Isles of the Miser
Primary Race:		Dwarf
Other Major Races:	Minotaur
Tech Level:   		Medium-High
The Isles of the Miser are comprised primarily of the broken mountain peaks and sunken citadels of the Tarn, ruins of that once-great Dwarven kingdom long since sunk beneath the waves.  The name of the land refers to the dour and greedy disposition of those diminished dwarves who still call the island chain home.  The Misers have become accomplished sailors in the centuries since the ruination of their homeland, plying their squat, low galleys across the Southern Seas in search of artifacts from Old Tarn.  Homeland of most of the Duergar of Maraghentium.  They are noted sailors and metalworkers.  Their holds are typically above ground and primitive by the standards of the eastern dwarves, though they are also magicians and alchemists on a much higher level than their Brian or Ebiran counterparts in the east.

Akureri Pirates
Primary Race: 		Minotaur
Other Major Races:	Dwarf
Tech Level: 

Shkiperia
Primary Race: 		Minotaur
Other Major Races:	Dwarf, Human
Tech Level: 

Hellas
Primary Race:		Human
Other Major Races:	Dwarf, Minotaur
Tech Level: 

Faros
Primary Race:		Human
Tech Level: 

Aratrea
Primary Race:		Human
Other Major Races:	Dwarf, Elf (Wood), Minotaur 
Tech Level: 

Sorlandet
Primary Race:  		Elf (Wood)
Other Major Races:	Human
Tech Level: 

Ceskua
Primary Race:		Human
Other Major Races:	Minotaur
Tech Level: 

Glarus
Primary Race:		Human
Other Major Races:	Minotaur
Tech Level:  

Oulun Hillfolk
Primary Race: 		Dwarf
Other Major Races:	Human
Tech Level: 		Middle
Another homeland of Duergar in the far west, though these Duergar were first displaced from sinking Tarn, moved northeast to escape the deadly floods, and settled in lands of primitive humans.  They subsist primarily as herdsmen and metalworkers of small repute in and amongst human tribes, though they have kept the dwarven religion and ways and are still considered true dwarves by all but the most strictly traditional.

Rocletian Empire
Primary Race:  		Elf (Wood)
Other Major Races:	Centaur, Human, Troglodyte
Tech Level: 

Morian
Primary Race:		Human
Other Major Races:	Elf (Wood), Lizardfolk, Troglodyte
Tech Level: 

Free City of Redfen
Primary Race:		Human
Other Major Races:	Lizardfolk, Troglodyte
Tech Level: 

Kingdom of Stiria
Primary Race: 		Dwarf
Other Major Races:	Human, Troglodyte
Tech Level: 
A strong nation in the eastern part of Maraghentium, consisting mostly of Duergar with some shield dwarves.  They are noteworthy for the complete breakdown of the clan structure and religion in their borders, having become an atheistic, classless society lead by a king and his family, but with no votes or clanholds within their borders. They also do not mine beneath the ground, preferring lives as mercenaries and stonecutters.

Lappin Herdsmen
Primary Race:		Human
Tech Level: 

Istria
Primary Race:		Human
Other Major Races:	Giant
Tech Level: 

Kamarad
Primary Race:		Human
Other Major Races:	Giant, Gnoll, Minotaur
Tech Level: 

Adarth
Primary Race:		Human
Other Major Races:	Lizardfolk, Troglodyte
Tech Level: 

Cantabria
Primary Race:		Human
Other Major Races:	Elf (Wood), Troglodyte
Tech Level: 

Berus
Primary Race:  		Elf (Wood)
Other Major Races:	Human, Lizardfolk, Troglodyte
Tech Level: 

Orosi Hillfolk
Primary Race:		Human
Other Major Races:	Dwarf, Troglodyte
Tech Level: 

Sopot Raiders
Primary Race:		Human
Other Major Races:	Giant
Tech Level: 

Rataldane
Primary Race:		Human
Other Major Races:	Dwarf,  Lizardfolk
Tech Level: 

Satiarem
Primary Race:		Human
Other Major Races:	Elf (Wood), Troglodyte
Tech Level: 

Border Tribes
Primary Race:		Human
Other Major Races:	Dwarf, Elf (Wood), Giant, Troglodyte
Tech Level: 

The Shieldlands
Primary Race:		Human
Tech Level:		Medium-High
Dividing the east from the west sprawls this xenophobic land of humans ruled by a strict theocracy.  Nonhuman intelligent races and magic are shunned in this strong nation, with executions and witch-burnings being extremely common.  The only way to cross the Shieldlands for a nonhuman is in a heavily guarded coach between the border of the Tribes and the Free City of Opor.

Morceles
Primary Race: 		Minotaur
Other Major Races:	Gnoll, Human
Tech Level: 

Vas
Primary Race:		Gnoll
Other Major Races:	Human
Tech Level: 

Black Sand Raiders
Primary Race: 		Gnoll
Other Major Races:	Human
Tech Level: 

Jura Tribes
Primary Race:		Human
Other Major Races:	Dwarf
Tech Level: 

Kiva
Primary Race: 		Gnoll
Other Major Races:	Human, Minotaur
Tech Level: 

Arben Tribes
Primary Race:		Human
Other Major Races:	Gnoll, Minotaur
Tech Level: 

Vaud Tribes
Primary Race:		Goblinkind
Other Major Races:	 Minotaur
Tech Level: 

Herian
Primary Race:		Human
Other Major Races:	 Dwarf, Goblinkind
Tech Level: 

Kereth
Primary Race: 		Gnoll
Other Major Races:	 Goblinkind, Human
Tech Level: 

Asturias
Primary Race:		Human
Other Major Races:	Elf (Grey), Gnoll, Goblinkind, Lizardfolk
Tech Level: 

Free City of Turum
Primary Race:		Human
Other Major Races:	Gnoll, Lizardfolk
Tech Level: 

Free City of Bergandia
Primary Race:  		Elf (Grey)
Other Major Races:	Human, Lizardfolk
Tech Level: 

Free City of Marak
Primary Race:		Human
Other Major Races:	Lizardfolk
Tech Level: 

Free City of Opor
Primary Race:		Human
Other Major Races:	Elf (Grey), Lizardfolk
Tech Level: 

Kandar
Primary Race:		Human
Other Major Races:	Elf (Grey)
Tech Level: 

Witchwood
Primary Race:  		Elf (Grey)
Other Major Races:	Human
Tech Level: 

Noraki Slavers
Primary Race: 		Goblinkind
Other Major Races:	Gnoll, Human
Tech Level: 
The Noraki slavers are a strong band of goblin and hobgoblin merchants and mercenaries long utilized by many of the northern coastal nations (including Gorai, Kereth, Rataldane, and several of the Free Cities).  Previously content to leave rulership to others and the fighting to themselves, they were able to secure several provinces in a bloody coup in lands formerly belonging to Gorai.  They have spent the ensuing eight years strengthening their hold and fortifying cities and supply lines, with the goal of expanding to the east and west, into Kereth and the remains of Gorai. 

Kingdom of the Gorai in Exile
Primary Race:		Human
Other Major Races:	Elf (Grey), Goblinkind
Tech Level: 
A nation far fallen from its prime, Gorai is now a ruined backwater clinging to what few provinces it has remaining since King Balkut was overthrown in a surprise coup in DY -8.  A combined force led by the Noraki hobgoblins and the Kingdom of Sorotai succeeded in breaking the nation in two, forcing some of the Gorai into lands previous held by Sorotai, and still others crowded as refugees and armed camps in the Bresla Peninsula.  Gorai still raids and plans a retaking of their homeland.

Kingdom of the Sorotai
Primary Race:		Human
Other Major Races:	Centaur, Goblinkind
Tech Level: 

Kingdom of the Sebuchai
Primary Race:		Human
Other Major Races:	Centaur, Elf (Grey), Goblinkind
Tech Level: 

Galicia
Primary Race:		Human
Tech Level: 

Maro Warclan
Primary Race:		Human
Other Major Races:	Goblinkind
Tech Level: 

Ghota Warclan
Primary Race:		Human
Other Major Races:	Goblinkind
Tech Level: 

Vhangost
Primary Race:		Human
Other Major Races:	Goblinkind
Tech Level: 

Dalarna
Primary Race:		Human
Other Major Races:	Goblinkind, Minotaur
Tech Level: 

Pavis
Primary Race:		Human
Other Major Races:	Minotaur, Troglodyte
Tech Level: 

Kaunas
Primary Race: 		Minotaur
Other Major Races:	Human, Troglodyte
Tech Level: 

Brote
Primary Race:		Human
Other Major Races:	Troglodyte
Tech Level: 

Trencian
Primary Race:		Human
Other Major Races:	Giant, Troglodyte
Tech Level: 

Dreya Warclan
Primary Race:		Human
Other Major Races:	Dwarf
Tech Level: 

Sulcar
Primary Race:		Human
Other Major Races:	Giant, Minotaur, Troglodyte
Tech Level: 

Highpoint
Primary Race: 		Giant
Other Major Races:	Human
Tech Level: 

Toll Varna
Primary Race:		Human
Other Major Races:	Minotaur
Tech Level: 

Hierokule
Primary Race: 		Minotaur
Other Major Races:	Human
Tech Level: 

Bellis
Primary Race:		Human
Other Major Races:	Minotaur
Tech Level: 

Vilicia
Primary Race:		Human
Other Major Races:	Kenku
Tech Level: 

Predant
Primary Race:		Human
Other Major Races:	Giant
Tech Level: 

Mercia
Primary Race:		Human
Other Major Races:	Kenku
Tech Level: 

Great Kingdom of the Brugai
Primary Race:		Human
Other Major Races:	Centaur, Goblinkind
Tech Level:		Medium-High
The mightiest nation of the human race known as the Kerai, the Kingdom of the Brugai stretches north from the Empire to the Hand of Adeth.  While not as sizable as its neighbor the Kingdom of the Sebuchai, it has a much firmer warrior tradition due to constant skirmishes with the Empire over the last centuries.  

Viseu
Primary Race: 		Goblinkind
Tech Level: 
One of the few kingdoms of Goblinkind that did not bend the knee to Aranthras’ domination, Viseu is a backwater often forgotten, surrounded by mightier neighbors.  Most of the hobgoblins and bugbears of Viseu went to Aranthras as mercenaries, and so Viseu is comprised mostly of goblins struggling to survive in backwater ring towns.  

Velesia of the Stone
Primary Race:  		Elf (Grey)
Other Major Races:	Human
Tech Level: 

Drius
Primary Race:		Human
Other Major Races:	Goblinkind
Tech Level: 

Macini
Primary Race: 		Centaur
Other Major Races:	Goblinkind, Human
Tech Level: 

House Dirastes
Primary Race:		Human
Other Major Races:	Goblinkind
Tech Level: 

Cynith
Primary Race:		Human
Other Major Races:	Goblinkind
Tech Level: 

Eternal Empire of Great Aranthras
Primary Race:		Goblinkind
Other Major Races:	Human, Kenku
Tech Level:		High
Travel:			Many excellent roads, many good roads, some water travel
The mighty, crumbling empire of the goblins, The Eternal Empire of Great Aranthras has existed for six hundred years, and for five hundred and eighty of these expanded steadily outwards from its humble origins at Kerak’s Mount.  Twenty years ago, a group of unknown assassins succeeded in destroying Aranthras’ physical body, sending a shockwave through the empire that succeeded in fomenting several rebellions.  Now, the empire is still the mightiest nation in all of Maraghentium, but that power wanes with each passing month as former allies and neighbors take chunks of the flanks of the once mighty nation.

Legion VI
Primary Race:		Goblinkind
Tech Level: 

Legion IX
Primary Race:		Goblinkind
Other Major Races:	Human
Tech Level: 

Campania
Primary Race:		Dwarf
Tech Level: 
Last bastion of the midland dwarven nations, Campania has suffered defeat after defeat over the long centuries, losing land to the goblins, humans, and giants each in turn, until reduced to but three small provinces perched high in the Spine.  

The Kalmar
Primary Race:		Giant
Other Major Races:	Dwarf
Tech Level: 

Tribes of the Raven Children
Primary Race:		Kenku
Other Major Races:	Dwarf, Goblinkind, Human
Tech Level:		Medium
The mightiest nation of the Kenku race, the Raven Children are said to have their feathered hands in the politics of all the nearby nations, and have succeeded through religious conversion in taking three provinces in the heart of the Empire.

Hso
Primary Race:		Kenku
Other Major Races:	Elf (High)
Tech Level: 

Makat Gore
Primary Race:		Human
Other Major Races:	Elf (High), Kenku
Tech Level:		Medium-High
A strong nation of humans, said to be controlled by the interests of the elves and kenku who reside in its borders.  Makat Gore has a well deserved reputation for magic and learning, as the Library of the Archon of Kestrel is the finest east of the Empire, and arguably on par with Aranthras' personal holdings.  Makat Gore is a major stop for traders and merchants heading around the northeastern corner of Maraghentium, and has many fairly rich cities along its coast.  Further inland, it rapidly grows poorer and meaner.

Cat Nomads
Primary Race:		Human
Other Major Races:	Goblinkind
Tech Level: 

Berkanni
Primary Race:		Human
Other Major Races:	Dwarf, Goblinkind, Kenku
Tech Level: 

Wolf Tribes
Primary Race:		Human
Other Major Races:	Goblinkind
Tech Level: 		Medium-Low 
Land of goblins and humans who follow the totem of the Wolf, and do honor to him by roving in loose-knit packs, making war and raiding all who oppose them.  

Bear Mountain Tribes
Primary Race:		Human
Other Major Races:	Dwarf, Kenku
Tech Level: 		Low
A loose knit confederacy of various races living on the slopes of the Great Bear and Little Bear mountains.  They are primitive but have a fairly complex society and religion

Cataclia
Primary Race:  		Elf (High)
Tech Level: 

Old Velesia
Primary Race:  		Elf (High)
Other Major Races:	Human
Tech Level: 

Vorgand
Primary Race:		Human
Other Major Races:	Elf (High), Kenku
Tech Level: 		Medium 
A strong nation from the Isle of Velesia, slowly expanding from its humble beginnings there.  It is culturally similar to Reynir and Grampan, though more influenced by the elves than the dwarven influences found in those nations.

Bria
Primary Race: 		Dwarf
Other Major Races:	Kenku
Tech Level:		Medium-High
Bria is the most powerful nation of the shield dwarves and one of the last bastions of their might.  The ruling family has persisted since the time of Grammon the Slayer before the rise of the Giant kingdoms above.  Bria is known for its deep mines and extensive complexes of abandoned tunnels.  It is said that once, a dwarf could walk from the walls of Erom's View to the furthest south of Grindjarm and never see the light of day- but those days are long gone, and most dwarves rely on the paths since hewn in the rock above for travel.
Raksgaard:	Capital of the dwarven kingdom and home of King Utrecht.

Grampan
Primary Race:		Human
Tech Level:		Medium
A backwater kingdom composed primarily of thieves and scoundrels, or so the people of Reynir think.  Grampan is really pretty similar to Reynir culturally and geographically, as well as politically, though Grampan typically does a bit more fishing and a bit less raiding.

Reynir
Primary Race:		Human
Tech Level:		Medium 
A backwater land composed primarily of farmers and peasants, with a strong raiding tradition and culture of warfare dating back to the earliest settlers.  Reynir is a poor nation, sparsely populated inland with the majority of towns along its rocky coast.  Reynir is ostensibly a kingdom, though in practice each town and keep is semi-autonomous.
Caerfen:	An abandoned monastery on a small island approximately four hours sail from Owlsford.  
Grundig‘s Hold:	One of the largest towns on the coast of Reynir, and home to Ylor the wizard.  It is in all respects a typical town of the Voorg people.
Owlsford:	A large village about a day’s travel north of Grundig’s Hold.  Owlsford is a fishing village surrounded by a stout wooden palisade.
Storm's Point:	A small village two hours north of Owlsford.

Vermin Tribes
Primary Race: 		Human
Other Major Races	Dwarf, Kenku
Tech Level:		Low 
Tribes of primitive, foul dwarves and humans whose wretched conditions forced them into degenerate pacts with the monsters that infest the ancient ruins of the dwarven holds.  They are cannibals, murders, and blasphemers of the worst sort.

Shyl
Primary Race:		Human
Other Major Races:	Centaur
Tech Level: 

Koro Tribes
Primary Race:		Human
Other Major Races:	Kenku
Tech Level: 

Beresthi Hillfolk
Primary Race:		Human
Other Major Races:	Dwarf
Tech Level: 

Gavar Tribes
Primary Race:		Human
Other Major Races:	Centaur
Tech Level: 

Ganamus
Primary Race:		Human
Other Major Races:	Kenku
Tech Level: 

Vaud
Primary Race:		Human
Other Major Races:	Kenku
Tech Level: 

Aranza
Primary Race:		Human
Other Major Races:	Minotaur
Tech Level: 

Ombroke Highlands
Primary Race:		Human
Other Major Races:	Dwarf
Tech Level:  

Borgos
Primary Race:		Human
Other Major Races:	Minotaur
Tech Level: 

Ebirus
Primary Race:		Dwarf
Tech Level: 
A small but strong nation, one of the remnants of southern Bria from before the coming of Man and Giants.  It has several strong clans, but does not grant cadet branches and so keeps its clans very tightly controlled.  Ebirus has closed borders and is slowly working on retaking its old holds, a process it has nearly completed through fire and sword. 

Jocopines
Primary Race:		Minotaur
Other Major Races:	Dwarf
Tech Level: 

Evora
Primary Race:		Dwarf
Other Major Races: 	Minotaur
Tech Level: 
A small nation of poor clans, noted for having taken up seafaring and service as mercenaries to the minotaurs that surround them.  The Evorans are noted particularly in their strongly defensible holds and for their work fortifying the towns of the minotaurs along the coasts.

Grindjarm
Primary Race:		Minotaur
Tech Level: