Political Factions: The Bakta Syndicate, West Daring Company, Seaworth Ventures, The Wellington Family, The Tyson Gang, The Kingdom of Edonius, Ehn'Regata.
Population: 449,000 - 599,000
Racial Composition: Unknown
Currency: Gold/silver/copper*
Religious & Spiritual Beliefs: Atheist (29%), Anti-Theist (21%), Agnostic (17%), The Path (11%), Unspecified (10%), [Explicit/hostile reply] (9%), Other (3%)
Main Exports: Mercenary Services, Slave Labour, Lily Crab, Javi Plant, Snapfruit, Sweetvine Extract.
National Sport: Skiff Racing
Official Language: Common
Motto: "Kill Your Masters."
*Editor's note: Most of the republics of the Caravan Delta, Founder's Crossing & The Direlands maintain the ever-practical gold/silver/copper currency system—though you may get looks in the broader realm spending coins minted with the profile of a pirate lord or a king-in-exile.
"Go gold" – Use the simplest, most universal solution to a given problem.
Flag flown by The Delta Coalition, a group of city-states situated in The Caravan Delta, during two separate, unsuccessful wars of conquest waged by foreign powers: first by the Voran Empire in 256 DC, then by The Anclevan Empire in 303 DC.
Famous naval battle between two Coalition flagships, The Henrietta (left) and Siren's Wail (right), immediately following the rout of Anclevan forces at The Battle of Cape Cobalt.
Ruled by the descendants of deposed Edonian Emperor, Tybald Rex, Adonius Prima is a city-state built on a decades-long grudge. It is peopled primarily by exiles from the Edonian Crownlands who found themselves, willingly or not, on the losing side of the Edonian Uprising of 317 DC. Luckily for them, however, The Edonian Navy remained loyal to the crown, and ferried the .
Adonius Prima itself is a former colony and satellite state of Edonius; as such, there remains to this day a contingent of Edonian loyalists who are none too happy to be declared enemies of the state by-association, after the exiles took power in the region.
With so much distance between Adonius Prima and the Crownlands proper, resolving their differences militarily would be tiresome at best, and idiotic at worst. No, in practise, the conflict between these two factions amounts to little more than the occasional bout of diplomatic jabs. Of course, there are methods of undermining nations which go far beyond the ugly, petty theatre of warfare...
Bracketed onto the southern coast of The Rot via a labyrinthine network of dockyards, wooden footbridges, and swampy hamlets, Fogpoint stands both in defiance of nature and common sense. Year after year, it carries on, with untamed Destrean wilderness to the north, and raging, frothing seas to the south. Ruled almost since its inception by the Wellington Family and its close-kept allies, this surprisingly stable city-state has lasted longer than a great many scribes & city-planners had ever imagined it could.
Their position geographically, however precarious, allows them to control of a major sea route between Voran, Gorrano, Antür, and Spectralos. Of course, this would make Fogpoint an ample target for Voran under any normal circumstances, but a great deal of deterrents are at their disposal to discourage any major power from attempting to seize the city by force:
First, historically, like many city-states in the Caravan Delta, they will readily defend & be defended by their neighbours in the event an outside nation should risk an invasion. Second, the seas surrounding the city, along with the nearest water routes used by foreign vessels, are heavily mined with explosives, which change positions twice each week; and only the Wellington's carefully-appointed navigators are given knowledge of their locations. Third, and most importantly, they have always charged reasonable fees for the use of their waters by trade vessels. The Wellington's creed, 'If you must bleed, bleed gold', certainly speaks to their surprisingly-peaceable governing philosophy.
This buzzing port town is a veritable ne'er-do-well's paradise, attracting thrill-seekers from across the realm with its taverns' generous pours, and its brothels' bold selections. Sawtooth Shore, named for the infamous cannibalistic fish that dominates the bay, is controlled by its largest land-owner and employer, the merchant company Seaworth Ventures. Whether you're looking for slaves for purchase, mercenary companies for hire, or all the blackmarket tinctures, arcanics, and weapons you can carry, this is the town for you. Just don't let your mouth take on a debt that your body can't tender.
Once a colony of Spectralos, this island city-state is today ruled by The Bakta Syndicate, serving as the primary logistics hub for their criminal operations. The people of Van'Suria, composed mostly of descendants of dragonkin clans' drow, orcish, and human slaves.
Godstone is a small town settled within the ruins of an unknown precursor civilization. The site, roughly 1 square mile in total area, seems to actively suppress all attempts made by vital beings in harming one another within its confines. 'The Aura', as locals refer to it, seems to have 'personality' of sorts—or at least conditional spellcraft which informs how it enforces its directive. The first discoverer of Godstone's violence-repelling nature was part of a three-man expedition, who, upon attempting to murder his partners in a presumed attempt to claim sole credit for the ruins' discovery, was instantly flung into the sea snake-infested waters nearby, then eaten alive.
Nestled between a west-facing natural harbour at the north end of Founder's Crossing, and the end of a mountain pass from the east, Godstone acts as an ideal chokepoint for the other city-states to the south.
A labyrinthine mess of small settlements constructed into the base of tall rock spires, connected by long footbridges over ocean waters with varying depths. However, unsuspecting vessels must beware of the numerous underwater sinkholes that appear at random intervals and are large enough to sink ships. Sometime during The Founding Era, an orcish tribe settled the spires after crossing the frozen seas during the Age of Frost, inhabiting them for what appears to be several generations, but their name has been lost to history.
The hazardous terrain and seclusion offered by the spires have, since the era of seafaring, made it an ideal location for smugglers, pirates, and other criminals to stash their loot and hide from authorities. Its current rulers, The Tyson Gang, are notorious for raiding private-chartered airships and sea vessels to take any hostages who could be held for ransom.
Once the capital of the formidable Ghyserian Empire, the city-state of Ehn'Regata now functions as a minor naval power, whose proximity to, and generous trade relations with Voran grants it far more relevance in the realm's affairs than it might otherwise have. Recent rumours of infiltration by orcish agents working for Anclevan's Column of Inquest, in key parts of the city-state's inner workings, have been circulating at time of writing. Whether this is the spectre of Anclevan's imperial ambition, an excuse to suppress the majority-orcish populace, or simple Voranite paranoia, is unclear.
Home to the best-preserved ruins of the Fhaelian Empire in the realm, Founder's Crossing's importance to understanding the history of our world cannot be understated. Its topography is a dizzying mix of winding waterways, mountains, woodlands, and rapids– all woven together by strange roads built from hexagonal rock plates, which are infamous for breaking off and levitating away, only to reassemble elsewhere into an entirely new pathway—with the surrounding landscape often shifting to match. Arcanists, engineers, wayfinders, and cartographers have studied this maddening phenomenon for centuries, but have not yet discerned a predictable pattern of behaviour.
Moreover, Machina constructs left by precursor civilizations patrol certain areas, making travel through Founder's Crossing extremely dangerous to those unfamiliar with its ever-shifting landscape. The local populace is mostly nomadic (by necessity), though the few settlements which have survived into the modern age have been those who either cleared and claimed sections of Fhaelian ruins, or were lucky enough to discover the more stable areas in the region.