Politics of Arcydea
The Arcydean political climate is in a state of ongoing flux, much like most other political landscapes. Borders are actively fought over, and the Reach has worked hard on encompassing as much territory as possible; however, there are still plenty of other countries out there, some of which rival it in power if not necessarily in corruption.
Note that the current status of this page is mostly incomplete, as sections have been borrowed from previous incarnations of Arcydea in other cycles and have not been formatted or prepared.
Where's The Inn?
The Black Rose Inn is currently located in a pocket dimension outside of space and time, with access in and out through the ATTN dimensional portal as well as through exiting the border of the inn territory on foot.
The Continents of the World
Each continent has a real-world Earth continent name included, for use when rolling 'random continent' dice and similar.
Milochan Continent (Asia)
The Milochan continent encompasses many countries, including some not listed here.
Davalance
A feudal nation with strong imperial ambitions, formerly ruled by Emperor Falwell Farrgent of the Farrgent family line, now undergoing elections. The Ryntel and Blake families continue to support Farrgent's candidacy. Davalance's technology is mostly fantasy-medieval in nature amongst the common people, though elements of the wider world have crept in.
Residents: High
Immigrants: Low
Mining: Moderate
Government: Democratic anarchy
Major Imports: Magical items
Commerce: High
Tech: Standard
Fishing: Moderate
Control Level: Moderate
Major Exports: Ships
Industry: Low
Magic: Moderate
Hunting: High
Threat Level: Moderate
Primary Races: Humans, elves, dwarves
Economy: Good
Psionics: Low
Agriculture: High
Military: Very Good
Slavery: Serfdom and debtors
Wealth: Good
Genetics: None
Crime: Moderate
Tourism: Moderate
Climate: Cool temperate, rainy; normal mana
Avel'Nikash
The territory known as Avel'Nikash is actually a region of many city states that is collectively ruled by Emperor Philip III, who has his eye on Davalancian territory. It is a ripe territory for adventure but is developing ambitions of war. The individual city-states are managed by a reigning family or nobility, who rules as much through force of arms as through the goodwill of the people.
Home of the legendary 'Path of the Mystical Fists' and the Great Temple of Bjorinak, Avel'Nikash is often looked down upon as a brutish, barbarian nation. However, while it has little in the way of industrial resources, its inhabitants are hardy folk, and their barehanded combat training is considered among the best in Arcydea. Emperor Philip III is allied with Davalance, but seems to be considering expanding his empire…
Residents: High
Immigrants: Very Low
Mining: Low
Government: Empirical monarchy
Major Imports: Weapons, armor
Commerce: Low
Tech: Standard
Fishing: Low
Control Level: Low
Major Exports: Food, ale
Industry: Very Low
Magic: Low
Hunting: Moderate
Threat Level: Low
Primary Races: Humans, elves
Economy: Poor
Psionics: Low
Agriculture: Very High
Military: Moderate
Slavery: Common
Wealth: Low
Genetics: None
Crime: Very Low
Tourism: Low
Climate: Warm temperate, sunny; low mana.
Vox
Vox. Vox is technically three separate, closely allied countries that often fight amongst themselves, but unite against any threat to their order. Each country is ruled by a forum formed by the leaders of the various guilds of that specific country. Within the forum, people are rigidly ranked according to a system of skill levels and general classifications and certifications. The three forums are known as Celestis (Forum of Honor), Rathax (Forum of Balance), and Liberitas (Forum of Desires), with their names providing a general idea to their natures.
Residents: Very High
Immigrants: High
Mining: Moderate
Government: Triumvirate guildocracy
Major Imports: Slaves, magical items
Commerce: High
Tech: Standard
Fishing: Moderate
Control Level: Very High
Major Exports: Weapons, armor, clothing
Industry: High
Magic: High
Hunting: Moderate
Threat Level: High
Primary Races: Humans, vampires, elves
Economy: Very Good
Psionics: Moderate
Agriculture: Moderate
Military: Very Good
Slavery: Very Common; unlawful to trade in Rathax, illegal in Celestis
Wealth: Very High
Genetics: None
Crime: High
Tourism: High
Climate: Temperate; normal mana
Oasis
Oasis. This peculiar desert civilization is founded on the ruins of an ancient technological civilization, destroyed at some earlier point in Arcydean history. Today, it resembles the American Wild West - a curious crossroads between gunplay and swordplay. Several of the ruins are under exploration by scientists from other countries.
Residents: Low
Immigrants: Very Low
Mining: Moderate
Government: Representative democracy
Major Imports: Food, alcohol
Commerce: Moderate
Tech: Steampunk
Fishing: Very Low
Control Level: Very Low
Major Exports: Archaeological data
Industry: Low
Magic: Very Low
Hunting: Moderate
Threat Level: Very High
Primary Races: Humans, elves, demons, vampires
Economy: Excellent
Psionics: Moderate
Agriculture: High
Military: Very Poor
Slavery: Rare
Wealth: Moderate
Genetics: None
Crime: Moderate
Tourism: Moderate
Climate: Arid, low mana
Nevergreen Mountain Range
A frigid region that suffered a major thaw during the 5th Age. The area is currently subject to frequent blizzards and bizarre mana fluctuations in the area, although on average mana in the area is low to nonexistent. Inside the mountain, dwarves and gnomes mine, smith, explore, and trade. A few mostly-human towns dot the perimeter of the frozen lake and river at the base of the range, acting as trading hubs. Little central authority exists in this region.
Residents: Moderate
Immigrants: Moderate
Mining: Very High
Government: Dictatorships
Major Imports: Luxury goods, workers
Commerce: High
Tech: Standard
Fishing: Moderate
Control Level: Low
Major Exports: Metal, gemstones, fish
Industry: High
Magic: Low
Hunting: Low
Threat Level: Moderate
Primary Races: Dwarves, gnomes, humans, goblins
Economy: Excellent
Psionics: Low
Agriculture: Moderate
Military: Moderate
Slavery: Uncommon
Wealth: High
Genetics: None
Crime: Moderate
Tourism: Low
Climate: Frozen, snowy, highly fluctuating mana
Legarro
A neighbor to both Nexus and the Backwaters, Legarro is more stable than either. Snooty sages claim that Legarro is merely a Backwater held aloft by significant divine intervention over the years; certainly, the New Gods hold particular power among the inhabitants of this region. The area is fairly tolerant, with elected officials handling mundane affairs and the local knights (and Academy of Magic) handling larger problems.
Residents: Moderate
Immigrants: Moderate
Mining: Low
Government: Representative democracy
Major Imports: Tech supplies, magic supplies
Commerce: Moderate
Tech: Advanced
Fishing: High
Control Level: Low
Major Exports: Plants, survival equipment
Industry: Low
Magic: High
Hunting: High
Threat Level: Low
Primary Races: Humans, elves, wanderkin, dragons
Economy: Excellent
Psionics: Moderate
Agriculture: High
Military: Very Good
Slavery: Rare, unlawful to trade
Wealth: High
Genetics: Moderate
Crime: Low
Tourism: Moderate
Climate: Temperate but favorable; high mana
Redford
Belford
Miloch
Miloch. Generally known for its refinements in manatech and technomagery, Miloch is ruled by a triumvirate of officials elected to handle executive, legislative, and judicial matters, respectively. Miloch is in an unofficial competition with Legarro in magical and technical advancement. Their desire to utilize large mana-powered war machines is ages old, and is experiencing new life as it watches Davalance mobilize to the west.
Residents: High
Immigrants: Moderate
Mining: Moderate
Government: Representative democracy
Major Imports: Minerals, literature
Commerce: High
Tech: Advanced
Fishing: Low
Control Level: Moderate
Major Exports: Manatech, mana crystals
Industry: High
Magic: Very High
Hunting: Low
Threat Level: Moderate
Primary Races: Humans, gnomes, wanderkin, dwarves
Economy: Moderate
Psionics: Low
Agriculture: Moderate
Military: Excellent
Slavery: Rare; illegal
Wealth: Very High
Genetics: Moderate
Crime: Moderate
Tourism: Moderate
Climate: Temperate and stormy; normal mana
Rosa Noir
Founded by the Malcovy nobles of Davalance roughly two millennia ago after the collapse of the elven kingdom of Airitane, the territory formerly known as Rosanegra was a key strategic point during the Second Godwar. The Black Rose Knights are one of the best fighting forces of Arcydea, and are swift to ride to the defense of the villages, towns, and cities within their territory.
Residents: Low
Immigrants: Low
Mining: Low
Government: Monarchy w/democratic elements
Major Imports: Farming supplies
Commerce: Moderate
Tech: Schizo Modern
Fishing: Low
Control Level: Moderate
Major Exports: Bloodmelon products
Industry: Moderate
Magic: High
Hunting: High
Threat Level: Low
Primary Races: Humans, elves, vampires, wanderkin
Economy: Good
Psionics: Low
Agriculture: High
Military: Good
Slavery: Low, unlawful to trade
Wealth: Moderate
Genetics: None
Crime: Low
Tourism: Moderate
Climate: Temperate; normal mana
Grenadine
A home for undead that aren't out to kill the living, ruled by vampires Franco and Marie Grenadine. Home of G&G Bloodmelon Growers, responsible for a major part of the world's bloodmelon crop. Peculiarly, although citizens are free in their religious beliefs, state religion focuses on Arc specifically as their god. The suggestive Spring of Fertility is strongly connected to this; it is said that the spring's effects can even work on the undead.
Residents: High
Immigrants: Moderate
Mining: Low
Government: Feudal monarchy
Major Imports: Necromantic compounds, fertilizer
Commerce: High
Tech: Modern Steampunk
Fishing: Low
Control Level: Moderate
Major Exports: Bloodfruit products, fertility products, alchemical potions
Industry: Moderate
Magic: Moderate
Hunting: Moderate
Threat Level: Moderate
Primary Races: Vampires, zombies, skeltars, other undead
Economy: Good
Psionics: Low
Agriculture: High
Military: Good
Slavery: Uncommon, unlawful for trade
Wealth: Good
Genetics: None
Crime: Moderate
Tourism: Low
Climate: Temperate, normal mana
Tarnica
The region formerly known as Tarnica was occupied mostly by disenfranchised goblinoid tribes that have moved there to escape persecution elsewhere in the empire after being conquered by the Church of the Traveler during the 5th Age. In recent years, Sharr the Manatar Adventuress has sought to rebuild this territory in the name of her people, the tarns.
Residents: Moderate
Immigrants: Very Low
Mining: Very Low
Government: Tribal chieftainship
Major Imports: Metal
Commerce: Moderate
Tech: Limited
Fishing: Low
Control Level: Moderate
Major Exports: None
Industry: Low
Magic: Moderate
Hunting: Low
Threat Level: Low
Primary Races: Tarns, dragons, goblins, orcs
Economy: Poor
Psionics: Low
Agriculture: Moderate
Military: Moderate
Slavery: None
Wealth: Low
Genetics: None
Crime: Moderate
Tourism: Moderate
Climate: Temperate; very high mana
Khialan
A country inhabited mostly by rolling plains, named for its patron goddess. Its capital city, Kestrel, is an island in the center of a lake, and is considered the best source of healing-related knowledge on the planet. Home to the Gnomestretch Mountains.
Residents: Moderate
Immigrants: Moderate
Mining: High
Government: Theocracy
Major Imports: Security
Commerce: High
Tech: Standard
Fishing: Very High
Control Level: Low
Major Exports: Metal, fish, healing supplies
Industry: Moderate
Magic: High
Hunting: Low
Threat Level: Low
Primary Races: Humans, elves, gnomes, dwarves, orcs
Economy: Moderate
Psionics: High
Agriculture: High
Military: Poor
Slavery: Uncommon; illegal
Wealth: Moderate
Genetics: None
Crime: Low
Tourism: Very High
Climate: Temperate, high rainfall; normal mana
Ottalkhen
A fiercely defended empire southwest of Miloch, Ottalkhen exists in self-imposed isolation for the most part. Otthalkhen is known to actively (and aggressively) scout for mages outside of its territory, but puts equal effort in defending its borders from any sort of intrusion, shooting down flying sentients and being generally unpleasant to the rest. Those who are allowed to visit are generally escorted, and teleporters and mages find the place heavily warded. Not much is known about the current emperor.
Residents: Very High
Immigrants: None
Mining: High
Government: Tyrannical empire
Major Imports: Mages, magical knowledge, magic items
Commerce: Moderate
Tech: Standard
Fishing: Low
Control Level: Extreme
Major Exports: None
Industry: Moderate
Magic: Extremely High
Hunting: Moderate
Threat Level: Very High
Primary Races: Humans
Economy: Good
Psionics: None
Agriculture: High
Military: Excellent
Slavery: Common
Wealth: Very High
Genetics: None
Crime: High
Tourism: None
Climate: Temperate; high mana
Nexus City
A territory which rapidly changes characteristics as new rifts open, new leaders attempt to rule some or all of it, and entire buildings, groups of people, etc., appear or disappear at a moment's notice. Prone to severe economic instability due to the low supply of non-created goods.
Residents: Very High
Immigrants: Very High
Mining: Low
Government: Chaotic
Major Imports: Extradimensional goods.
Commerce: Very High
Tech: Highly Advanced
Fishing: Low
Control Level: Variable
Major Exports: Extradimensional goods, cheap materials, media and entertainment
Industry: Moderate
Magic: High
Hunting: High
Threat Level: Very High
Primary Races: Humans, practically anything else.
Economy: Unstable
Psionics: High
Agriculture: High
Military: Unstable
Slavery: Common
Wealth: Unstable
Genetics: High
Crime: Very High
Tourism: Very High
Climate: Chaotic; usually normal mana
Krytar
A Backwater kingdom formed primarily of dark elves; currently ruled with a benevolent hand by Jarillia, known as the Demon Witch to her enemies. Krytar has re-established its territory after forming an alliance with Avalon, which has resulted in active trade between the nations.
Residents: Moderate
Immigrants: Low
Mining: Low
Government: Mageocracy
Major Imports: Food and entertainment
Commerce: Low
Tech: Limited
Fishing: None
Control Level: Moderate
Major Exports: Magical items and potions
Industry: Low
Magic: Very High
Hunting: High
Threat Level: High
Primary Races: Dark elves, goblins, humans
Economy: Good
Psionics: Very Low
Agriculture: Moderate
Military: Excellent
Slavery: Low, through debt or criminal activity
Wealth: High
Genetics: None
Crime: Moderate
Tourism: Very Low
Climate: Temperate, cloaked in magical shadow; normal mana
Avalon
Once formed by a knight fancying himself King Arthur, Avalon has fallen on hard times over the past century. Poor harvests, decline in knight candidates, and a line of kings that has frittered away much of the royal treasury has left Avalon in poor shape to handle invasion. The fey who inhabit the region have pledged their support to King Leopold III as he rebuilds the kingdom, seeking to modernize its culture.
Residents: Moderate
Immigrants: Low
Mining: Moderate
Government: Feudal monarchy
Major Imports: Engineers, stone
Commerce: Moderate
Tech: Standard
Fishing: Moderate
Control Level: Moderate
Major Exports: Wine, plate armor
Industry: Moderate
Magic: Moderate
Hunting: Moderate
Threat Level: Low
Primary Races: Humans, chameleon faeries
Economy: Moderate
Psionics: Very Low
Agriculture: High
Military: Good
Slavery: Serfdom only
Wealth: Low
Genetics: None
Crime: Low
Tourism: Moderate
Climate: Moderate, prone to fog; high mana
Crommel
This once-decaying bureaucratic monarchy has bounced back and made incredible strides over the past millenia. Although it still retains some semblance of its earlier years, it has evolved into a thriving representative democracy with elected officials and much less stringent controls on peoples' lives (no more forms to take bathroom breaks). The position of king is held by King Melvin IV, who minds his affairs with the efficiency Crommel is famous for.
Residents: Moderate
Immigrants: Moderate
Mining: High
Government: Democratic monarchy
Major Imports: Food, research
Commerce: High
Tech: Industrial
Fishing: Low
Control Level: Moderate
Major Exports: Clockwork mechanisms, handcrafted weapons
Industry: Moderate
Magic: Moderate
Hunting: Low
Threat Level: Low
Primary Races: Humans, elves, gnomes, wanderkin, dwarves, goblins
Economy: Good
Psionics: Very Low
Agriculture: Low
Military: Good
Slavery: None; illegal
Wealth: High
Genetics: None
Crime: Very Low
Tourism: High
Climate: Temperate; normal mana
Bek'lar
The desert kingdom of Bek'lar is home to a tradition that supposedly exists dating back over 1600 years in Arcydea alone; former Earth-dwellers recognize the culture as strongly Egyptian. Queen Alexandra maintains an alliance with the desert elf tribes that inhabit the area, and the monsters that roam its borders. The River of Ra is their primary center of civilization.
Residents: Low
Immigrants: Low
Mining: Very High
Government: Egyptian monarchy
Major Imports: Exotic woods, spices, and clothes (particularly silks)
Commerce: Moderate
Tech: Standard
Fishing: Low
Control Level: Low
Major Exports: Clothes, crafted gold
Industry: Low
Magic: High
Hunting: Low
Threat Level: Moderate
Primary Races: Human, desert elves, sandbears
Economy: Good
Psionics: Low
Agriculture: Very High
Military: Moderate
Slavery: Common
Wealth: Moderate
Genetics: None
Crime: Moderate
Tourism: Moderate
Climate: Arid, low mana
Vactria
This broken mountainous territory was once the home of a major dwarven kingdom before the Traveler's Reach turned it into an aggressively strip-mined wasteland. Today, the land is anarchic and mostly ruled by force of arms rather than any major rulership.
Residents: Low
Immigrants: Very Low
Mining: Very high
Government: Anarchy
Major Imports: Food, alcohol
Commerce: Moderate
Tech: Frontier (+1)
Fishing: Moderate
Control Level: Very Low
Major Exports: Metal, armor, weapons
Industry: High
Magic: Moderate
Hunting: Moderate
Threat Level: High
Primary Races: Eclectic
Economy: Poor
Psionics: Low
Agriculture: Low
Military: Very Poor
Slavery: Common
Wealth: Moderate
Genetics: None
Crime: Very High
Tourism: Very Low
Climate: Hot and dry, moderate mana
Fortuna Archipelago (Australia)
A collection of small and large islands (roughly two hundred) that form a network of trade and traffic… and piracy.
Isla Fortuna
Island of Alshira (N/A)
Eioan Continent (North America)
Eio. Eio's current civilization is reasonably peaceful, oriented around personal development and improvement. Governed by Trueheart Unlimited (and lesser corporations), it has weathered many major incidents over the past century while remaining mostly intact. CEO Jericho Williams is doing his best to ensure it stays that way.
Residents: Very High
Immigrants: High
Mining: High
Government: Corporacracy
Major Imports: Luxury items
Commerce: Very High
Tech: Advanced
Fishing: Moderate
Control Level: High
Major Exports: Psitech, tech gear
Industry: Very High
Magic: Moderate
Hunting: Low
Threat Level: High
Primary Races: Leupaks, humans, wanderkin, elves, dragons
Economy: Very Good
Psionics: Very High
Agriculture: Very High
Military: Very Good
Slavery: Uncommon; corporal punishment
Wealth: Very High
Genetics: Very High
Crime: Moderate
Tourism: High
Climate: Warm and stormy; normal mana
Angelwing Continent (N/A)
Tiemprest. A sort of leupakian wildlife preserve and testing ground, inhabited mostly by researchers. Rumors of a hidden civilization.
Residents: Low
Immigrants: Very Low
Mining: Moderate
Government: Unknown
Major Imports: Medical supplies
Commerce: Low
Tech: Futuristic
Fishing: Low
Control Level: Low
Major Exports: Biological weapons
Industry: Moderate
Magic: Moderate
Hunting: Very High
Threat Level: Very High
Primary Races: Leupaks, humans
Economy: Moderate
Psionics: Moderate
Agriculture: Moderate
Military: Very Good
Slavery: None
Wealth: Moderate
Genetics: Very High
Crime: Very Low
Tourism: Very Low
Climate: Varies by region - frigid to tropical; normal mana
Fenistoan Continent (South America)
Fenisto. The dark country of Fenisto is best known for Evolution Farms (a person creation and adjustment facility), and its dubious honor of being the centerpoint of slavery in Arcydea. Ruled by a council of the wealthy of Fenisto. Buys and sells practically anything and anyone to anyone with enough cash; also known for its gladiatorial arenas.
Residents: High
Immigrants: Low
Mining: Moderate
Government: Plutocratic council
Major Imports: Captives, luxury goods
Commerce: High
Tech: Schizo Advanced
Fishing: Moderate
Control Level: Very High
Major Exports: Slaves, rehabilitated people
Industry: Moderate
Magic: High
Hunting: Moderate
Threat Level: Very High
Primary Races: Humans, elves, demons, vampires
Economy: Excellent
Psionics: Moderate
Agriculture: High
Military: Very Good
Slavery: Very Common, legal
Wealth: Very High
Genetics: High
Crime: Moderate
Tourism: Low
Climate: Temperate, normal mana
The Gyrillian Continent (Antarctica)
Gyrillian Empire
This fairly large continent is entirely populated by synthetic entities, mostly robots. It would be a Jetsons paradise if not for the fact that they generally hold high distrust if not outright hatred to most organic life (they have an odd fondness for flowers, though), and their continent is the coldest in the world, in part because they specifically don't want it warm enough for organic life to get cozy. When using the random continents die, they are represented by Antarctica.
The Gyrillian Empire is xenophobic, cranky, and doesn't like most others; typically they are not seen outside of their frosty nation unless they are questing for knowledge. They have an advanced knowledge of organic life, but often use that knowledge to make things to keep their pristine landscape free of life.
Population: Extremely High
Primary Races: Digital minds
Immigrants: None
Government: Imperial dictatorship, ruled by an AI known as Black Ice
Tech: Futuristic
Mining: Very High
Major Imports: Information
Commerce: High
Fishing: None performed
Control Level: Very High
Major Exports: None, trade embargo
Industry: Very High
Magic: None (Low Mana to No Mana)
Hunting: None performed
Threat Level: Very High
Economy: Good (energy economy)
Psionics: Moderate (circuit based)
Agriculture: Unknown
Military: Excellent
Slavery: Unknown
Wealth: Extremely High
Genetics: Advanced
Medical: Advanced
Crime: Unknown
Tourism: None
Climate: Extremely cold
Avylian Continent (Africa)
Delgado
north and western plains/forests. includes multiple baronies, including Malone and the Blightwood Territories.
Unaffiliated
Giant's Backbone - far northern mountain range
eastern mountain/hill/rugged territory
southeastern hostile orc and hobgoblin tribes
Kokuro
southern forests
Kokuro. Far, far to the south beyond the Southern Wastes, there are peaceful forests that are home to Kokuro, a large clan of anthromorphs that exists in relative peace and seclusion. Almost no outsider ever visits, and there is little to interest outsiders, but mavericks occasionally leave home to find their way in the worlds.
Residents: Low Immigrants: None Mining: None Government: Clan elders/shamans Major Imports: None Commerce: Low Tech: Standard Fishing: Moderate Control Level: Low Major Exports: None Industry: Very Low Magic: High Hunting: Moderate Threat Level: Unknown Primary Races: Anthromorphs Economy: Very Poor Psionics: High Agriculture: Moderate Military: Very Poor Slavery: None Wealth: Very Low Genetics: None Crime: None Tourism: None Climate: Cool tropical; very high mana
Southern Wastes
far southern desert, known as the Southern Wastes to outsiders. west of Pyrrhen volcanos.
Pyrrhen
Pyrrhen. Located in the Avylyssan Volcano Range, Pyrrhen is home to a volatile tribe of Arcydea-native demons and a variety of fire and lava elementals, as well as a significant population of fire elves. The unlikely combination tends to join forces when imperiled by external forces, but generally maintains independence from each other otherwise. Contact with the outside world is greatly limited, but guests are sometimes welcomed - if they can take the heat.
Residents: Moderate Immigrants: None Mining: Very High Government: Tribal units Major Imports: Fireproofed trinkets Commerce: Low Tech: Limited Fishing: None Control Level: Low Major Exports: Metal, gemstones, obsidian Industry: Low Magic: Moderate Hunting: Low Threat Level: High Primary Races: Fire elves, demons, elementals Economy: Poor Psionics: None Agriculture: Moderate Military: Good Slavery: None Wealth: Low Genetics: None Crime: Low Tourism: Very Low Climate: Very hot; normal mana