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 is working 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 and have not been formatted or prepared.
The Traveler's Reach consists of a number of smaller territories and nations that have been absorbed over the years into the greater whole.
Heart of the Traveler's Reach and home to Stonegrove, the religious heart of the Empire.
Currently ruled by the Farrgent family line since the decline of the Church of Ghamao, this is a dictatorship that masquerades as a democracy. They are strongly supported by the Ryntel and Blake noble families. Davalance's technology is mostly fantasy-medieval in nature amongst the common people, although the Church has notable exceptions.
Residents: High
Immigrants: Low
Mining: Moderate
Government: Feudal monarchy
Major Imports: Magical items
Commerce: High Tech: Moderate (TL4) 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
The territory once known as Avel'Nikash has been broken up and redistributed amongst the reigning families of the Church, mostly lesser Masters who each manage a territory such as Rosebriar.
Avel'Nikash. 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 empireā¦
Residents: High Immigrants: Very Low Mining: Low Government: Empirical monarchy Major Imports: Weapons, armor Commerce: Low Tech: Very Low (TL2) 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 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: Moderate (TL3) 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. 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: Low (TL5) 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: Ecellent Psionics: Moderate Agriculture: High Military: Very Poor Slavery: Rare Wealth: Moderate Genetics: None Crime: Moderate Tourism: Moderate Climate: Arid, low mana
Neverdry. Formerly known as the Nevergreen Mountain Range, this formerly frigid region has warmed appreciably over the past century. The thaw, however, produces torrential, frequent downpours, and bizarre mana fluctuations in the area. Inside the mountain, dwarves and gnomes mine, smith, explore, and trade. A few mostly-human towns dot the perimeter of the lake and river at the base of the range, acting as trading hubs. Little central authority exists in this region. The Avylyss Trading Families have a strong foothold here.
Residents: Moderate Immigrants: Moderate Mining: Very High Government: Dictatorships Major Imports: Luxury goods, workers Commerce: High Tech: Low (TL4) 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: Cool, rainy, fluctuating 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 believes, 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: Moderate (TL4) 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
Legarro. A neighbor to both Nexus and the Backwaters, Legarro is more stable than either (despite being less than two centuries old). 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) handling larger problems.
Residents: Moderate Immigrants: Moderate Mining: Low Government: Representative democracy Major Imports: Tech supplies, magic supplies Commerce: Moderate Tech: Moderate (TL9) 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
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 after the great drought of interest following the Reign of Tears.
Residents: High Immigrants: Moderate Mining: Moderate Government: Representative democracy Major Imports: Minerals, literature Commerce: High Tech: Very High (TL9) 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
Founded by the Malcovy nobles of Davalance roughly two millenia 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. It joined the Reach officially in (~500 years ago) and is currently controlled by Richard Navegero, although his son Aetes handles most of the diplomatic relations between other nations and is being groomed for command. The Knights of Rosanegra are one of the best fighting forces not officially sanctioned by the Church, and are swift to ride to the defense of the villages and towns within their territory.
Residents: Moderate Immigrants: Moderate Mining: High Government: Monarchy w/democratic elements Major Imports: Farming supplies Commerce: Moderate Tech: Low (TL3) Fishing: High 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
The region formerly known as Tarnica was exterminated in roughly (~700 years ago) AD, allowing the Empire to expand and conquer the region, and remove pagan deities from power. The territory is now occupied mostly by disenfranchised goblinoid tribes that have moved there to escape persecution elsewhere in the empire.
Residents: Moderate Immigrants: Very Low Mining: Very Low Government: Tribal chieftainship Major Imports: Metal Commerce: Moderate Tech: Very Low (TL3) Fishing: Low Control Level: Moderate Major Exports: None Industry: Low Magic: Moderate Hunting: Low Threat Level: Low Primary Races: Tarns, dragons 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: Low (TL3) 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 far 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: Moderate (TL3) 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
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: High (TL9)
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 and their captives; currently ruled with an iron fist by the Demon Witch (otherwise known as Alicia Th'Kal). Krytar has actively been seeking to conquer and unite the Backwaters, and has thus far obliterated several smaller countries. They currently have their sights set on Avalon, having recently consumed Avalon's offshoot and close ally, the Principality of Keldal.
Residents: Moderate Immigrants: Low Mining: Low Government: Mageocracy Major Imports: Slaves Commerce: Low Tech: Low (TL3) Fishing: None Control Level: Very High 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: Very Common Wealth: High Genetics: None Crime: Moderate Tourism: Very Low Climate: Temperate, cloaked in magical shadow; normal mana
Avalon. 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 has pledged their support to Queen Nadia (Avalon's present ruler), as they fear the depredations of Krytar greatly.
Residents: Moderate Immigrants: Low Mining: Moderate Government: Feudal monarchy Major Imports: Engineers, stone Commerce: Moderate Tech: Moderate (TL4) 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 century. Although it still retains some semblance of its earlier years, it has evolved into a thriving democratic monarchy 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: Very High (TL5) 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 600 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 - Krytar is becoming a dangerous threat that might explode in their direction at any time. 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: Very Low (TL2) 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
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, and to maintain alliances with other nations in the event that anything does go wrong.
Residents: Very High Immigrants: High Mining: High Government: Corporacracy Major Imports: Luxury items Commerce: Very High Tech: Very High (TL9) 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
Tiemprest. A sort of leupakian wildlife preserve and testing ground, inhabited mostly by researchers and Preserver training teams. Governed and tended by Trueheart Unlimited in Eio.
Residents: Low Immigrants: Very Low Mining: Moderate Government: Ruled by Eio Major Imports: Medical supplies Commerce: Low Tech: Very High (TL9) Fishing: Low Control Level: Low Major Exports: Biological weapons Industry: Moderate Magic: Moderate Hunting: Very High Threat Level: Very High Primary Races: Leupaks 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
Avylyss. Known for years as a perfect 'shady cove' for operations, Avylyss is used as a launch point for a wide number of evil and criminal schemes. What 'order' there is comes from the trade families that rule the civilized regions; much of Avylyss remains dangerous jungle and mountain territory that is avoided by all but the heartiest adventures and villians. Residents: Low Immigrants: Low Mining: Very Low Government: 'Family' control Major Imports: Captives, stolen goods Commerce: Very High Tech: Low (TL4) Fishing: High Control Level: Very Low Major Exports: Bloodfruit products, fenced goods, slaves Industry: Moderate Magic: High Hunting: Low Threat Level: Very High Primary Races: Humans, vampires Economy: Good Psionics: Low Agriculture: High Military: Moderate Slavery: Common Wealth: High Genetics: None Crime: High Tourism: Very Low Climate: Tropical, high mana
Kokuro. Beyond the jungles of Avylyss, the jungles eventually give way to forests. This isolated country is 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 world (and usually end up enslaved in Avylyss.) Residents: Low Immigrants: None Mining: None Government: Clan elders/shamans Major Imports: None Commerce: Low Tech: None (TL2) 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
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: Very Low (TL2) 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
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; also known for its gladiatorial arenas.
Residents: High Immigrants: Low Mining: Moderate Government: Plutocratic council Major Imports: Captives, luxury goods Commerce: High Tech: Moderate (TL4) 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 Wealth: Very High Genetics: High Crime: Moderate Tourism: Low Climate: Temperate, normal mana
A series of countries formerly inhabiting the flip side of Arcydea, the Gyrillian Empire seems to be composed entirely of sentient robotic brains installed in a variety of humanoid or vehicular forms. Gyrillia occasionally sends teams to capture and scan sages and books to add to its information banks.
Residents: Extremely High Immigrants: None Mining: Very High Government: Unknown empire Major Imports: Information Commerce: High Tech: Very High (TL10) Fishing: Unknown Control Level: Very High Major Exports: Unknown Industry: Very High Magic: None Hunting: Unknown Threat Level: Very High Primary Races: Digital minds Economy: Good Psionics: Moderate Agriculture: Unknown Military: Excellent Slavery: Unknown Wealth: Extremely High Genetics: High Crime: Unknown Tourism: None Climate: Temperate; low/no mana