Nations

Abramelin (the Arcane Kingdom of Abramelin)
A harsh realm of lifeless desert and towering mountain peaks. The nation of Abramelin is largely empty and uninhabitable. Civilization exists only in ancient cities that each sit atop a life giving oasis.

This grim nation is ruled by a powerful magocracy; an absolute dictatorship headed by a powerful wizard titled the Mage-King. A hegemony of Mage-Lords rule their own demesne and fiefs but owe tithe and fealty to the Arcane Throne.

Kingdom of Caspia
The Kingdom is a land of life and plenty. Bubbling streams and lazy rivers crisscross sprawling plains of fertile fields and light forest.

Caspia is, at least notionally, ruled by the King of Caspia. In reality, power is largely split among a multitude of noble houses that each govern their own individual city-states (mostly acting as independent small nations) and a number of increasingly wealthy and influential guilds.

The House of Light
The House of Light is the largest church in Caspia. Its leadership is composed of priests from several faiths, each dedicated to serving the 'Gods Above' (good aligned deities in the Pantheon) and the greater good of its people.

The Colonies
Abramelin and Caspia have both founded colonies in the new world. Many of their cities are founded on the ruins of elven cities.

Elven Groves
A vast elven empire once covered the new world. Now all that remains are dead ruins and hidden groves. What remains of the elven people have retreated to the far reaches of their former empire. Several independent trival nations are scattered across the realm. These areas are (mostly) recognized by colonies as belonging to the elves that live there.

The Crags
Once Abramelin's westernmost colony under the control of Earl Kragsten. Now a blighted land rife with the living dead.

Sancterra
A holy republic founded by the House of Light. This theocracy is closely related to the Kingdom of Caspia but insists on its independence.

The Kingdom Below
The subterranean dwarven nation. Their realm connects to the surface at several mountain fortresses known as the 'Spires'.

The Everdark
A xenophobic matriarchy of Drow. The Everdark is a complex network of natural tunnels deep underground. The only known route between the Everdark and the surface are three enormous holes in the earth.