Home of the eldest and most reclusive fey. It's capitol, if this “country” could be said to have one is Ceres, the citadel on the highest peak of all the Ceresian Mountains. This citadel is their link to Faerie. There is no known official government in this region, though it is believed that the High Queen of Faerie holds sway here as well. Outsiders are not privy to a great deal of information on this place, and are generally unwelcome. Fae who walk freely within are regarded with distrust outside of it, and never speak of their time there.Io:
Butting up on the Southern most spit of the Cerisian mountains, Io is home to a thriving craft community. It's major exports are jewelry and weapons in metals such as Mithral and Adamant. Many of these things are magical in nature, and all are considered to be of exceptional quality. As such, they are vastly expensive. Io is governed by a small group of wealthy merchants, and the foremost artisans. While this creates a highly capitalistic society, hard work and talent are valued, and schooling in crafts and trades are free to those of poor family who show a particular affinity for one of them. For those who are lazy or untalented however, this is not the place to be. Since many are still there, and money is plentiful however, this has created a counter government of sorts, run by the seamy underbelly. Thieves and cut throats, selling protection and assurance that one will not become the victim of theft or murder. Of course, some don't always stay bought. All of this combines to create a country in which much is a facade and safety is never assured.Alexandria:
The melting pot of Atlantis, Alexandria's capital city, Alexia, is home to a vast library. Magics are treasured here, and knowledge is considered most sacred. A home of scholars and the largest University on the entire continent. People come from far and wide to learn and research. Alexandria is governed by an aging king. His nephew, the Duke of Mist Haven, his only heir. While the king himself is just and fair, the Duke is not, and as such the countries future looks grim unless another heir becomes apparent. This is where our story begins. In a land that is generally idyllic, but hovering on the precipice of disaster. All of this is without considering the substantial threat posed by this being the only kingdom to directly border Todesfalle without the buffer of The Divide. Because of this encroaching threat, the Dysanara's, one of the oldest Elven families known to history hold a dukedom along the countries southern most border. Because of this they are given powers of vote, and council. It is said that they took up this sentinel position because they felt responsible for the existence of Todesfalle.Todesfalle:
A mixture of wild, jungle like forest and darkest swamp, or so it is said. No one really knowns anything about this most dire of places, though much is rumored.Navar:
Butting up against The Divide, Navar is perhaps the only truly barbaric kingdom in all of Atlantis. The creatures of The Divide, Trolls, Giants, Goblins, and many others make every day a fight just to survive as they encroach on most all sides but one. Perth:
A rich farming country, this is the main home of the Ogre, and where they find the most peace, untroubled by their beastly appearances. This country thrives on it's exports of foods by way of ship, and has many large merchant fleets docked in it's harbors. Ruled by the people, this is the only true democracy on all the continent. Any who wishes to have as say has it, though they're not always listened to, and any who can gain enough support can raise to the highest echelons of government.Yvan:
Just as surrounded by The Divide as Navar, the people of Yvan have learned to cope with the this by flocking to large, well defended cities, and strong Garrisons. Because of the constant threats that raids of Divide monsters can create, it is required by law that all able bodied persons male and female spend at least the first two years of their adult lives serving in the Garrison, thought specific duties vary based on character and abilities. Yvan is governed by the City Lords, the strongest warriors in any given city. This title usually carries on through a family line, though is anyone is truly unhappy with the governance that they receive and do not wish to move away, they are welcome to challenge the head of the family to a duel to the death. If they win, they gain control of the city, and fealty of the Garrison that is stationed within. These challenges are rare, but in the case that they happen and are won, it is customary to keep the family of the fallen Lord as advisors, and favored friends. As much to dissuade thoughts of vengeance as for the council they may be able to provide. Mikhal:
A desert kingdom, this is a home of wandering nomadic people with tribe like governance amongst themselves, but no over arching government to speak of.Morhan:
A plains nation, Morhan is home to nomads and farmers. The best horses in the world are said to come from this place, and the best horse trainers. Agriculture is the chief occupation of those that live in this fertile country, and it counts it's wealthy in corn, wheat, and livestock. Barter is the name of the economy here, and useful skills are valued above book knowledge. Settlements are loosely scattered, and no formal government exists.Ygdral:
A land of Knights and Damsels , Ygdral is governed by strength of arms, and words of the wise. Warriors are born and bred here, and mercenaries are it's chiefest export. Simply for the love of fighting, and the strength of mind and body that come from disciplined practice, weapons are placed in the hands of children from the moment they are old enough to hold them, and they are trained to use them. Between the zealots of Brighton, and the creatures of The Divide, martial skill is necessary in their everyday lives, though they do not discount the importance, and usefulness of magical aptitude in those who display it. Many settlements will pool funds to send their most talented magical, and scientific minds to the University of Alexandria so that their learning may come back and enrich all. By no means is this land idyllic however, and those of intellect are objects of envy and even jealousy by many. Brighton:
Structure is the name of the game here, and women, considered the weaker of body, and soul are subjugated into protected roles as wives and daughters. Few women stray outside of this of expectation, and those who do not have only the recourse of fleeing the country. Magic is considered taboo here, and any found practicing it will face death by fire. Brighton is governed by a church that any from outside of this country would find sacrilegious, repudiating the existence of The Lady of her Consort, they believe that this world is not the first, and that they were stolen from a place of virtue in which a single God ruled all, and any kind of deviation was cause to suspect witchcraft. This deviation can be as small as being nonhuman. This is the only country on the continent where humans outnumber the other races, simply by the expedient that other races are killed on sight.
The Islands:The Isles:
The starting point for all of the hazardous, long, and rare journeys to the other parts of the world. This is a collection of fisher folk, and home to a large number of Selkies and Merfolk. Siren's Haven:
The accepted habitat of Siren. Seafaring folk known to avoid these islands and as such Siren, and oceanic Fae who choose to be reclusive find this to be a haven where they will not be disturbed by humans or any who seek to do them harm.Dak
A resort island, Dak is home to many wonders and just as many ways to blow all of your money at once. Many performers call this place home, and have no issue supplementing their incomes with what quick fingers can steal from the unsupecting.Isles of the Small Folk:
A haven for those of the Small Folk who wish to be away from the prying eyes of the larger races. No one else is welcome on these islands, and little is known about what happens on them.