common.)
Lifestyle: Simple, self-sufficient, focused on meditation and communal rituals. Skilled in
fishing and simple crafts.
Era/Innovations: Early Medieval (e.g., simple boat building, basic fishing nets, knowledge of
local flora and fauna).
Government System: Theocratic Commune.
Head of State: Grand Seeker (spiritual leader).
Borders: Plains Confederacy (north), borders the Sky Mirror Lake.
The Southern March
Culture: Frontier (Rugged, independent people living in the southern borderlands, valuing
self-reliance and defense against incursions.)
Religion: The Watcher's Path (A pragmatic, localized faith focused on protection and
vigilance against unknown threats.)
Lifestyle: Small, fortified settlements, often engaged in skirmishes with neighboring tribes or
bandits.
Era/Innovations: Early Medieval (e.g., guerilla tactics, fortifications, simple weaponry).
Government System: Military March.
Head of State: March Warden (appointed military leader).
Borders: Ironwood Barony (north), borders the Sunken Maw. The Southern Reach flows
through their lands.
The Coastal Principalities
Culture: Maritime (Independent city-states along the coast, valuing trade, naval power, and
exploration.)
Religion: The Deep Sea Pantheon (Polytheistic, worshipping deities of the sea, storms, and
distant lands.)
Lifestyle: Focused on shipbuilding, fishing, and overseas trade. Wealthy merchant classes
dominate.
Era/Innovations: Early Medieval (e.g., shipbuilding, navigation techniques, trade networks).
Government System: Principality (hereditary ruler with merchant council influence).
Head of State: Prince/Princess.
Borders: Eldoria Kingdom (east), borders the Serpent's Coil.
Continent 4: Solara - The Sun-Drenched Expanse
Solara is a hot, arid continent dominated by vast deserts, but also possessing fertile coastal
strips and ancient river deltas.
Major Geographical Features:
Mountain Ranges: The Ember Peaks (central), the Glass Mountains (east).
Rivers:
The Sun-Kissed River: Flows from the Ember Peaks, through the Golden Empire, and into
the Sunstone Sea.
The Oasis Delta: A network of rivers forming a fertile delta in the north.
The Serpent's Coil (Solara): A winding river in the eastern deserts.
The Dry Stream: A seasonal river that often dries up.
The Canyon River: Flows through deep canyons in the west.
The Coastal Run: A short river feeding coastal settlements.
Nations of Solara:
The Golden Empire
Culture: Solaran (Ancient, highly centralized empire, valuing order, monumental art, and a
powerful military. Known for its gold wealth.)
Religion: The Solar Cult (Monotheistic, worshipping a singular sun deity as the source of all
life and power. Emperor is seen as the sun's earthly representative.)
Lifestyle: Highly urbanized, with massive cities and vast agricultural lands fed by irrigation.
Strict social hierarchy.
Era/Innovations: Early Medieval (e.g., extensive irrigation systems, monumental architecture,
advanced gold working).
Government System: Absolute Empire.
Head of State: Emperor/Empress.
Borders: The Desert Nomads (north), The Oasis Confederacy (east), borders the Sunstone
Sea. The Sun-Kissed River flows through its lands.
The Desert Nomads
Culture: Roaming (Tribal, nomadic people adapted to harsh desert conditions, valuing
freedom, resilience, and raiding.)
Religion: The Wind Spirits (Animistic, worshipping the spirits of the desert winds and sand.)
Lifestyle: Nomadic, living in temporary camps and relying on raiding and limited trade.
Skilled in desert survival.
Era/Innovations: Early Medieval (e.g., advanced desert navigation, swift raiding tactics,
knowledge of desert flora and fauna, basic leathercraft).
Government System: Tribal Chieftains.
Head of State: War Chief (elected for campaigns).
Borders: Golden Empire (south), The Oasis Confederacy (south-east).
The Oasis Confederacy
Culture: Settled Oasis (Communities built around permanent oases, valuing trade,
communal living, and spiritual pursuits.)
Religion: The Wellspring Faith (Animistic, revering the life-giving properties of water and the
spirits of the oases.)
Lifestyle: Agrarian, focused on date palms and specialized crops. Skilled in water
management and crafts.
Era/Innovations: Early Medieval (e.g., advanced oasis agriculture, water purification, basic
pottery, simple weaving).
Government System: Theocratic Council.
Head of State: Grand Elder (spiritual and temporal leader).
Borders: Golden Empire (west), Desert Nomads (north-west).
The Coastal Kingdoms
Culture: Maritime (Independent kingdoms along the coast, valuing seafaring, fishing, and
trade.)
Religion: The Deep Blue Pantheon (Polytheistic, worshipping deities of the ocean, fish, and
storms.)
Lifestyle: Focused on fishing, pearl diving, and coastal trade. Skilled boat builders.
Era/Innovations: Early Medieval (e.g., advanced fishing techniques, sturdy coastal vessels,
knowledge of tides and currents, basic rope making).
Government System: Hereditary Monarchy.
Head of State: King/Queen.
Borders: Golden Empire (north), borders the Sunken Maw.
The Glass Spires
Culture: Isolated (Communities living in the Glass Mountains, known for their unique
glass-like rock formations. Valuing craftsmanship and isolation.)
Religion: The Crystal Path (Philosophical, focusing on the clarity and purity of crystals and
their connection to inner truth.)
Lifestyle: Mining of unique minerals, glassmaking, and simple crafts. Live in remote,
self-sufficient settlements.
Era/Innovations: Early Medieval (e.g., advanced glassmaking, unique mineral extraction,
basic stone tools, knowledge of local geology).
Government System: Hermitic Orders.
Head of State: Grand Artisan (leader of the largest order).
Borders: Oasis Confederacy (west).
The Ash Wastes Tribes
Culture: Resilient (People living in volcanic regions, adapted to harsh, ash-filled
environments. Valuing endurance and tribal unity.)
Religion: The Fire Heart (Animistic, worshipping the spirits of volcanoes and the earth's fiery
core.)
Lifestyle: Semi-nomadic, relying on hardy livestock and foraging in volcanic plains.
Era/Innovations: Early Medieval (e.g., knowledge of volcanic activity, heat-resistant
materials, basic metal smelting from volcanic ores, simple tools).
Government System: Tribal Elders.
Head of State: Ash Speaker (chosen by elders).
Borders: Golden Empire (south-east).
The Sunken Coast Republic
Culture: Independent (Coastal city-states that broke away from the Golden Empire, valuing
freedom and maritime trade.)
Religion: Varied, with many small cults and philosophical schools.
Lifestyle: Primarily mercantile, focused on trade and craftsmanship. Open to foreign
influences.
Era/Innovations: Early Medieval (e.g., development of maritime law, craftsmanship).
Government System: Merchant Republic.
Head of State: Grand Consul (elected by merchant guilds).
Borders: Golden Empire (north), borders the Sunken Maw.
Continent 5: Glacia - The Frozen North
Glacia is a continent of ice and snow, with vast glaciers, frozen tundras, and hardy, resilient
populations.
Major Geographical Features:
Mountain Ranges: The Icefang Peaks (central), the Shard Mountains (east).
Rivers:
The Glacier Run: Flows from the Icefang Peaks, through the Ice-Born Tribes, and into the
Frostbite Fjord.
The Frozen Serpent: A river that remains partially frozen year-round, flowing through the
Tundra Clans.
The Northern Current: A swift river in the far north.
The Ice Melt Stream: A seasonal river fed by melting glaciers.
The Fjord Feeder: Several small rivers feeding into the numerous fjords.
The White River: A river that flows under a thick layer of ice for most of the year.
Nations of Glacia:
The Ice-Born Tribes
Culture: Ice-Born (Hardy, resilient tribal people adapted to extreme cold, valuing survival,
communal strength, and ancestral knowledge.)
Religion: The Great White Spirit (Animistic, worshipping a benevolent spirit of the ice and
snow, and the spirits of powerful ice beasts.)
Lifestyle: Hunter-gatherer, relying on ice fishing, hunting arctic animals, and limited foraging.
Skilled in ice crafting.
Era/Innovations: Early Medieval (e.g., advanced ice fishing, construction of ice shelters,
knowledge of arctic survival, basic bone and ivory carving).
Government System: Tribal Council.
Head of State: Ice Speaker (chosen by elders).
Borders: The Tundra Clans (east), borders the Frostbite Fjord.
The Tundra Clans
Culture: Tundra (Semi-nomadic people living on the treeless plains, valuing endurance,
communal hunting, and simple living.)
Religion: The Earth-Breath (Animistic, revering the subtle spirits of the frozen earth and the
wind.)
Lifestyle: Herding of reindeer-like animals and seasonal hunting. Live in portable tents.
Era/Innovations: Early Medieval (e.g., advanced animal husbandry for cold climates,
knowledge of tundra plants, simple leather and fur crafting, basic sled construction).
Government System: Clan Chieftain.
Head of State: Tundra Lord (hereditary or elected).
Borders: Ice-Born Tribes (west), The Northern Hold (south). The Frozen Serpent flows
through their lands.
The Northern Hold
Culture: Fortified (Communities living in fortified settlements in the more habitable southern
parts of Glacia, valuing defense, resource management, and disciplined living.)
Religion: The Stone Heart (Animistic, worshipping the spirits of the earth and stone,
emphasizing resilience and stability.)
Lifestyle: Mining, limited farming in sheltered valleys, and crafting. Known for their sturdy
stone buildings.
Era/Innovations: Early Medieval (e.g., advanced stone construction, basic mining,
knowledge of cold-resistant crops, rudimentary metalworking).
Government System: Feudal Hold.
Head of State: Jarl (hereditary noble).
Borders: Tundra Clans (north), The Crystal Coast (west).
The Crystal Coast
Culture: Coastal (People living along the icy coastlines, relying on fishing and limited trade
with warmer regions. Valuing navigation and resilience.)
Religion: The Deep Chill (Animistic, revering the spirits of the icy waters and the creatures
within.)
Lifestyle: Fishing, seal hunting, and some coastal trade. Skilled in building small, sturdy
boats.
Era/Innovations: Early Medieval (e.g., advanced ice fishing, sturdy coastal vessels,
knowledge of ice floes, basic rope making).
Government System: Fishing Communities (loose confederation).
Head of State: Harbor Master (elected by community).
Borders: Northern Hold (east), borders the Crystal Shallows.
The Shard Nomads
Culture: Shard (Small, highly mobile groups living in the desolate eastern mountains, valuing
stealth, survival, and resourcefulness.)
Religion: The Echoing Wind (Animistic, worshipping the spirits carried on the harsh
mountain winds.)
Lifestyle: Primarily hunting and foraging in the harsh mountain environment. Skilled in
tracking and survival.
Era/Innovations: Early Medieval (e.g., advanced tracking, knowledge of mountain passes,
basic trapping, simple tools).
Government System: Mobile Bands.
Head of State: Lead Tracker (chosen by skill).
Borders: Tundra Clans (west).
The Glacier Keepers
Culture: Isolated (Small, secretive communities living deep within the glaciers, known for
their unique ice-carving skills.)
Religion: The Ancient Ice (Animistic, reverence for the ancient glaciers and the secrets they
hold.)
Lifestyle: Primarily ice mining and carving. Live in ice caves.
Era/Innovations: Early Medieval (e.g., advanced ice carving, knowledge of glacier
formations, basic ice tools, rudimentary shelter construction).
Government System: Elder Council.
Head of State: Ice Carver (chosen by the council).
Borders: Northern Hold (south).
The Frozen Isles Confederacy
Culture: Islander (Communities on small, frozen islands off the coast, relying on sea
resources and limited trade.)
Religion: The Sea-Ice Spirits (Animistic, worshipping spirits of the sea and ice.)
Lifestyle: Fishing, hunting marine mammals, and gathering coastal resources.
Era/Innovations: Early Medieval (e.g., sturdy small boats, knowledge of ice floes and
currents, basic fishing equipment, simple tools).
Government System: Island Councils.
Head of State: Island Elder (elected by community).
Borders: Borders the Shrouded Veil and Frostbite Fjord.
Islands and Archipelagos
Numerous islands and archipelagos dot the oceans, each with its own unique culture and
history.
The Coral Atolls (in the Sunken Maw)
Culture: Atoll-Dwellers (Peaceful, communal people adapted to island life, valuing harmony
with the ocean and sustainable living.)
Religion: The Reef Spirits (Animistic, worshipping the spirits of the coral reefs and marine
life.)
Lifestyle: Fishing, pearl diving, and cultivation of island crops. Skilled navigators of shallow
waters.
Era/Innovations: Early Medieval (e.g., advanced shallow-water navigation, sustainable
fishing, basic boat building, knowledge of marine resources).
Government System: Elder Council.
Head of State: Reef Speaker (chosen by elders).
Connections: Surrounded by the Sunken Maw.
The Storm-Kissed Isles (in the Azure Expanse)
Culture: Seafarers (Hardy, independent islanders, valuing resilience against storms and
skilled navigation of open seas.)
Religion: The Storm-Caller Pantheon (Polytheistic, worshipping deities of wind, rain, and the
open ocean.)
Lifestyle: Deep-sea fishing, whaling, and long-distance trade. Renowned for their sturdy
ships.
Era/Innovations: Early Medieval (e.g., advanced deep-sea navigation, sturdy ocean-going
vessels, knowledge of weather patterns, basic whaling techniques).
Government System: Sea-Lordships.
Head of State: Sea-Lord (hereditary ruler).
Connections: Surrounded by the Azure Expanse.
The Jade Archipelago (in the Verdant Deep, near Aethelgard)
Culture: Islander (Influenced by Ziyunese culture, but with unique maritime traditions.
Valuing craftsmanship and trade.)
Religion: The Harmonious Way (adapted to maritime life, reverence for sea ancestors).
Lifestyle: Fishing, pearl cultivation, and trade with Aethelgard. Skilled in intricate jade
carving.
Era/Innovations: Early Medieval (e.g., advanced pearl cultivation, skilled jade carving, sturdy
coastal trade vessels, basic navigation).
Government System: Principality.
Head of State: Prince/Princess.
Connections: Borders the Verdant Deep and Jade Sea.
The Shrouded Islands (in the Shrouded Veil)
Culture: Mystics (Isolated, secretive communities, valuing spiritual contemplation and
ancient knowledge. Often shrouded in mist and mystery.)
Religion: The Veil-Walkers (Animistic, believing in spirits that dwell in the mists and hidden
places. Focus on divination.)
Lifestyle: Fishing, foraging, and living in secluded villages. Skilled in navigating the fogs.
Era/Innovations: Early Medieval (e.g., advanced fog navigation, knowledge of local flora and
fauna, basic fishing, simple tools).
Government System: Theocratic Commune.
Head of State: Mist Elder (spiritual leader).
Connections: Surrounded by the Shrouded Veil.
The Dragon's Teeth Chain (between Aethelgard and Xylos)
Culture: Warrior (A chain of volcanic islands, inhabited by fierce, independent warriors.
Valuing strength and defense.)
Religion: The Fire-Heart Cult (Animistic, worshipping the spirits of volcanoes and the earth's
fiery core.)
Lifestyle: Raiding, fishing, and cultivating hardy crops in volcanic soil. Skilled in forging
volcanic rock into weapons.
Era/Innovations: Early Medieval (e.g., advanced volcanic forging, sturdy raiding vessels,
knowledge of volcanic activity, basic fortifications).
Government System: War Chieftaincies.
Head of State: High Warlord (elected by warriors).
Connections: Borders the Azure Expanse and the Serpent's Coil.
The Whisperwind Isles (off the coast of Veridia)
Culture: Artistic (Islanders known for their vibrant arts, music, and storytelling. Valuing
creativity and cultural expression.)
Religion: The Muse's Gift (Polytheistic, worshipping deities of art, music, and inspiration.)
Lifestyle: Fishing, agriculture, and producing intricate artworks. Skilled in weaving and
pottery.
Era/Innovations: Early Medieval (e.g., advanced textile weaving, pottery, musical instrument
making, basic boat building).
Government System: Artistic Guilds (loose confederation).
Head of State: Grand Master of Arts (chosen by guilds).
Connections: Borders the Serpent's Coil.
The Sunken Reefs (off the coast of Solara)
Culture: Diver (Communities living on small islands and artificial platforms built on reefs,
valuing diving and marine harvesting.)
Religion: The Deep One's Call (Animistic, revering the mysterious creatures and spirits of
the deep reefs.)
Lifestyle: Pearl diving, sponge harvesting, and fishing. Skilled free divers.
Era/Innovations: Early Medieval (e.g., advanced free diving techniques, knowledge of
marine biology, basic tools for harvesting, simple boat building).
Government System: Diving Guilds.
Head of State: Master Diver (elected by guilds).
Connections: Borders the Sunken Maw.
The Frostfire Archipelago (near Glacia)
Culture: Resilient (Islanders adapted to cold, volcanic environments, valuing endurance and
resourcefulness.)
Religion: The Twin Spirits (Animistic, worshipping spirits of both ice and fire, representing
the islands' dual nature.)
Lifestyle: Fishing, hunting, and utilizing geothermal heat for warmth and limited agriculture.
Era/Innovations: Early Medieval (e.g., knowledge of geothermal vents, sturdy ice-breaking
boats, basic hunting and fishing, simple tools).
Government System: Tribal Councils.
Head of State: Fire-Ice Elder (chosen by council).
Connections: Borders the Shrouded Veil and Frostbite Fjord.
The Golden Strand Isles (in the Verdant Deep, near Xylos)
Culture: Mercantile (Islands serving as trade hubs, valuing commerce, negotiation, and
diverse cultural exchange.)
Religion: The Coin-Gods (Polytheistic, worshipping deities of wealth, trade, and prosperity.)
Lifestyle: Primarily trade and shipping. Cosmopolitan populations.
Era/Innovations: Early Medieval (e.g., trade practices, navigation, craftsmanship, early forms
of currency exchange).
Government System: Merchant Republic.
Head of State: Grand Trader (elected by merchant families).
Connections: Borders the Verdant Deep and Saltmarsh Estuary.
Connections and Interdependencies
The world of Aerthos is a complex web of connections, shaping trade, conflict, and cultural
exchange.
Oceans and Seas:
The Azure Expanse connects to the Azure Reach, Golden Basin, and Serpent's Coil. It
separates Aethelgard from Xylos.
The Verdant Deep connects to the Jade Sea, Crimson Straits, Obsidian Gulf, Silvered
Sound, and Saltmarsh Estuary. It borders eastern Aethelgard and western Veridia.
The Shrouded Veil connects to the Frostbite Fjord and Crystal Shallows. It borders northern
Aethelgard and Glacia.
The Sunken Maw connects to the Sunstone Sea and Shadowed Lagoon. It borders
southern Aethelgard, southern Veridia, and southern Solara.
The Whispering Current connects to the Drifting Current, serving as a passage between the
northern and southern oceans.
Rivers and Nations:
Aethelgard:
The Grand Azure River: Ziyun Dynasty (flows through), empties into the Jade Sea.
The Serpent's Flow: Xylosian Steppes (flows through), empties into the Crimson Straits.
The Golden Thread: Kaelen Confederacy (flows through), empties into the Obsidian Gulf.
The Moonlit Stream: Ziyun Dynasty (flows through), empties into the Silvered Sound.
The Stonefall River: Northern Clans (flows through), empties into the Frostbite Fjord.
The Sunken River: Sunstone Dynasty (flows through), empties into the Sunstone Sea.
Xylos:
The Oasis Flow: Aridian Hegemony (flows through), empties into the Azure Reach.
The Great Bend River: Aridian Hegemony (flows through), empties into the Golden Basin.
The Desert Serpent: Sandstone Tribes (flows through).
The Saltwater Run: Saltmarsh Dominion (flows through), empties into the Saltmarsh
Estuary.
The Canyon Stream: Canyon Dwellers (flows through).
Veridia:
The Silverleaf River: Eldoria Kingdom (flows through), empties into the Golden Basin.
The Deepwood Stream: Sylvani Dominion (flows through), empties into the Silent Lake.
The Ironflow River: Ironwood Barony (flows through), empties into the Serpent's Coil.
The Whisperwind River: Plains Confederacy (flows through).
The Lake-Feeder: Sky-Mirror Cult (feeds Sky Mirror Lake).
The Southern Reach: Southern March (flows through).
Solara:
The Sun-Kissed River: Golden Empire (flows through), empties into the Sunstone Sea.
The Oasis Delta: Golden Empire (utilizes).
Mountains and Regions:
Aethelgard:
Sky-Spine Peaks: Border the Ziyun Dynasty and Northern Clans, source of Grand Azure
River.
Dragon's Tooth Range: Borders Xylosian Steppes and Sunstone Dynasty, source of
Serpent's Flow.
Whispering Hills: Borders Kaelen Confederacy and Iron Peaks Dominion, source of Golden
Thread.
Xylos:
Dune Spires: Central Xylos, source of Oasis Flow.
Scarred Peaks: North-west Xylos, source of Great Bend River.
Veridia:
Greenback Mountains: Central Veridia, source of Silverleaf River.
Sunken Peaks: South-east Veridia, source of Ironflow River.
Solara:
Ember Peaks: Central Solara, source of Sun-Kissed River.
Glass Mountains: Eastern Solara, home to Glass Spires.
Glacia:
Icefang Peaks: Central Glacia, source of Glacier Run.
Shard Mountains: Eastern Glacia, home to Shard Nomads.