1. Name of Nation: Maronsia
    Ruler: Selene Montesque
    Heraldry: An open tome on a blue and gold background
    Population: Medium
    Size: Small to Medium
    Resources: Good: Mining, Agriculture-wheat, fishing.
    History: Selene, a popular noble from Strea-Tarl, brought many other popular nobles along with many followers to this new, untapped region. Granted a nation for her families contributions to Strea-Tarl, she was likely granted this particular spot because of its remote location; perhaps so she couldn't involve herself so easily into the political games of nations.
    Political Situation: While content with developing their own nations' resources, they have a concern of the U.P of D (4).
    Government: Council of Five: all previously Nobles in Strea-Tarl. 1) Gayle Wininnst -Amethyst 2) Beth Berlisle- Amethyst 3) Geoffrey Torrence- Pearl 4) Gabrielle Harkensung- Amethyst
  2. Name of Nation: Wenthania
    Ruler: Calandryll DuWenthus
    Heraldry: An ancient symbol in an ancient language on a light field of purple.
    Population: Low to Medium
    Size: Small to Medium
    Resources: Fair to Good; Fishing, copper mining, herding
    History: Granted a nation mainly because of noble status in Strea-Tarl and for leading a stand in defense of the city in times of chaos.
    Political Situation: Though busy developing own resources; good relations with Tuarnia (20), Goldenshire (41) and with Selene (1).
    Government: Monarchy with top advisors: Ebert Ebonae- Amethyst & Samuel LeCongle- Pearl.
  3. Name of Nation: Dravincia
    Ruler: Jonas et Troskyn
    Heraldry: A 7-headed Golden Hydra on a light green background
    Population: Medium to High
    Size: Large
    Resources: Very Good; various mining, wheat, corn, forestry, fishing and herding
    History: 400 years past, a collective of people and their oligarchy ruled in this area. Having proved this, they've regained their prior control.
    Political Situation: Still trying to "solidify" relations with the plains people to the east and the three smaller trader nations to the west. The ethnic background in the area is popular for the peoples swarthier skin and thick sideburns.
    Government: War Council: Lord Garn-Battle Leader; Sir Gieve- Head Engineer.
  4. Name of Nation: United Protectorate of Dahlviin
    Ruler: Emperor Mahosav Dahlviin
    Heraldry: Three pikes criss-crossed in front of grains of wheat and fish
    Population: High
    Size: Medium
    Resources: Average: Fishing, agriculture, trading
    History: Three smaller nations quickly combined into one within a year of the forming of nations. With Dravincia (3) edging their eastern boundaries and the Pirates of Raiders Reefs hunting the seas, it seemed to be an excellent fix. It has worked so far.
    Political Situation: Heavy into trades and tariffs, they have any of their needs shipped in for favors, money and fish.
    Government: A massive merchants council of about 20 to 30 all sit together and discuss issues. And although only about 7 merchants have much influence on the Emperor and his ways, three of them are former Strea-Tarl nobles: 1) Garret Jax- Pearl 2) Santor Borling- Opal 3) William Forlingly- Pearl
  5. Name of Nation: Ghoth's Path
    Ruler: Drawth Givern
    Heraldry: Two serpents entwined on an obsidian pillar
    Population: Medium
    Size: Small
    Resources: Poor: Mining, Trading
    History: A descendant of an powerful paladin whose religious order protected travelers traversing this pass from bandits and beasts alike.
    Political Situation: A cautious relationship on all sides
    Government: Noble and Religious Councils keep each other in check..
  6. Name of Nation: The plains clans
    Ruler: 12 chiefs of 12 clans
    Clan Chieftain Cloak Color
    Corin Dathlar Red
    Khulinin Savaric Gold
    Geldring Branth Green
    Wylfling Medb Brown
    Dangari Koshyn Indigo
    Shadedron Malech Black
    Reidhar Caurus Yellow
    Amnok Ferron Gray
    Murjik Jol Purple
    Bahedin Babur Orange
    Jahanan Sha Umar Maroon
    Ferganan Quamar Light Blue
    Population: Low
    Size: Large
    History: They used to roam the entire northern plains. Now they find themselves with borders.
  7. Name of Nation: Ust Atka (69BE)
    Ruler: Raven Kalathor
    Heraldry: Black Raven
    Population: Low to Medium
    Size: Medium
    Resources: Average: agriculture, herding, trade
    History: 800-year-old lineage gives this land to the Raven
    Political Situation: Uneasy with all sides, except to the north with the clansmen. They ignore that border and allow the clansmen more migratory land.
    Government: Militant Monarchy who has 7 lieutenants with competent troops patrolling the borders.
  8. Name of Nation: Kormane (40)
    Ruler: Farid el-Mashil
    Heraldry: Bipedal insect/scorpion crouching menacingly
    Population: Medium
    Size: Medium
    Resources: Good: Agriculture, herding, forestry
    History: A separate lineage from the one that encompassed this land 800 years ago, Farid proved her claim and brought many of her own oriental kind from the desert or across the sea, or from somewhere, with her.
    Political Situation: A quiet, self-sufficient nation, they make treaties when necessary, otherwise remain quiet.
    Government: Monarchy
  9. Name of Nation: Sarma
    Ruler: Priest Lord Rigel min Namal
    Heraldry: Golden Sun held in a Gauntleted Fist
    Population: Medium to High
    Size: Small to Medium
    Resources: Average: Mining, Trade, Herding
    History: 600 years back, a faction broke off from the popular leader of the nation now called Khel-Zil. Ever since, they've bickered over power of Zhind with the opponent
    Political Situation: Good with Dravincia (3), they have tentative plans with Dravincia to excavate the Tomb of the Gods in the future.
    Government: Religious and Merchant houses work relatively cooperatively in the enlightenment of the nation.
  10. Name of Nation: Khel-Zil
    Ruler: Emperor Alak Abnelkunie
    Heraldry: A Turban with a large ruby within, with lightning in the background
    Population: High
    Size: Small to Medium
    Resources: Meager: Mining, Trade, Magic
    History: 1000 years of history from when the Emperor came from overseas with but 1000 men and women. Eventually some broke off and formed Sarma (9). As a whole, these people have slightly sharper features with darker skin (turskish)
    Political Situation: Tense, constant attempts to gain total control of Zhind, a cautious eye to the peaks of the Goldhoard mountains, and all of their new neighbors. Open to treaties if it gives them reasonable (very reasonable) benefits.
    Government: The Emperor has a family dynasty intact, even though its been hundreds of years since their last official rule.
  11. Name of Nation: Selifiandin
    Ruler: Norshore Anticule
    Heraldry: Sea monster reaching out of the sea
    Population: Small
    Size: Small
    Resources: Poor: Fishing, Mining
    History: A Ruby from Strea-Tarl, this nation's purpose is to watch and contain the actions of the gruesome volcano, Balthatuse.
    Political Situation: Civil relations with (4) the Protectorate of Dahlviin, neutral with others.
    Government: A peaceful, quiet council of eleven nobles, they maintain their three main cities of harmonious work ethic.
  12. Name of Nation: Demons Tears
    Ruler: Roland Cort
    Heraldry: A white rose on a light blue field with black tears.
    Population: Very Low
    Size: Very Small
    Resources: Meager: Mining, Fishing, Herding
    History: The most successful forgery of the courts, there was no right for this nation to exist, but trickery and lies made it possible.
    Political Situation: A puppet leader for the time being, it’s a quiet and brooding nation; with no offered alliances to speak of.
    Government: A private council of a few town leaders manage the small villages and mining towns.
  13. Name of Nation: Vraugth en Tante
    Ruler: Narcione Vologne
    Heraldry: A Griffon on a field of Green and Black
    Population: Low
    Size: Small
    Resources: Meager: Fishing and shipping, mining copper, electrum.
    History: Narcione and Curtis Calitoff the former 8th and 9th Blades of Strea-tarl won the right to this nation.
    Political Situation: They are trying to create an alliance of west cost nations to protect the seas pirates, and imports from the east, with tariffs aplenty.
    Government: Hopefully will maintain strong ties with The Wyvern's Republic. (38)
  14. Name of Nation: Chimaeron
    Ruler: Danita Kusor
    Heraldry: Chimera on a Cloudy field
    Population: Low
    Size: Very small
    Resources: Poor Mining, herding, trading
    History: Danita had lived to the east of the mountains for many years, before becoming attached to them in a magical sense. Now she continues to survive and flourish in the west, after scaring and terrorizing her way to a nation.
    Political Situation: No alliances. All neighbors fear the fairy tales of an indestructible Chimera in the land.
    Government: Council of Leaders that have relatively free control of the land, the people are not down-trodden, but optimistic.
  15. Name of Nation: Lindausin
    Ruler: Kassin Roumi
    Heraldry: White sword on a maroon background.
    Population: Medium
    Size: Small
    Resources: Average: Herding, Fishing, Mining
    History: Faction that long broke off from Malthania claimed right to this land.
    Political Situation: Extremely tense, surrounded by many monsters from the mountains and cruel leaders to the north and south.
    Government: Monarchy, with many battle troops of excellent training.
  16. Name of Nation: Besaiam
    Ruler: Keta Pechya
    Heraldry: A small warship under a gleaming sun.
    Population: medium
    Size: Small to Medium
    Resources: Average: Mining, Fishing, Pirating, herding
    History: The Lamia surrounds herself with thousands of fanatical followers, willing to do her every bidding.
    Political Situation: They pirate the sea and raid other lands for men and other potential residents.
    Government: Terroristic and greedy leaders give a communist, huddled "feel" to the nation.
  17. Name of Nation: Grallingdon
    Ruler: King Donigarten, the Grand High Chancellor
    Heraldry: Gold Gauntlet clenching a white scarf
    Population: High
    Size: Medium
    Resources: Very Good: Forestry, Agriculture, Mining, Herding
    History: 800 years ago, they held a nation in this area. Big on treatises and legalities then, they may even be bigger on them now.
    Political Situation: Envied by some for their relative control of the Deep Forest of Dareth, they trade with many (3, 14, 18, 20, 40) and have already made several contract with other nations (23,38,39,41) for future endeavors in many matters.
    Government: LG monarchy. The Knights of the White Sash, continually look for heathens, converts and worthy believers; but in what order?
  18. Name of Nation: Malthania
    Ruler: Lord Malthan XIV
    Heraldry: Ancient Symbol in Old Malthanian
    Population: High
    Size: Very Large
    Resources: Good: Agriculture, Forestry, Herding, Mining, Fishing
    History: One of the 2 original nations, they were granted a huge tract on both proven history and past deeds done for humankind.
    Political Situation: Stiffly polite with other major players to the east (38,39,41). View western nations as corrupt or primitive, though will occasionally trade with them.
    Government: Monarchy
  19. Name of Nation: Juant-Tir
    Ruler: Lheandal Devarm
    Heraldry: A beam of light shooting down between to majestic mountain peaks.
    Population: Medium
    Size: Small
    Resources: Average: Mining, agriculture
    History: 800 year old ally of Malthania, though now not actively pursuing that route.
    Political Situation: Excellent allies to the north and south.
    Government: Just LG, Small Council. Brendan Shaneen leads the Knights of the Holy Pendant (Belenus)
  20. Name of Nation: Tuarnia
    Ruler: Miara Maufrincia
    Heraldry: A unicorn and griffon standing together on a field of green.
    Population: Medium
    Size: Small
    Resources: Average: Mining, Forestry, agriculture
    History: A Pearl noble from Strea-Tarl, she brought along other peoples with significant bloodlines.
    Political Situation: Sturdy ally to the north (19)with a suspicious yet reasonable ruler to the south (21). New at ruling however, not much is expected from Tuarnia, as they try to develop their own resources for the time being.
    Government: A NG Public Council
  21. Name of Nation: Talisny
    Ruler: Thane Thuriene Donally
    Heraldry: Red rose, crossed with an ancient tree
    Population: Low to Medium
    Size: Small
    Resources: Average: Fishing, Sea crops, agriculture, herding
    History: 900 years ago, broke off from the kingdom of Dvorzny to the south and the serfdom they pressed on its people.
    Political Situation: Suspicious of most, they are fairly self-reliant.
    Government: Large Noble Council
  22. Name of Nation: Ere Kinnia
    Ruler: Lord Sanissen XII
    Heraldry: Hourglass giving a long shadow
    Population: Low to Medium
    Size: Small to Medium
    Resources: Meager: Agriculture, herding
    History: One of several factions that left Mel Tomesh at the start of the 101 day plague, they couldn't provide all the proof needed for a dominant and accurate land grant, though still did well.
    Political Situation: Starting to re-establish relations with the other nations of old Mel Tomesh. (23, 24, 25, 26)
    Government: Wizards Administrative
  23. Name of Nation: Dhaels Hol
    Ruler: Geranys Dulaine
    Heraldry: Staff striking the ground, breaking apart the soil.
    Population: Medium
    Size: Small to Medium
    Resources: Average: Agriculture, forestry
    History: One of the factions to leave Mel Tomesh during the 101 day plague.
    Political Situation: Too concerned with the inaccurate land grant and the untamed creatures therein to maintain relations with their neighbors.
    Government: Spellcasters Council
  24. Name of Nation: Sciyira
    Ruler: Gerad Arrasi
    Heraldry: Lance and Shield on an orange skyline.
    Population: Small
    Size: Small
    Resources: Average: Agriculture, forestry
    History: One of the factions to leave Mel Tomesh during the 101 day plague.
    Political Situation: A solid battle-tested army, capable of warring with anyone, but are currently at peaceful times.
    Government: An oligarchy of 4 families of ancient times, always plotting for expansion.
  25. Name of Nation: Hills of LeShan
    Ruler: Kantock LeShan Elias
    Heraldry: a roaring lion (golden) on a black and red checkered background name and holdings.
    Population: Medium to High
    Size: Medium
    Resources: Good: Agriculture, Herding, Minng gold, pewter.
    History: One of the factions to leave Mel Tomesh during the 101 day plague.
    Political Situation: This family is very powerful, likely to utilize brute force and fear to advance their family and nation
    Government: Despotic monarchy
  26. Name of Nation: Land of Azuviir
    Ruler: Dan-shal Azuviir
    Heraldry: Embellished, Golden 'T' on a blue field.
    Population: Medium-Low to Medium
    Size: Large
    Resources: Very Good: Agriculture, lumber, mining, copper, electrum, iron.
    History: One of the factions to leave Mel Tomesh during the 101 day plague.
    Political Situation: Wishes to create good relations with former factions of Mel Tomesh (22-25), although that may not be reciprocated.
    Government: Monarchy
  27. Name of Nation: Dvorzny
    Ruler: Vladimir Nikailov
    Heraldry: 8 headed Hydra, with a dead beast at its feet.
    Population: Low to Medium
    Size: Medium
    Resources: Good
    History: Once a feudal land, slightly different now, though there are still Nikailov's boyars, his lesser nobles, that run smaller their own lands.
    Political Situation: Tenuous to the north (21), frightened of the south (28), and chaotic within.
    Government: Weak central hold, in a feudal setting.
  28. Name of Nation: Famenna
    Ruler: Pyret Sontur (the Magian)
    Heraldry: A Lone gray tower, with green grass abound.
    Population: Very Low
    Size: Very small
    Resources: Poor to Meager- Fishing, Mining, some Agriculture
    History: Has controlled this area of land for at least the last 40 years, maybe more?
    Political Situation: Powerful, militant troops are a threat to the borders and to the commoner within. Have recently developed some sort of alliance with Ust Atka (7)
    Government: High mage with battle troops and lieutenants.
  29. Name of Nation: Stoldvok
    Ruler: Varri Haraldonsin
    Heraldry: Great, golden Axe on a field of green
    Population: Low
    Size: Small
    Resources: Meager- Fishing, Forestry, Mining. Currently control a natural pass from the sea through the Bhid-sol mountains to the Azuviir nation.
    History: A monetarily poorer nation, they have in the past fought with other factions to the south.
    Political Situation: Warmongers to the north (28), humanoids to the south (30). Yikes. Hopes to make treaties with the Azuviir nation.
    Government: Monarchy
  30. Name of Nation: Tribes of the Iron Fist
    Ruler: Burzuk the Great, Orog
    Heraldry: Warhammer impacting an unidentifiable foe.
    Population: Medium (Humanoid) Low (Human)
    Size: Small
    Resources: Poor- Mining, Piracy
    History: Has kept control over region for last 25 years.
    Political Situation: Looking to wound anyone they can, chaotic skirmishes within the land.
    Government: Might is Right, Burzuk has might and a large humanoid war council, which is surprisingly lawful to his commands.
  31. Name of Nation: Zirkala
    Ruler: Glerrin Sunitol
    Heraldry: Halfling arm wrapped in plantlike, vine-like armor
    Population: Medium
    Size: Medium to Large
    Resources: Poor
    History: Over many generations, the strange breed of halfllings and vicious thri-keen eventually stopped warring and became more neutral towards one another.
    Political Situation: Pacts with underdark denizens and human outlaws help them gather information about their neighbors.
    Government: Clan chieftains, Conclave meetings
  32. Name of Nation: Saldina
    Ruler: Corolev Nylestine
    Heraldry: Official being hung by his own whip, on a field of brown.
    Population: Medium
    Size: Large
    Resources: Poor- Fishing, Mining, Herding
    History: Made of mostly exiled people from recent Strea-Tarl days, along with natives from long ago, and survivors of shipwrecks.
    Political Situation: Relatively peaceful, wary of Zirkala (31).
    Government: Democratic council.
  33. Name of Nation: Darytsu
    Ruler: Tarthas (in name only)
    Heraldry: None as of yet.
    Population: Low
    Size: Very Large
    Resources: Poor to Meager- Sand, Glass, Brick, slaves
    History: Mostly exiled peoples of Strea-Tarl, and foreigners from the south.
    Political Situation: Anarchy and chaos, powerful groups take slaves at whim.
    Government: Guild councils help commerce.
  34. Name of Nation: Pittance
    Ruler: Velume Storliane
    Heraldry: Falcon over the sea waves crashing upon rocky crags
    Population: Medium
    Size: Small
    Resources: Meager-Fishing, Ore, Trading
    History: Leader of Strea-Tarls lacky was awarded this domain.
    Political Situation: Unsure of neighbors, fairly safe while aligned with The Wyvern's Republic.
    Government: Oligarchy (previously 4th blade in Strea-tarl)
  35. Name of Nation: Realm of the Sphynx
    Ruler: The Sphynx
    Heraldry: A Sphynx
    Population: Low (human) Medium (Humanoid)
    Size: Small
    Resources: Poor- Ore
    History: The Sphynx pulled his troops out of the northern fringe of the Bhid-sol mountains, due to a treaty that would grant him a nation in the future. Here it is.
    Political Situation: Allies with none.
    Government: Anarchy all over the place. The Sphynx has a few bands of gnolls that are his arm and voice of control
  36. Name of Nation: Hell Haven
    Ruler: Dyaneave Sunstream
    Heraldry: Jagged Sword cutting through a magical wall
    Population: Medium (elves and humans)
    Size: Small
    Resources: Good- Mining, ore, clay
    History: Exiled Elves turned this area into their domain.
    Political Situation: Curious with all neighbors, may look to expand north beyond the fallen magical barrier.
    Government: Elven Oligarchy, caste system for other races.
  37. Name of Nation: Mairada
    Ruler: Sultana Alassin el-Maneer
    Heraldry: Coiled snake, seemingly satisfied
    Population: Medium
    Size: Small
    Resources: Meager- Ore, Fishing, Trading
    History: A Blade from Strea-tarl has changed her name to her old family line and taken command, along with Dante Kontern (Ruby).
    Political Situation: Works to maintain relationships with Malthania and The Wyvern's Republic
    Government: Monarchy with Religious Council
  38. Name of Nation: The Wyvern's Republic
    Ruler: High Blade Selfaril
    Heraldry: Wyvern winding around a lone tower
    Population: High
    Size: High
    Resources: Very good-agriculture, timber, trading, fishing, herding, weaving
    History: Having controlled the city of Strea-Tarl for the last 23 years; and maintaining the magical barrier of exile, this nation under Lord Selfaril, could be one of the most significant, new nations.
    Political Situation: A new nation, and wedged in between two nations with history, there are yet a big influence on many levels, especially with nations (34,37) helping him comtrol the Thasean sea.
    Government: Bladedom and Council
  39. Name of Nation: New Corunsia
    Ruler: Bjalnin Obfusane
    Heraldry: Ancient Symbol of Old Corunsia
    Population: High
    Size: Large
    Resources: Very Good-timber, fish, trade, shipping
    History: One of the 2 original nations, they were granted a huge tract on both proven history and past deeds done for humankind.
    Political Situation: Safe and solid, it's all about tariffs and treaties with the other major nations.
    Government: Monarchy
  40. Name of Nation: TaQazara
    Ruler: Lord Breszhnaht el-aDib
    Heraldry: Golden Lion on Plush velvet
    Population: Medium to High
    Size: Medium
    Resources: Average-Trade, agriculture, herding, textiles.
    History: Unofficially, the ruling family of Dalincus the tent city, they were granted a nation. They protected the city throughout the ages, as the wall-less city migrated over time.
    Political Situation: Merchants Council
    Government: Merchant Guild Voting consortium
  41. Name of Nation: Goldenshire
    Ruler: Yustable Tarthree
    Heraldry: Golden Rooster in front of two crossed, shining swords
    Population: Medium to high
    Size: Large
    Resources: Good: Forestry, whaling, ship building, fishing, herding.
    History: Quite possibly the third oldest nation, the city of Ballenthus has always kept tabs on Dalincus and Cav-Pluhn; keeping the entire northeast relatively safe from humanoid hordes and piracy.
    Political Situation: Trying to push their status to that of Malthania and New Corunsia, while at the same time supporting Vosgaundy (42).
    Government: Council of Lords
  42. Name of Nation: Vosgaundy
    Ruler: Mirund Molochev
    Heraldry: Great Axe crossed with Lance
    Population: Low to Medium
    Size: Small to Medium
    Resources: Average to Good: Herding, Forestry, agriculture, mining- ore.
    History: Having always kept the hordes and critters to the north, a nation seemed only necessary and earned.
    Political Situation: Works relatively closely with Melyy (43) in the quest against the northern hordes
    Government: Monarchy
  43. Name of Nation: Melyy
    Ruler: Ivon Polavich
    Heraldry: Icy waterfall splashing into a pool with three black bears fishing
    Population: Low
    Size: Small to Medium
    Resources: Average: Mining- silver, Herding
    History: Having always kept the hordes and critters to the north, a nation seemed only necessary and earned; in past years though, more and more commoners have went north, seeking silver in the high hills.
    Political Situation: Neutral with the plains tribes (6) and defensive against the humanoid hordes (44), yet united with Vosgaundy (42) in their duty of wildland patrol.
    Government: Weak Monarchy
  44. Name of Nation: Lutkhovsky
    Ruler: Pavel Suderaght
    Heraldry: Pair of fiery red eyes on a field of white
    Population: Low
    Size: Small to Medium
    Resources: Poor-silver, trapping
    History: Granted to this noble of Chen-tein to attempt to keep the evils even more cornered.
    Political Situation: No one really wanted this land, with so many barbarians and hordes to deal with in the land, and the zealous protectorates to the south.
    Government: Weak Monarchy
  45. Name of Nation: Velenoye
    Ruler: Fiala Ruszca
    Heraldry: Hidden warrior with bearskin hood/cape.
    Population: Very low
    Size: Very small
    Resources: Very poor: trapping, snow
    History: Granted to this noble of Zhind to attempt to keep the evils even more cornered. Too bad, she is evil as well.
    Political Situation: Must beware of hordes aplenty as well as nations to the south (42,43). In times of crisis, Ruszca may seek influence from the Khel-Zil nation. (10)
    Government: Dictator/Monarchy; anarchy in desolate regions.
  46. Name of Nation: Zoloska
    Ruler: Uvna Farzeb
    Heraldry: Clenched six-fingered gauntlet
    Population: Very Low
    Size: Very Small
    Resources: Poor-mining, ore, whaling
    History: Granted to this noble of Cav-Pluhn to attempt to keep the evils even more cornered.
    Political Situation: As an isolationist ruler with an isolated geography, even neutral nations become enemies.
    Government: Monarchy with Naval Leader council
  47. Name of Nation: Thasean Reefs
    Ruler: Simmeus Stein
    Heraldry: Olive branch floating in water
    Population: Low
    Size: Very small
    Resources: Average: Fishing and seafood
    History: Formerly used as navy port of Chen-tein to protect its bay, it is ruled by a former Strea-Tarl Noble whose sole job is to protect the Thasean Sea from open sea monsters, invaders, pirates and bootleggers.
    Political Situation: Opposed to the open sea and piracy, allies with all nations bordering the Sea.
    Government: Communist
  48. Dantuusk Island: A large, heavily wooded island a few days sail from Goldenshire, this island could be a self-sufficient nation if aligned with proper allies. Too bad Goldenshire is looking to annex.
  49. Chonussun: A volcanic island off the west coast of the Gold Hoard mountains, ancient ruins from times long past tempt both pirate, west coast nations, and treasure hunters.
  50. The Raider Reefs: Although containing poor resources, and inconsistent soil, the east side of these reefs are a natural safe harbor from the sea, while the west a veritable treasure trove of sunken galleons. If one could clear out all the current pirates, they would have an excellent trading port.
  51. Alleystr's Island: A lightly forested land, with a ruined castle from generations ago make this a heavily sought island by people not granted a nation.
  52. The Ancient Wastes: This pile of crapp island ain't worth a diddle, unless you're desperate to have a nation or like to eat clams.
  53. Dragon Claw Isles: This spread of smaller islands could host more than one nation, certainly however, weak nations would they be. Although believed by many to be inhabited by ancient dragons and other nasties, it doesn’t stop the flow of ships venturing out to learn more of its lands.
  54. Remorrhaz Island: This northernmost island sits just off of Wenthania, and while they hope to annex it, they also could see value in an ally claiming it, as they have their hands full already.
  55. Desertscowl Archipelago: This group of scattered islands has been occupied by little brown native people for generations. At least that’s what the little brown person who came from there told us. Some of them are ripe with tropical growth, others are barren as a female golem.

These eight major islands and chains are not currently designated to any historic families or current powers. Up for grabs, if you will, anyone that can civilize and settle them will be granted that island as their nation after 3 years.

Hosted by www.Geocities.ws

1