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Gathandia and its sister continents are quite young, historically speaking. For dozens of centuries before its creation, the land of Ancerra was a single great supercontinent, plus a few surrounding islands and large ice caps. The supercontinent was known as Telgaia.

In the days of Telgaia, Ancerra was still completely encased in powerful demi planar wards set in place by the Avadri. As Ancerra’s solar system drifted through the endless Pale, these wards prevented the vast majority of the Pale’s ravenous eldritch denizens from touching Ancerra. By day, those who looked to the sky could see vast, unbroken stretches of clouds beyond the sun. By night, no stars were visible, and the concept of stars was completely unknown. Rather, these same expanses of clouds would be lit in eerie patterns by the light of Ancerra’s five moons.

Ancerra's Stone Age

Nations did not spring into existence overnight, or even over a generation. For many thousands of years before the first city-state was founded, humanoids struggled to survive in an exceedingly hostile world. Volcanic eruptions, earthquakes, landslides, tsunamis, hurricanes, firestorms, dinosaur stampedes, and rampaging kaijan are just some of the more dramatic of the many challenges that early humanoids faced. Quieter but no less deadly, famine, drought, and pestilence also claimed countless lives year by year.

The fundamental needs of any living creature are sustenance, shelter from the elements, and a real and perceived sense of safety, in that order.

The first need - food - is readily fulfilled. Equatorial and subtropical regions of Telgaia have an abundance of edible plants, roots, small game, and fishing. The plains and temperate woodlands are quite fruitful as well, and the boreal forests only slightly less so. The arctic and the large deserts common in central Telgaia are the least populous, as food is more scarce in these regions.

The second need - shelter - is a bit harder to establish. It is not difficult to find caves in which to sleep, or to pull lean-tos together out of brambles and tree branches. However, such caves often contain large and hungry animals. Lean-tos are easily trampled by dinosaurs and other terrible creatures. Ensuring that a cave is uninhabited and remains guarded from habitation might be a quest undertaken by early-level adventurers in the stone age.

The third need - safety - is basically unobtainable in the stone age. Humanoid groups will assemble tents and huts and erect a wall, creating a small village. Not long after they do, a stampede of dinosaurs or a volcanic eruption or a hungry kaijan will destroy their settlement and force the survivors to relocate. Dwarves and elves were two of the first lineages to adapt to these circumstances and make do in them: dwarves by conquering larger cavern networks that allowed them to expand and build thriving towns; and elves by sharing knowledge with one another in their dreams, collectively benefitting from each elf's lived experience. Even with their initial successes, it still takes many generations for dwarves and elves to establish anything more lasting. It is unsurprising to historians that Am, the first city-state ever established, was created by the joint efforts of dwarves and elves working together.

Adventurers in the early days of the first Supereon are likely to come across multiple ruins of towns, made of stone or wood or clay, that show ample evidence of a violent destruction. Finding food may prove difficult at times, but finding a lasting shelter is the true challenge of gameplay in this era.

Over multiple generations, humanoid groups finally managed to establish settlements that endured - first for ten years, then for twenty, then for multiple generations. The establishment of such successful settlements can be ascribed in part to luck, in part to learning how to fight much larger predators, and in part to psions and wranglers that learned how to conquer the minds of beasts and domesticate their own dinosaurs, particularly stegosauruses and glossosauruses. With their own powerful dinosaur allies, humanoids were better equipped to protect their settlements. Division of labor followed not long thereafter, creating a surplus of food and time that gradually allowed society to advance.

Of course, this was a laborious endeavor that took hundreds of years. A settlement would survive for a couple generations, then get wiped out by some disaster or another. The collective advancement of humanoid peoples can be described as the proverbial two steps forward, and one back: a stumbling, imperfect, frustratingly cyclical advance into a gradually better future.

That "better future" is detailed in the following nation entries. These nations come into existence at different points in history, from as early as forty-seven centuries before the Tear (in the case of Nevna) to as recent as four centuries before the Tear (in the case of Bridgemoor). Consult the timeline when determining whether a nation existed yet during your game.

Telgaia Nations

An ever increasing number of settlers took up residence in permanent locations across Telgaia. First, these settlements were individual nation-states incapable of governing beyond their own walls. Gradually, multiple cities banded together either through diplomatic ties or (more commonly) through conquest. These nations took shape over several centuries.

Because Telgaia is a supercontinent, most precipitation that sweeps in from the vast ocean falls within a few hundred miles of the coast. Due to this, a massive desert sprawls across the center of the supercontinent. As a result, most nations reside near the coast, and shallow-water seafaring vessels are commonplace. Deep-sea vessels are virtually unheard of as most explorers assume that the ocean extends forever and try to stay within eyesight of a shoreline.

Technology Level

Throughout broad strokes of Telgaia’s history, the technology level of most nations was roughly comparable to that of real-world Ancient Greece or Babylonia. Humanoids quickly figured out how to build large buildings and monuments, and iron weapons were far less common than bronze ones due to the latter metal’s abundance and pliability. See the Equipment section for optional rules concerning bronze, bone, and stone weaponry.

If you are playing in early history, consider making technology even more primitive: agricultural canals might be revolutionary. Conversely, if you are playing just a few years before the Tear, then feats of engineering such as cross-national aqueducts may be more commonplace.

Below is information on the major nations throughout Telgaia’s history. These nations are all presented as contemporaneous with one another, and the timeline following this section provides clarity on when each of these nations came into being.

In the early history of civilizations, most folk placed their identity in their nation rather than in guilds or other organizations. This shared nationalism was instrumental in helping these nations survive in the face of such harsh dangers.

Academic & Underworld

In a civilization’s early history, the primary concern of its populace is developing a surplus of food and maintaining adequate shelter. Academic and criminal endeavors are usually simple and disorganized. Most of these nations’ entries do not mention academic or underworld occupational spheres. Unless otherwise noted, it is safe to assume that these nations have very basic academic institutions that teach standardized writing practices and basic mathematics. Such institutions will primarily be hobbies among the wealthy. Likewise, you can safely assume that a nation’s criminal element does not extend beyond petty thievery unless it is otherwise noted.

Ancerra Before: Supereon 1 Setting
Telgaian Nations AhtenBalthuaniAhtenBetaalBrazodirCebuniaDoshairielEkuladFjordenhavenGavareGilgalonKendariaLachonetMitsutorMusatalNalatheshNevnaPrenedoniaShomachyrSkavrTekolaUnjaarnYodvanZakache
Setting TelgaiaTimelineCreatures
BOPs BackgroundsAugurChefGodkingForagerShepherdStable SweepSupplier
Lineages DwellvurKosavranMerfolkRiver DwarfCoast Elf
Class Options Honor Guard ZealotDinosaur Hunter WarriorKaijan Slayer RogueDinosaur Wrangler RangerRight Hand PugilistNature's Fury Berzerker

Barge Colonies

Most early nations exist along Telgaia’s coastline or near a major source of freshwater. However, some small cities form in the shallows of the sea. These “barge colonies” are groups of sailing ships, flat barges, and smaller fishing boats that float alongside one another, lashed together by intricate rope bridges or barrel floats. Sometimes, these barge colonies dissipate and the former city’s inhabitants will all drift their own ways, often to find and join larger floating cities.


When settlers found the River Ahten, they immediately knew that it would be a good place to lay down roots. While it is a warm and relatively dry region, the river’s reliable flood patterns allowed the Ahteni to develop advanced irrigation canals that they used to produce a tremendous surplus of food. Skillful engineers turned their attention to constructing grand ornamented buildings and monuments professing the glory of their godkings.

Mercantile and Trade. Given Ahten’s enormous surplus of food, they trade readily with nations that are easily accessible through coastal or caravan traders. Tekola, Gavare, and Prenedonia are Ahten’s most avid trade partners, though long distance merchants from Zakache will occasionally trade with them as well.

Militant. Ahten’s soldiers are disciplined and resilient in the face of extreme heat. They are competent in both hills and flatlands, though their capacity to fight effectively diminishes notably in areas with significant vegetation, like Gavare’s jungles to the south. Ahteni soldiers use chariots on the open fields to give themselves a clear advantage over enemy soldiers. Chariots also allow them to keep pace with many dinosaurs, but are obviously ineffective in rocky hills.

Political and Religious. Ahten is ruled by a dynasty of godkings. Each monarch is believed to be an emissary between gods and humanoids, and when a godking finally passes on into the mysterious next life, the entire nation goes into mourning for thirty days. When a godking dies, it is believed that they ascend to full godhood and watch over Ahten from beyond the grave.

Social. Given the River Ahten’s regular, predictable flooding, the nation’s people often worship the river as a god that is as important as their own godking. Celebratory festivals take place every year when the river floods, and the nation holds religious rituals of disciplined fasting for two days after the river recedes.

Three Major Cities

Upon its founding, Ahten was just a single city: Khalan. The people of Ahten quickly expanded to control the entire River Ahten, founding two more major cities as well.

Isirem. Isirem quickly swelled to become more populous than Khalen. A sprawling, jumbled city at the mouth of the River Ahten, Isirem is a port city that facilitates nearly constant trade with Ahten’s maritime trade partners, primarily Gavare and Tekola.

Khalen. The capital of the nation, and Ahten’s first city, Khalen is the home of the godking and their officials. From Khalen, the godking guides Ahten to ever greater glory.

Set’then. Set’then is a small fortified city that guards the ground springs that feed the River Ahten. It houses several psions who keep vigilant watch against malicious dinosaurs and kaijan. If anything were to happen to these springs, the entire river could be imperiled.

Points of Interest

Valley of Gods. The Valley of Gods is the burial grounds for the godkings who have passed into the next life. Ahteni engineers employ psionically created golems to build massive monuments to these fallen godkings.


A nomadic nation that populates a large triangular peninsula just south of the island of Yodvan, the Balthuani migrate with the seasons and with the herds of game that they rely on for food, clothing, and tools. They typically spend their summers in the far north, where the snowy prairies are cold but pleasant. As winter sets in, they migrate south into the dense boreal forests, following herds of caribou, mammoths, and arctic bison.

Balthuani’s summers are cool, their winters frigid. The forest provides shelter from brutal wind chill, but temperatures still plummet to frighteningly cold weather that would cause softer folk to flee for the equator.

Eventually, a large sect of the Balthuani, known as the Teivos, split into their own independent clan. The Teivos are primarily Urkou and they traveled along the coastline until they came to the forests north of the Great Chasm, where they settled.

Aristocratic and Political. The Balthuani have little concept of aristocracy and no interest in it. Instead, they honor and elevate those individuals most capable of facilitating compromise. When someone listens to multiple sides of a disagreement and comes to a reasonable solution, they are viewed with great respect and elevated to lead and make decisions on behalf of portions of the tribe.

Mercantile and Trade. Balthuani has an insular culture and rarely trades with foreign entities. They will occasionally trade with Betaal or Yodvan, though both of these are rare instances and exceptions to the norm. Their region is rich in boreal wood, fauna, and iron deposits. Although it takes them centuries to refine their process, the Balthuani are one of the first peoples to widely adopt iron tools and weapons.

Militant. Balthuani hunters also double as skillful warriors. They are especially competent in tundra and boreal forest environments and have acclimated to the cold in ways that most dinosaurs and other humanoids have not, giving them an edge when fighting in their home stomping grounds.

Religious. The Balthuani honor wooly mammoths and other arctic creatures in their actions and words. While they survive by hunting and killing, they never leave any of the animal to waste and punish hunting for sport as a capital offense. They place special emphasis on mammoths and on the seasons. Centuries later, when the Tear allows easier communication between Ancerra and the Everwilds, the Balthuani would identify Strack and Tamat as two of their patron Archfae deities.

Social. The Balthuani rely heavily on one another to endure the cold weather, to take down large game, and to fight off predators. Self-aggrandizing behavior is punished by social isolation, and repeated offenses may lead to a person being banished. On the other hand, teamwork is praised and socially rewarded. Those who prove most capable of listening to all opinions and suggesting a levelheaded course of action naturally rise to positions of leadership.

The Iron Mines

Balthuani’s nomadic nature means that it has had no permanent capital for many centuries. However, as miners excavated more and more iron ore over the years, they gradually converted dried up veins of the mine into small towns. The Iron Mines served as a central gathering place for the Balthuani until the mines completely collapsed during the World-Quake.


A small tribe of nomads took it upon themselves to scale the mighty heights of the northern Cloudpiercer Mountains, following herds of yaks that they used for food, clothing, and tools. When they found that these great heights offered them natural sanctuary from the majority of the kaijan, they settled the peaks, forming the nation of Betaal. A spiritually inclined people, the Betaalese have long been guided by their religious leaders, most of whom are accomplished psions.

Academic and Religious. Each Betaalese town contains a monastery dedicated to the cultivation of Betaal’s mystic Prabi, the priests that develop great psionic powers. The Prabi eventually established a shared psionic mind palace. When a senior Prabi dies, their soul lives on as a sort of ghost in the mind palace, and through this they can confer with the Prabi who still live.

Aristocratic and Political. The Prabi, as the religious leaders of Betaal, are also its political leaders. One of the primary virtues among Prabi is modesty and self-denial, so any Prabi who is deemed to be living in excess risks losing their place in the religious order.

Mercantile and Trade. Betaal is quite isolated and self-reliant. Nalatheshi traders occasionally meet Betaalese merchants in the foothills of their mountains, but otherwise Betaal is largely uninvolved in international trade.

Militant. Betaal is generally a pacifistic nation, with the Prabi proclaiming that all life should be honored. Psions seek nonlethal ways to deter the rare kaijan that approaches their nation.

On the opposite end of the spectrum, Betaal is also home to elite assassins that covertly battle one another for control of towns and cities. The Prabi are aware of and actively try to thwart these syndicates, but have not been entirely successful. One of the most bloodthirsty of these gangs are known as the Mul’Ator.

Social. Most Betaalese frown on excess and have little in the way of material possessions. Instead, they focus on strong social bonds and deep friendships. It is uncommon to find more luxury in a household than a bottle of wine and a set of bone dice.


Betaal’s first town was Tapsankad, which has grown into a thriving city over the years. The city sprawls beneath Betaal’s highest peak, whereupon a holy site dedicated to Prabi meditation overlooks the capital.

Tapsankad has curated beautiful natural parks that teem with cold-weather adapted plant life. Each solstice and each equinox are days of celebration, and are the only four days each year where excessive indulgence is not frowned upon.


Brazodir occupies stretches of both the equatorial jungle and the western Kozia Rainforest, as well as the vast dry prairies and deserts between the two tropics. This is a land absolutely crawling with both dinosaurs and kaijan, and the people of Brazodir are some of the toughest and most brutal on Telgaia, forged in the fires of impossibly deadly circumstances.

Brazodir has an old and ongoing grudge against Gilgalon. As Gilgalon ballooned into a tremendous empire - the first in history - the nation tried to bring Brazodir into its fold through political marriages. The kings of Brazodir were appalled by this action and swore that Gilgalon would forever be their greatest enemy due to the offense.

Aristocratic and Political. Brazodir is ruled by a dynasty of tyrannical kings. Each eldest son assumes the throne after his father’s death, and it is an open secret that many kings meet an early grave when their sons become impatient.

Mercantile and Trade. As militarily aggressive as Brazodir is, they have few trade partners. Occasional trades will take place between Brazodir and Gilgalon or Kozia, though this is rare. More commonly, Brazodir trades with nations that feel safely out of its reach, such as Zakache, protected by the great desert, or Ekulad, shielded by the sea.

Militant. Brazodir’s largest economic feature is its enormous centralized military. All Brazodiran cities are well-fortified both through physical walls and through well-equipped military patrols. It has powerful infantry soldiers, an expansive dinosaur cavalry, and unbeknownst to their neighbors, they have captured a living kaijan that dinosaur trainers are trying to wrangle into submission. Brazodir’s army fights with a vicious alacrity as they believe that if they die in battle, they will be honored by the gods in the afterlife. Brazodir is generally credited with inventing the idea of holy war.

Religious. Brazodir’s religious beliefs are as harsh and unforgiving as its landscape. Those who die in battle for the service of their nation are venerated as saints and believed to celebrate eternally in their idea of heaven. Those who survive battle and live into their old age are also honored, though not so greatly as the martyrs.

Social. Cowardice is more taboo than any other shortcoming in Brazodiran society. Any soldier who flees from the duty of battle, along with any civilian who shirks their responsibilities, is cast into the pit of hell.


Venad is Brazodir’s capital city, located a half-day’s journey from the pit of hell. The people of Venad can nearly always smell the sulfurous fumes of the pit, which serves as a constant reminder that they must commit themselves to the cause of their nation: their very souls depend on it.

Points of Interest

The Pit of Hell. A vast lake of sulfur sprawls behind Venad. The screams of the dying can often be heard coming from the pit: cowards, drunks, the lazy, the incompetent, and prisoners of war are all thrown into the pit alike.


As tensions slowly grew between some factions of dragonfolk living in Musatal and some of the other citizenry of the desert nation, a large contingent of dragonfolk finally decided to set out on their own and form their own nation. They were accompanied by a large caravan that eventually became the nation of Shomachyr, but some of these folk decided to settle with the dragonfolk rather than journey all the way south to Shomachyr’s eventual home.

Cebunia claims sovereignty over the land from the tar pits in the southeast to the coast in the northwest, but their nation is primarily populated in the small mountain range along their southern border and in the forest and fields just north of the mountains.

Cebunia’s climate is far more temperate than the sweltering heat of Musatal, with dry, warm summers and rainy, mild winters. Snow occasionally falls in the highest mountains, but this usually melts after a month or less.

Academic. Dragonfolk scholars were quick to establish a center of learning in their capital city, and it has flourished to become one of the greatest centers of learning on Telgaia.

Aristocratic and Political. Roughly modeling Cebunia’s government after the Nine Dragons itself, with a king and queen sharing responsibilities equally and seven appointed officials managing the nation’s seven provinces. The king and queen pick their heir out of their children, and children that are not picked to become the next king or queen usually become appointed officials.

Mercantile and Trade. Cebunia produces a handful of raw materials, but their chief export is processed goods. Cebunian artisans are known for producing beautiful masterpieces, which they sell to Musatal and Shomachyr in exchange for more raw goods.

Militant. Cebunia’s armed soldiers are reasonably competent but not exceptional. Given that the Dragons protect the nation from kaijan-level threats, the nation’s soldiers have not been forced to become exceptional warriors that other similar nations can boast.

Religious. It goes without saying that Cebunia worships the Nine Dragons above all. The Nine, flattered by the nation’s utter loyalty to them, have repaid this devotion by fighting off any kaijan that stray too close, allowing Cebunia to flourish.

The Dragons

Because Cebunia was explicitly formed for dragonfolk and those who share beliefs with the dragonfolk, the Nine Dragons are understandably viewed as deific figures in the eyes of the nation. Each town, household, and individual will likely have a specific dragon with which they most closely identify. While the Nine Dragons are as complex and nuanced as any individual - more so, given their immortal lifespans and incomprehensible power - the Nine have been roughly associated with nine aspects of society, so people who identify strongly with their work will often worship the corresponding dragon.

Acti. Acti is the second-youngest of the seven siblings, and her scales shine the hue of polished rubies. She has an aggressive temper and is typically associated with violence and destruction. She is believed to be the patron dragon of hunters.

Bryth. The youngest of all the dragons, Bryth loves nothing more than a good practical joke. He is as green as jade, and his eyes hold a silvery, sly twinkle. He is associated with performers, entertainers, and charlatans.

Bune. Bune is the mother of dragons, symbolizing life, beauty, and patience. Her scales are pure diamond, and rainbows sparkle across her when the light strikes. Her wings cause prismatic light to dazzle all who behold it. She is the patron dragon of farmers, gatherers, and midwives.

Cen. The father of dragons, Cen’s scales and wings are the effervescent white of quartz. He represents leadership and judiciousness, and is seen as the patron of politicians and magisters.

Fro. Sapphire is the thirdborn child of Cen and Bune. Fro’s sapphire scales are as deep as the clear sea. Fro is known to be a calculating negotiator and is associated with merchants and traders.

Jayt. The eldest child of the two original dragons, Jayt’s scales look almost exactly to be a blend of her parents’. Her stunning scales resemble the pearly sheen of opal. Taking after her mother, Jayt is seen as a nurturing caretaker. She is the patron of doctors, herbalists, and all who prepare food.

Mem. The eldest son, born after Jayt, Mem’s scales are pitch-black yet full of light, like obsidian. A stern and somber fellow, he exhibits discipline and tries to protect all of his siblings at any cost. He represents strength and protection and is associated with soldiers.

Pru. The middle-born child, Pru’s soft scales resemble citrine and seem to glow with an amber light. He has always been deeply concerned with fairness and teamwork, and is associated with tax collectors, religious community leaders, and common laborers.

Rit. Rit is the third-youngest dragon. Her scales gleam golden, and her eyes hold a similar warm, intelligent hue. She is fascinated with lore and legend, being the most intellectually knowledgeable of all the dragons. She is associated with scholars and religious mystics.


The capital city of Cebunia overlooks the rest of the kingdom from the tallest mountain in the Cebunian Range. Draconia is a large city with a thriving academic center, a splendid temple to the Nine Dragons, and an ornate palace where the king, queen, and the seven officials rule the nation. The palace is built on a bridge straddling a great waterfall that cascades down into rivers that feed the forest.


Doshairiel is one of the oldest nations in the world, as the star elves founded it before the first events of recorded history. Thanks to the elves’ abilities to coordinate with and educate one another even as they sleep, Doshairiel developed a complicated governmental system centuries more advanced than its contemporaries. Primarily a nation of elves, Doshairiel is nonetheless a diverse nation that houses humans, kleppin, and most other sapient species.

Doshairiel is primarily covered in temperate forest, but spans a range of climates. Southern Doshairiel has muggy summers with frequent thunderstorms, while the north is more boreal than deciduous and has dry, mild summers and snowy winters.

Academic. Doshairiel places a strong emphasis on education, and along with its neighboring nation of Prenedonia, it is responsible for some of the first philosophers and formal educational systems west of the great desert.

Aristocratic and Political. Doshairiel implements an oligarchical dynastic model for governance. Fifteen oligarchs are responsible for running the nation, and they each choose heirs to take their places when they retire or die.

Mercantile and Trade. The people of Doshairiel trade readily with Prenedonia. A nation of almost entirely forested land, Doshairiel is rich in land-based natural resources and trades with Prenedonia for their marble, sea-based goods, and finalized products.

Militant. Doshairiel is one of the first nations to implement a nationalized military as the Oligarchs oversee the protection of their nation. Doshairieli soldiers are quite competent in forest warfare, but avoid getting into confrontations with other nations or with monstrous kaijan in the open plains.

Religious. The forest elves in Doshairiel largely worship the Archfae of the Everwilds, while the star elves tend to worship the Celestial Council. Even the oldest elves were not alive before the solar system was thrust into a demiplane, but their forebears would have interacted with the other planes and their inhabitants directly, so the legends of Archfae and Celestials are thus preserved and adopted by other lineages.

Social. Doshairieli are generally content with the governance of their Oligarchs. Thanks to an effective governing system, many Doshairieli are well-fed and well-sheltered, allowing them time to pursue artistic or philosophical endeavors.

Starborea, The World-Tree

An ancient and mighty tree looms miles above all others in Doshairiel’s territory. Known as Starborea, the world-tree is home to Doshairiel’s capital. Their capital city, Shairea, is built on and around Starborea’s enormous roots. Shairea holds the palace of the Oligarchs and is otherwise a large, prosperous, and well-defended city.

The independent city-state of Starborea is not formed until the cataclysmic events of the Sky Fire, whereupon members of the Haven Conclave took up residence inside the world-tree and turned it into the nation that it is throughout the Second Supereon.


Ekulad’s ongoing survival could be seen as divine providence. The nation is almost entirely hot, scrubby desert, with small palm forests clinging to the coast and little in the way of natural resources. Many Ekuladi would say that it is the providence of the godking himself that has allowed the nation to endure.

The southernmost stretches of Ekulad are blanketed in dry cedar forests, and timber from these forests are used in constructing Ekulad’s fleet of shallow-sea trading vessels and pirate ships.

The deserts of Ekulad are favorite stomping grounds of dinosaurs and kaijan, but Ekulad’s Bronze Riders subdue the dinosaurs and protect the nation’s citizenry from the tyranny of the kaijan.

Aristocratic and Political. The people of Ekulad believe that the same dwarven godking, Bezenod, has ruled benevolently over their kingdom for hundreds of years. Indeed, he continues to appear publicly and lead the Bronze Riders into battle, and it appears that he has not aged since the day he founded Enkapi nine hundred years hence. His supposed immortality and Ekulad’s perseverance in the face of the harsh environment and the threat of the kaijan have led the citizens of the nation to truly believe in their godking.

Mercantile and Trade. Ekulad generally does not engage in overland international trade due to the high number of kaijan in the deserts between Ekulad and Gilgalon. Rather, merchant vessels trade with the other nations found in the equatorial gulf: Gilgalon, Brazodir, Kozia, Nausa, Unjaarn, and even the pirate nation of Nevna.

Militant. The Bronze Riders are skillful psions that ride dinosaurs of many types into battle. Ekulad’s infantry is also quite powerful. The fleet of merchant ships that receive resources from the other nations bordering the equatorial gulf also double as pirate ships, looting other merchant vessels when they can do so with reasonable impunity.

Religious. All citizens of Ekulad worship Bezenod the godking as their greatest protector and benefactor. Shrines proclaiming his glory can be found in every Ekuladi town, and hymns that proclaim his greatness can be heard frequently.

Social. The people of Ekulad are stoic and duty-oriented. Ekuladi trade in favors as much as currency, and any person’s word is their bond. Someone who does not uphold a spoken promise will be excommunicated from society.


Manual laborers have built an enormous wall that encircles Enkapi, the capital of Ekulad. This wall is miles long and hundreds of feet wide. It contains kitchens, barracks, and bunkers for the Bronze Riders and the nation’s infantry, and most believe that not a single kaijan could penetrate the wall. Many have tried, and still it holds firm. Enkapi was designed to withstand crises, and the city has empty bunkers underground capable of holding the entire kingdom’s population should the need arise.

Points of Interest

An enormous tar pit known as Blacklake occupies western Ekulad. Legend has it that Bezenod’s closest friend, an elf dinosaur tamer, once fell into the lake, but the godking waded into the tar and dragged him out without a second thought.


A large group of nomads were harried by all manner of ferocious dinosaurs and other similar monsters and driven ever northward. Eventually, when they came to a bleak tundra, they made a calculated risk: setting out into the frozen unknown was certainly better than facing death at the fangs of the great beasts pursuing them. As fate would have it, their gamble paid off. In the northernmost tip of Telgaia, these nomads found rich forests growing around hot springs that warded off the worst of the cold.

This oasis in the bleak tundras of the north allowed the nomads to settle and form the nation of Fjordenhaven, which is largely insulated from threat thanks to the harsh tundra encircling it.

Aristocratic and Political. Fjordenhaven is a traditional monarchy, the heirship passing from one eldest child to the next. The monarch’s siblings are given governing positions over various regions, towns, or industries.

Mercantile and Trade. Fjordenhaven trades frequently with the nation of Skavr. In exchange for supplying Skavr with timber and food, Skavr’s warriors come to Fjordenhaven’s defense when the need arises.

Militant. Fjordenhaven’s people are tough and hardy, but not well-trained in the art of combat. They largely rely on Skavr to protect them.

Religious. The Fjordenhavian are enchanted by the northern lights and believe the lights to declare the will of the gods.

Social. Fjordenhaven’s people are committed to survival in a harsh environment, so they go out of their way to support one another. They also punish theft or sabotage with swift and harsh retribution.


Skevik is a beautiful but frigid port city straddling the mouth of Fjordenhaven’s largest river where it meets the ice sea. Engineers in Skevik have built a magnificent chapel dedicated to the gracious will of the northern lights.

Points of Interest

The Frostvale. A wide valley between two icy mountain ranges, the Fjordenhavian have converted the Frostvale into a miles-wide graveyard. It is divided into three districts: one for the common folk, one for warriors that fell in battle, and grand crypts for deceased monarchs. Fjordenhavians visit the Frostvale when they wish to pay respects to any of their ancestors. According to popular folklore, the current reigning monarch of Fjordenhaven possesses the power to summon the dead forth from this valley in Fjordenhaven’s hour of greatest need.


The people of Gavare made an unlikely locale their home. The Gavarese valley is riddled with natural disasters, from unpredictable subtropical storms to earthquakes to volcanic eruptions. They also endure a disproportionately large number of kaijan attacks. This has unsurprisingly bred in the Gavarese a resilient and warlike spirit. Their religious views have been cultivated directly in response to the cataclysmic circumstances in which they live.

Gavare is a series of affiliated city-states, and they believe that engaging in ritual warfare with one another will appease the gods that cause these disasters.

Aristocratic and Political. Gavare has eleven major states, each of which is ruled by a monarch. Some of these monarchs are also the high priests of their stats, while others separate these responsibilities between two key leaders.

Mercantile and Trade. Gavare’s jungles and mountainous regions have ideally situated it to produce a vast quantity of raw goods, from minerals and stone to flora and fauna. They trade primarily with Ahten, Tekola, Musatal, and Zakache due to their comparatively close proximity to these nations.

Militant, Religious, and Social. The Gavarese engage in ritual warfare with one another to appease their pantheon of chaotic and destructive gods. The Gavarese hold that their pantheon destroys the world - or at least a portion of it - every hundred years, but that they will destroy the world with greater regularity if they are not appeased.


The capital of Gavare in the First Supereon is Mezlecan, which is also the name of the largest state in the nation. It sprawls along the foothills of the mountain range in Gavare’s western reaches and the rulers of the other Gavarese nations respect Mezlecan as the capital of the whole nation, even if they frequently declare war on Mezlecan for ritual purposes.


The first political marriage led to peace between two previously warring kingdoms, resulting in the first empire in recorded history: Gilgalon. The political marraiges did not end there, and over the course of three short generations, Gilgalon swelled to a massive territory ruled over by vassal monarchs that defer to the emperor.

Gilgalon’s enormous territory varies wildly in humidity, but little in heat. Most of Gilgalon experiences very hot summers and warm winters. The concept of snow is only vaguely understood by those living in the highest peaks of Gilgalon’s mountains. The east of the empire is a dry, rocky desert. The west is a lush subtropical forest thick with undergrowth and teeming with dinosaurs.

Academic. Gilgalon has invested many resources into developing a thriving academy of sciences and innovation in their capital city. This is the only university of note anywhere in the equatorial gulf, and aspiring intellectuals the world over travel to Palask to learn in its great halls.

Aristocratic and Political. Gilgalon is Telgaia’s first true empire. It consists of several vassal kingdoms and uses a basic feudal system to govern. Regional kings, and the emperor that oversees the entire nation, are dynastically appointed. Some monarchies pass from son to eldest son, some from daughter to eldest daughter, and some - including the mantle of emperor - simply from child to eldest child.

Mercantile and Trade. Gilgalon frequently trades with the Lachonetan peoples to their south, and they engage in maritime trade with other nations bordering on the equatorial gulf. They avoid trade with Brazodir as much as possible, as Brazodir antagonizes Gilgalon whenever possible.

Militant. Each of Gilgalon’s regional monarchs can levy a sizable militia from their personal kingdoms when the need arises, but each of these armies must be turned over to the emperor’s direct command if requested. The emperor also has a legion of elite warriors ready to serve when the need arises. Gilgalon has domesticated many species of dinosaur and trained them for war.

Religious. Many Gilgalontans worship their kings and emperors as demigods. While they know that their rulers are mortal, the rulers of the nation are so powerful and can so fundamentally affect day to day life for common folk that they are essentially gods in the eyes of peasants. The monarchs are aware of and encourage these acts of spiritual loyalty.

Social. Gilgalon is a culture that prides itself on excellence. Its farmers take pride in producing a bountiful surplus of food; its warriors are heralded as ferocious and strong; and its academics cherish the knowledge that they are some of the best educated folk in the world. Laziness is tantamount to blasphemy in such a culture.


The great capital of Gilgalon is the city of Palask, surrounded by palm forests and boasting an enormous port for trade vessels to dock. The city has dozens of ziggurats, each dedicated to a particular function of society: one is for the worship of the monarchs, one for the education of students, and one for the storage of grain. Palask’s academy is located within three such ziggurats, and the largest ziggurat is in fact the palace of the imperial family. The current emperor is Godking Mangondulon.


Occupying the entire peninsula north of Nevna and controlling a stretch of jungle along the Great Chasm, Kendaria is a large and relatively prosperous nation. Kendaria’s temperate climate and fertile soil make it an ideal agrarian kingdom, but its people face many year-round challenges such as kaijan attacks and raids from Nevnan pirates.

Aristocratic and Political. Kendaria is a monarchic nation. Maternal primogeniture determines the heir to the throne, with each eldest daughter assuming the queen’s crown when their mother abdicates or passes away. Over the centuries, Kendaria establishes a classical feudal governing system, delegating regional governance to lords and ladies.

Mercantile and Trade. Kendaria almost exclusively trades between its own towns. It has plenty of natural resources and is hesitant to trade with Nevna. Long-distance merchants from Nalathesh will occasionally trade with Kendaria, and the two nations intend to build a bridge across the Great Chasm to allow for more regular international trade.

Militant. Each Kendarian town has a militia ready to take up arms when the need arises. Most towns of notable size have at least one psionic caster that can defend the town from dinosaurs, while small villages might share the services of a traveling psion.

Religious. Kendarians worship the spirits of the forest - especially those of enormous trees - as gods. They will later come to understand this belief system as veneration of the Pashak Conclave of the Archfae.

Social. Kendarian dinosaur wranglers have enabled towns and villages to flourish, and the nation’s towns and villages are widespread across its territory. When a rampaging kaijan is too powerful to stop, whole village populations will quickly relocate to their neighbors.


Kendaria’s capital is located on the peak of the shallow mountain range running along its northwest border. Consten is a fortified city with underground bunkers that allow its population to hide in safety when a kaijan poses too great a threat. Centuries later, when Kendaria has its first civil war, the result is a new kingdom that takes its name from Kendaria’s capital city.


The sprawling rainforest north of the equatorial gulf is known as Kozia, after its large population of Mycosians. It has several large tribes that operate autonomously from one another, occasionally waging war against each other over resources or territory, and occasionally banding together to chase away a horrifying kaijan.

The Kozian Rainforest is extremely humid and home to a dramatic array of flora and fauna. Each summer brings a season of tropical storms and severe flooding, so the tribes along its southern stretches tend to be nomadic or to make their homes in the boughs of enormous trees. The tribes in the northern stretches of the rainforest, bordering on Nalathesh’s territory, build more permanent homes along the Thundervale River.

Throughout the rainforest, tremendous trees divide the rainforest into three separate habitats: the emergent layer high above the rest of the forest, the canopy where most natural life dwells, and the forest floor, reserved primarily for rodents, amphibious reptiles, and lumbering dinosaurs.

Three Strongest Tribe

While many tribes call Kozia their home, there are three that hold particular prominence.

Sozein. Occupying the southwest river delta, the Sozein tribe has a large dragonfolk population and worships the Nine Dragons as their chief benefactors. While they are largely nomadic at this time, their city of Wyvanai sprawls across several enormous trees overlooking the equatorial gulf.

Tafunga. Several tribes along the southeast of the rainforest make up the Tafunga Clan. They primarily dwell in the forest floor, using domesticated dinosaurs as mounts and harvesting vast quantities of mushrooms and other fungal growths. They trade these fungi to other Kozian tribes and to Unjaarn and Nalathesh in exchange for other goods.

Valstrom. Valstrom is one of the least nomadic of the Kozian tribes. Occupying the Thunderhead Vale in northern Kozia, closest to Nalathesh’s border, Valstrom relies on the Thunderhead River for fresh water and power, using water wheels to operate sawmills and similar industrial facilities. Valstrom’s capital, Stormvale, is a large city sprawling from the river to the foothills along the Vale’s west side.


A temperate forest sweeps down from low mountains in the west, giving way to badlands in the east before the land eventually cascades into a landlocked freshwater sea. The forest is home to towering trees whose broad leaves choke out the sunlight, causing the forest floor to primarily consist of mulchy decomposition matter and fungal growths.

This region is home to the Lachonet peoples, a people group who generally share the same cultural beliefs but do not otherwise think of themselves as a nation. None, that is, except for the Cheran, who profess that the entire region of Lachonet is their kingdom and they are the rightful rulers over all Lachonetans.

Aristocratic and Political. The Cheran are a group of Lachonetans who have settled along the mountain ranges in the west of the region, overlooking valleys riddled with lava flows. They believe that they are destined to rule the entire region, but many other Lachonetans have never even heard of the Cheran. The ensuing conflict plagues the region for several centuries.

Mercantile and Trade. Individual farmsteads, villages, and nomadic groups of Lachonetans will trade with one another and with the Empire of Gilgalon to their north. On very rare occasions, long-distance traders from Mitsutor will contact and trade with them.

Militant. Given that there is no legitimate ruling power in Lachonet, each insular community must fend for itself in the face of horrible kaijan attacks and dinosaur raids. The villages that endure are those with safe bunkers or the capacity to quickly relocate and rebuild when needed.

Religious. Lachonetans place great stock in emotional authenticity and in interpersonal relationships. They concoct elaborate mythologies with characters that embody different key emotions, and use these stories to teach moralistic lessons about not denying yourself sorrow, nor joy, when the situation warrants. After the Tear, the Stravon Conclave of the Archfae become the patron deities of these folk.

Social. With the Cheran being a glaring exception, the people of Lachonet typically believe that they should not worry about the affairs of the outside world. Their primary concern is with helping one another in their immediate communities, and occasionally with offering aid to their neighboring communities when they come upon hard times.


Kareis is the largest city of Lachonet. It is heavily fortified and hard to access, allowing it to endure despite ongoing attacks from kaijan, dinosaurs, and unsatisfied Lachonetans. Kareis is the mountain home of the Cheran, and the stone fortress of its tyrant monarch overlooks the lava pits. The officials of the Cheran are known to punish insubordination by hurling culprits off of the stone towers and into the lava lakes below.


Mitsutor is a land of extremes. The frigid antarctic nation lays claim to some boreal forest land, but is primarily located in the harsh tundra. Enormous glaciers carve great valleys through the kingdom and volcanoes spew their lava flows through these trenches.

The harsh cold is perhaps why the Mitsutorans chose this place for their homeland. They virtually never have to deal with dinosaurs, and a kaijan straying this far south is a similarly uncommon occurrence.

Aristocratic and Political. The rulers of Mitsutor are chosen through a religious rite in which candidates endure both extreme heat at volcanic sites and extreme cold in the open tundra during a blizzard. The candidate who is able to endure the most heat and cold for the longest time is given governing authority over their town for life. When Mitsutor’s monarch dies, all currently ruling governors may undergo this trial again to ascend to the throne over the whole nation.

Mercantile and Trade. Given that Mitsutor is geographically isolated from other nations, thousands of miles from Shomachyr or Lachonhet, Mitsutor almost exclusively trades intranationally. Its northern towns supply lumber to its southern towns, who send stones from their quarries north in exchange.

Militant. Many hunters and gatherers also serve as militia when the need arises. This is usually in order to fight kaijan or rampaging mammoths, given Mitsutor’s relative isolation from other nations. These militia are skilled at vertical combat, using ice picks and grappling hooks to quickly scale glaciers or kaijans.

Religious. Given the great prevalence of both ice and fire in Mitsutor’s daily life, the people of this nation place great emphasis on the elements in their religious practices. After the Tear, the Mitsutorans associate these practices with the Ashyidir Conclave of the Archfae.

Social. Towns and villages throughout the nation primarily revolve around hunters and gatherers. Gathering is more common in wooded areas as winter berries and tough but edible roots can be found in some abundance, while hunters stalk the open tundra in pursuit of large game. Most towns are built near a glacier, and in the event of a kaijan attack, the town’s population will shelter inside great bunkers carved into the glacier while the kaijan passes by.


Gleskin is a massive fortress city carved inside a glacier in the center of Mitsutor’s territory. The city has enough food stores and bunk space to house and feed the entire nation for three months in the face of a cataclysmic event. Mitsutor’s monarch primarily rules from Gleskin, though sometimes monarchs will tour their kingdom to ensure that their towns and villages are receiving the help that they need.

Points of Interest

The Tar Pits. Near the west coast of Mitsutoran territory, four large tar pits have been the demise of many game animals and some humanoids. The area is believed to be cursed and Mitsutoran hunters avoid the region whenever possible.

The Southern Lava Lakes. In the far southern stretches of Mitsutoran territory, several lava lakes offer some solace from the brutal cold of the antarctic. These lava lakes allow for sparse forests to grow in this region, so several Mitsutoran towns have been established in the area.


An ancient and historically rich nation, Musatal is located along the desert just to the east of the Tekoz Jungle. Its people have adapted to brutally hot summers, and winters bring only a slight respite with a few inches of rain on a good year. Musatal’s westernmost cities border the jungle, allowing them to collect water and timber that they ship out to the rest of the nation.

The nation of Musatal is primarily dwarvish, human, and dragonfolk, although most sapient lineages can be found in this nation.

Centuries ago, Musatal’s dwarven engineers discovered strange artifacts that they used to animate the corpse of a kaijan. They did not fully understand this magic, and rather than creating a mindless sentinel to defend their kingdom, they created Cen, the first dragon. Shortly thereafter, they created Bune, the second dragon, but their artifacts broke during the process. Cen and Bune had seven children; together, they and their children are the Nine Dragons, the immortal parents of all dragonfolk, dracanises, wyverns, wyrms, and similar creatures.

Academic. Musatal has highly advanced academic institutions in comparison to its contemporaries, though these institutions are still rudimentary compared to those that will develop hundreds of years later. Musatali philosophers ponder the meaning of existence; astronomers chart the complex movements of Ancerra’s moons and the other planets visible within the demiplane; and archaeologists carefully excavate the great ruins of An.

Aristocratic and Political. Musatal is ruled by a dynastic monarchy. The king’s eldest son becomes the king next, the king’s eldest sister is always his chief advisor. Support for the king is strongest in the capital city and weakest in the far-flung reaches of the desert, where small towns receive minimal support against attacks from velociraptors or giant snakes.

Mercantile and Trade. Musatal has highly skilled long-distance trade caravans that are equipped to traverse even the harsh environment of the great desert. These caravans facilitate trade with Zakache to the north, and even with Brazodir on the other side of the continent. Musatali near the capital produce vast quantities of gold and salt, so they receive a great many riches in exchange. Of course, they also trade locally with Cebunia and Tekola, and maintain trade patterns with Gavare.

Militant. Musatal’s desert land is quite exposed to attacks from apex predators, so the godkings throughout the centuries have placed great stock in developing a competent and powerful military. An well-equipped ankylosaurus cavalry gives pause any dinosaur and even to most kaijan.

Religious. Musatali have several religious views that conflict with one another, leading to different sects throughout the nation. Many worship the Nine Dragons as patron deities, while some argue that this would be like worshiping one’s own child as it was the Musatali that created the first two dragons. Other Musatali point to their heritage as religiously significant. As the ruins of An are in their nation, these folk proclaim that they are the descendents of the first civilization and therefore have a religious responsibility to guide other nations to ever greater discovery.

Social. Musatali are generally quite proud folk, pointing to their storied history with great patriotism. Some Musatali dragonfolk are just as patriotic as anyone else, while others feel a strained mix of emotions given that ancient dwarvish tinkerers created the Dragons that in turn created the dragonfolk.


The capital of Musatal, the home of the dynastic godkings, is called Anmun, after the first civilization. It is constructed on a series of shallow hills that overlook the excavation site where archaeologists are gradually unearthing more and more of the great civilization that preceded them.

This excavation site, the former city-state of An, is of great interest to Musatal both for its historic and academic value and for the vast quantities of gold and gems buried in the ruins. Political, academic, and economic officials hold ongoing debates about whether they should inject these riches into their economy or reserve them in museums for future generations.


Nalathesh is a nation of hot, arid deserts in the west and hot, humid jungles in the east.

Nalathesh is an absolute monarchy ruled by an immortal Godking - or so says the ruler. The Godking only ever appears in public wearing a solid gold mask, so hushed speculations hold that the Godking is not one person, but many; the mask must surely be passed down from generation to generation.

Aristocratic and Political. The Godking makes every decision of substance in Nalathesh, and his will is enforced by his Radiant Princes. The Radiant Princes are highly trained warriors who also learn how to use psionic magic to augment their combat prowess.

Mercantile and Trade. Nalathesh’s mix of desert and jungle environments means that it has many natural resources to offer. It trades commonly with Kozia and Betaal. For quite some time, Nalathesh has sought to establish a reliable trade route with Kendaria, which led to the two nations partnering to build Bridgemoor.

Militant. Nalathesh’s military is well-trained and well-equipped. All soldiers respond directly to the Godking or his commanders. The elite Bronzeguard are a legion of cavaliers that ride dracanises into combat, decimating threats to the kingdom. Between the Bronzeguard and the Radiant Princes, Nalathesh is capable of repelling most kaijan threats, even if such engagements are quite costly.

Religious. Worship of the Godking is mandatory. National taxes are seen as a religious responsibility, and any sign of insincerity in one’s worship of the Godking is punishable with imprisonment.

Social. Nalatheshi culture revolves around the Godking, and even interpersonal relationships are often viewed in these terms. Shade and wind are often celebrated as gifts from the Godking’s mercy, and sudden rainstorms might cause merchants and laborers to stop their work for the day and engage in revelry.


A sprawling metropolis of multistory adobe apartments, vibrant bazaars, and confusing alleys, Aridala is the capital of Nalathesh. Aridala straddles the border of Nalathesh’s jungles and desert land. The streets of Aridala are well maintained and crime is virtually nonexistent under the watchful eyes of the Radiant Princes.


Nausa is a city-state in the eastern gulf. Constructed by amphibious humanoids like merfolk and dwellvur, Nausa is primarily inhabited by sea-dwelling folk, but has a small population of air-breathing humanoids.

Nausa’s first buildings are carefully formed out of massive coral structures. Architects that have gradually added to the city-state use coral, waterproof plasters, and thick, watertight weaves of seaweed. They have also implemented Avadrium to build some of their more architecturally advanced buildings, although Nausan engineers have not yet discovered Avadrium’s many uses. Nausa has a small port with a series of piers that jut above the surface of the ocean. This port contains a deep shaft with Avadrium lifts running up and down its length, allowing air-breathing humanoids to descend into Nausa’s interior buildings.

The vast majority of Nausa’s buildings reside on the ocean floor, hundreds of feet below the surface. Swimming hatches allow divers to easily access the ocean floor and return directly into the city, rather than having to dive from the surface of the ocean every time they wish to explore. These swimming hatches use two doors to prevent the water from flooding into the city.

Aristocratic and Political. An elected triumvirate governs Nausa. Each triumvir has a six-year term, but elections to the triumvirate are staggered so that a new triumvir has a chance of getting elected once every two years. This offers some continuity as each new triumvir has a couple years to learn from those who already have experience in office, but it has led at times to chaotic decades of constant politicking.

Mercantile and Trade. Nausa exports unique wares to merchant sailors, which brings a lucrative income to Nausa’s economy. They export shells, pearls, and coral skeletons as works of art or fine jewelry. They also export a tough, fibrous seaweed cloth that functions much like waterproof leather or hide armor. But Nausa’s most valuable export is its pigment dye taken from the saliva of sea slugs that dwell on the ocean floor. This dye produces a rich purple hue and is highly sought after by royalty and prominent politicians.

Militant. Nausa does not maintain a military, as they live underwater and are both geographically and economically protected from invasion by any land-dwelling nation. The city watch is competent at keeping the peace within the city and are all trained as deep-sea divers, capable of mounting rescue missions or fighting off sea creatures beyond the scope of the city when needed. Many of the city watch also tend to repairs on a day to day basis, patching damaged buildings after aquatic kaijan slam into them.

Religious. Most Nausans are fervent worshippers of a kaijan that they believe to be their great protector. One great kaijan reminiscent of a turtle is credited with saving Nausa from another kaijan that looked like a blend of a squid and a humanoid. The former, called Jiruk, represents strength, honor, and sacrificial protection. The latter, called Thul, embodies an all-consuming desire to corrupt and destroy.


Nevna is a very old nation spanning hundreds of miles of coastline along a crescent-shaped bay on western Telgaia. It is primarily overgrown in thick jungle growth, and the Nevnan economy thrives on both inland and marine flora and fauna.

Nevnan sailors are some of the earliest pirates, pillaging other vessels and raiding coastal towns to turn a great profit for themselves and their nation.

Aristocratic and Political. Nevna is a classical monarchy, passing the right to lead the kingdom from eldest son to eldest son.

Mercantile. Nevna exports raw materials of many kinds given their resource-rich natural environment.

Militant. Most Nevnan sailors are also capable fighters. Nevna has a large shallow-water navy, but a very small standing guard force in each of its coastal towns. They are also competent in jungle warfare, but more capable on the sea than land as a general rule.

Religious. There are a handful of temples to sea gods throughout Nevna, but heartfelt worship is uncommon. Most Nevnan sailors respect the sea, but do not deify it, and think that the most valuable asset they have is not faith, but their own two hands.

Social. Nevna can be a rough place to live. Few people spare a second glance for the man getting mugged in the alley. In a cutthroat culture, one needs only look after themself.


Nevna’s largest city, home to the fortified castle from which its kings rule the nation, is Nistar. This city hugs the central coastline of Nevna’s bay and has an exceedingly large dock that can accommodate several hundred ships at once.


A humid forest coastline that stretches for hundreds of miles along a landlocked sea, Prenedonia is a handful of loosely associated city-states that share the same culture, although they are fully autonomous in terms of running their own affairs. Sailors have made landfall on many islands throughout this sea, establishing island city-states that are also part of the loose federation known as Prenedonia.

While these city-states will occasionally engage one another in skirmishes over land or resources, they will rally together readily enough when faced with a greater threat like foreign invasion or a dangerous kaijan.

Religious. Prenedonian culture venerates gods that reflect the prime elements and emotional states common to humanoids. Although the Ashyidir and Stravon Conclaves of the Archfae were not discovered until significantly later, the way that the Prenedonian gods are depicted largely resembles these conclaves.

Social. Prenedonians welcome traders and travelers from other Prenedonian city-states, and while they will treat travelers from other nations with polite caution.

City-states of Note

Anedonia’s three most prominent city-states are described in a little more detail below, but this is only three out of a couple dozen city-states that are part of the Anedonian federation.

Sethan. The most economically influential of Anedonia’s city-states, Sethan occupies a large island near Anedonia’s mainland coast. Sethan is ruled using an elected senate. In times of crisis, the other city-states of Anedonia will rally behind Sethan as the effective capital of all the city-states.

Taspar. Taspar is the largest city-state on Anedonia’s mainland. It is an autocratic city-state that trains its citizens to be soldiers from the time they are only four years old, and these soldiers are known for being the most capable kaijan-fighters in all Prenedonia. While Taspar and Sethan have strenuous philosophical disagreements, they respect one another’s accomplishments and view each other as steadfast allies.

Terec. Terec has a much smaller population than Sethan and Taspar, but is one of the oldest Prenedonian city-states. It has beautiful, mystical mineral deposits deep underneath its island territory, and Terec’s miners are trying to determine how these minerals might be most effectively mined and smithed.


When the dragonfolk of what would become Cebunia departed from Musatal, another political migration led to the creation of Shomachyr. A group of augurs shrouded in mysticism suggested that they had received signs to travel with the emigrating dragonfolk, but while the dragonfolk stopped and founded Cebunia, the followers of the augurs headed farther south until they came to a great inland sea. They developed their nation in the temperate deciduous forest around this sea at the behest of the augurs.

History would prove that listening to these augurs was a disastrous decision. Shomachyr has little governmental organization and a weak militia that proves generally incapable of preventing rampaging dinosaurs from causing severe damage to towns and villages, let alone the wrath of an occasional kaijan.

Aristocratic and Political. Whenever a leader’s reign is in question, the people of a town or region will consult local augurs. These augurs, by casting bone lots or reading the entrails of a game animal, will determine whether the leader should remain in power or be replaced by another. Augurs will usually explain exactly who should be elevated to leadership in the event of a change in governance. Shomachyr otherwise uses a vaguely feudal system, where in theory regional rulers report to an overseeing monarchical figure, but in practice the regional rulers have most of the power.

Mercantile and Trade. Shomachyr trades almost exclusively within their own cities and with Cebunia to the north. It is thousands of miles from Mitsutor to its southeast, so trade between them virtually never occurs.

Militant. Shomachyr does not have any notable military, and the cities’ standing militias are not very capable. Dinosaur and kaijan attacks frequently force settlements to rebuild from scratch or relocate entirely.

Religious. The people of Shomachyr turn to their augurs to divine the future and determine what the gods would like for them to do. The augurs have decided that the gods wish to be unknowable, and that the peoples of Shomachyr are only to obey and should not seek out greater understanding of the gods.

Social. Journeyman apprentice thing is a big cultural movement


Shomachyr’s capital, Shryadur, is a small island in the inland sea that occupies Shomachyr’s southern region. Shryadur is well-defended from wingless monsters, but an enormous serpent dwells in the sea and it commonly destroys the buildings closest to the island’s shoreline. As such, the high ruler’s palace is in the very center of the island, farthest away from the shoreline on all sides, and the high ruler’s influence is almost entirely contained to the island itself as the regional rulers on the mainland make whatever decisions they and their augurs see fit.


When a large clan of nomads fled northward from the jaws of numerous monsters, two major factions split apart from one another. One faction suggested that they head north across the frozen wastes, while the other faction believed that this would be a suicide mission. Instead, they should make their homes on the northernmost stretches of their forest, battling cold on one side and monsters on the other. The former faction became Fjordenhaven, while the latter became Skavr.

While the two nations had different ideas about the best way to survive, it would turn out that both ideas were valid. The Skavri became notably stalwart warriors and would protect their own territory and the Fjordenhavian, while the Fjordenhavian became skillful navigators and would trade their natural resources to Skavr.

Aristocratic and Military. Since its inception, Skavr has been ruled by warrior-kings. Each town is ruled by the strongest warrior, and during times of peace, other warriors can challenge the ruler for the right to govern. These warrior-kings can in turn challenge the High King, who is the strongest warrior out of all governing officials.

Mercantile and Trade. Skavr receives a great deal of raw and processed goods from Fjordenhaven. In return, Skavri warriors will defend the Fjordenhavian when the need arises.

Religious. The Skavri are generally not religious, but those who do practice religion often worship the changing of each season.

Social. While the Skavri readily honor their trade agreements with the Fjordenhavian, many privately believe that the Fjordenhavian are too soft for the harsh environment of the far north. Aside from the Fjordenhavian, the people of Skavr generally keep to themselves.


The Skavri High King has made his capital on a fortified mountain city, hard to access and even harder to besiege. From its harsh towers, the High King commands the nation and sees it through times of crisis.


The vast equatorial jungle of Tekoz is ornamented with an enormous river that winds and branches through great swathes of the jungle. Seasonal monsoons and hurricanes buffet the coastline for nearly half of each year, and highly irregular flooding poses a challenge for those in the northern stretches of the jungle.

The people of Tekola naturally formed from a blend of Musatali and Gavarese cultures. As the two nations traded with one another, the people from their cultures intermingled and built their own trading post towns that eventually developed into their own jungle nation. From the mountain ranges in the jungle’s east, this nation spread westward, first along the river and then deeper into the dense tropics.

Aristocratic and Political. Tekola is an example of an early federalist nation. Individual cities govern their regions with general autonomy, but they report to the godking of Lahira, the largest state of the nation. The godking chooses their heir out of their children, and godkings claim that their soul passes from parent to child at the time of the parent’s bodily death. Thus, the ancient spirits of the first godkings still guide and counsel today’s rulers.

Mercantile and Trade. Tekola’s decentralized cities span the vast Tekoz Jungle and are primarily built along its winding, branching river. Flat-bottomed riverboats ferry merchants between Tekola’s cities, and international traders exchange goods with Gavare, Musatal, and Cebunia.

Militant. Tekolan dinosaur wranglers and psions also serve as the standing militias that protect Tekola’s various cities. Most large towns have a dinosaur cavalry of at least a half-dozen riders and their mounts.

Religious. Although Tekola’s natural environment is marginally more stable than Gavare’s, their cultural and religious beliefs have significant overlap. While Tekolans do not engage in ritual warfare to appease the gods, they do hold that angry deities cause enormous cataclysms every hundred years or so, and will frequently cause smaller-scale natural disasters out of sheer boredom.

Social. A given town or city places great stock in its leaders. Most cities have dynastic leaders, like lesser monarchs or dukes, but a few cities experiment with democratic elections. Throughout the Tekolan wilderness, masons have carved enormous stones to resemble the heads of their most noteworthy regional and national leaders.


Lahira was the first trading post established by Musatali and Gavarese merchants. A mountain town in the pass between three crests, the town is a ten minute walk from the springs that feed the Tekoz River, allowing the town a virtually endless supply of fresh water. The town gradually grew into a city that sprawls along the entire mountain pass and down into several valleys, and Tekola’s godking rules from its highest palace. The city is not well constructed to defend from attacks, so a battalion of militant psions are constantly on the lookout for rockslides and kaijan.


Unjaarn is a relatively large nation that spans the entire river delta at the end of the Great Chasm. Swampy and humid year-round, the people of Unjaarn are almost all at least competent in boating through bogs and marshes. The wilderness of Unjaarn is a tangle of mangroves, hemlock, and black spruce among other tropical and subtropical trees, all of which is overgrown with lichens, kudzu, and parasitic plants like strangler figs. All manner of dangerous animals and strange monsters lurk in the murky waters outside of civilization, but skilled rangers can navigate the swamps skillfully to avoid the worst of these creatures.

Unjaarni Castes. Unjaarn maintains a rigid caste system. An Unjaarni will remain in the same caste that their parents were born into, as will their children, in perpetuity. Most Unjaarni are satisfied with the knowledge that they have some form of social security, even if most of them  never have a chance to lead lavish lifestyles. Detailed information on Unjaarni castes can be found in the MythCrafter’s Guide.

Religious. Unjaarni believe that every pantheon exists, and likely many more that nobody is aware of. Each town and household may have specific deities that they feel especially drawn to worship as their patrons. Most Unjaarni believe in reincarnation, though they do not scientifically understand Essence.

Trade. Unjaarn exports many potent spices, artistic clay goods, and flavorful foods. It also exports colorful pigments that make bright dyes, trading primarily with Nevna, Kozia, and Nausa.


The capital of Unjaarn is a massive city spread across several small islands in a shallow area of the swamplands. With a population of hundreds of thousands of people, Nelidi is one of the largest cities on Telgaia.


Brave explorers from Fjordenhaven sailed through the treacherous ice seas of the north and made landfall on a large island far to their east. On this island, they found a wondrous forest whose plants seemed to be made of a vegetable-metallic hybrid. They ventured into the fog-choked mountains beyond, which hummed with weird resonances. There, they found the island’s true treasure: a mythically hard and strong material that came to be known as adamantine.

The Fjordenhavian eventually established a permanent outpost on this island, which grew into a city, which grew into a network of towns, which eventually became the independent nation of Yodvan. Even after it became an independent nation, Yodvan continued to maintain close ties with Fjordenhaven.

Academic. Aurora’s Hearth, the capital of Yodvan, has invested great time and effort in building a scientific academy that conducts endless experimentation with adamantine and the various biotechnical discoveries that explorers find in the Glowing Forest.

Aristocratic and Political. Like Fjordenhaven, Yodvan practices a monarchy of pure primogeniture: the eldest child of each monarch takes the throne after the parent’s death or abdication. Subsequent children (or other family members) are assigned to be counts and countesses over Yodvan’s towns, as they would be in Fjordenhaven.

Mercantile and Trade. Yodvan trades almost exclusively with Fjordenhaven and with its much closer neighboring nation of Balthuani to the south. In exchange for exporting its rare and strange minerals, Yodvan receives foodstuffs and raw goods that they process into finery.

Militant. Yodvan has not developed a standing military as it is insulated from most threats due to its geographic isolation. Hired mercenaries protect the miners that venture into the woods and the mineshafts in the mountains, as each location has dozens of strange stories involving horrific monsters.

Religious. Yodvan observes many of the same religious practices of Fjordenhaven, placing prophetic stock in the coloration and patterns of the northern lights.

Social. Yodvan’s culture is a blend of Fjordenhaven’s and Balthuani’s as most of its citizens have emigrated from one nation or the other. The folk of Yodvan are generally warm and hospitable to strangers, but punish any type of crime with no mercy.

Aurora’s Hearth

Aurora’s Hearth is the first outpost founded by Fjordenhaven, which has developed into a sprawling city that hugs the coastline for many miles.

Points of Interest

The Glowing Forest. The glowing forest’s vegetation grows in strangely intentional patterns: trees might have limbs at precise angles, and a bush’s leaves might all be exactly the same size. The vegetation seems both living and metallic, and scientists are trying to determine the best uses for this material. Glass bulbs grow from many trees and bushes in a variety of shapes, and these bulbs often glow with internal light. Scientists have discovered how to control when these lights turn on and off, and the bulb’s light will last for several years after being plucked from its plant.

Other discoveries no doubt lie deep in the Glowing Forest, but strange monsters of untold power lurk in the forest’s depths, too.

The Mountains of Adamant. Shrouded in thick fog and palpable mystery, the Mountains of Adamant loom cold and foreboding along the center of the large island. The promise of great wealth in the form of adamantine lures many miners and their mercenary guardians, but both the terrain and the fauna are vicious in these mountains, not to mention the winds that could rip flesh from bone. Jagged cliffs, treacherous glaciers, and narrow passes each pose threats to explorers. Terrifying creatures that lurk deep in the mountain’s caves often leave even stoic heroes babbling with inarticulate fright.


Those who travel deep into Telgaia’s great desert will find endless miles of barren hills. In the heart of this wasteland dwells a great valley where the heat of the desert gives way to tough, dry prairies that in turn give way to lush green meadows along the valley’s central river and lake. Thorny chaparral forests blanket the hills along the periphery of this valley, and great tangles of green ferns and water trees encircle the valley’s lake like a protective wall.

This is the Zakache valley, traditionally believed to be the original homeland of the Kosavran. While Kosavran folk have since spread across Telgaia and can be found virtually anywhere except for its coldest regions, Zakache is still primarily a nation of these dinosaur-folk.

Aristocratic and Political. Zakache relies on a traditional tribal system. Each tribe’s leader will meet with other tribal leaders to discuss matters of inter-tribal importance, but tribes are otherwise autonomous to manage their own affairs as they see fit. A tribe’s leader is usually the individual who exhibits the greatest blend of strength and wisdom. When a tribal leader becomes too old to display strength, they may be asked to resign and serve as an advisor to a new leader. Some of the more aggressive tribes hold ritual battles to establish who the stronger potential leader is.

Mercantile and Trade. The folk of Zakache primarily trade with other Zakachese tribes and do not concern themselves with the outside world. However, small groups of Zakachese long-distance caravan traders do engage in trade with many nations that border the great desert, from Gavare and Musatal in the west to Brazodir and Kozia in the south and Doshairiel in the north.

Militant. Zakache’s psions and dinosaur tamers are some of the best in Telgaia. The hunters and tribal guardians of Zakache are highly competent in fighting dinosaur and kaijan threats, but are ill-equipped to contend with another humanoid threat. They rely on the vast desert to dissuade any other kingdom from attacking them.

Religious and Social. Zakachese religious practices are closely intertwined with their social customs. This varies somewhat from one tribe to another, but most tribes place great emphasis on the cycles of life and death. Some bury their dead in the soil to nurture the next year’s crops. Others burn their dead, freeing their bodies from the animalistic cycle of eating or being eaten. Other tribes take exactly the opposite approach, believing that eating their dead and making tools out of their bones honors their memory. This has understandably led to hostile dispute, and the tribal leaders eventually came to an agreement that each tribe would see to their own funerary rites as they deem best and would not interfere with other tribes’ practices.

The people of Zakache unknowingly worship two of the six creator Avatars, and they represent death with the image of a crow, and life with that of a fish.

Points of Interest

The Great Lake. The Great Lake in the center of the Zakache Valley is a neutral gathering place where any person from any tribe can come peacefully. Aggression is forbidden, and any aggressor who behaves violently at the Great Lake is subdued and exiled into the deserts beyond. Each Zakachese tribe views the Great Lake as a central gathering place, the way other nations might view both a capital city and a cathedral.