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Human Realm Divisions.

1. The Solmyr Empire: (The Human Kingdom)

Capital

 Aurethium (city of white stone walls and towering banners)

Geographical Location and notes

Location: North Continent

Largest landmass of all four continents. Spans icy northern fjords and tundra (White Coast), rolling fertile plains, forested heartlands, and temperate southern ports.

Natural borders include the Frostveil Range in the north and the Blackwind Sea to the east. And the borderlands to the west, where the portals and rifts to the demon realm form.

The southernmost region, The Golden Crescent, has mild weather year-round and serves as the empire's breadbasket.

Culture:

Militaristic, but with a strong merchant and artisan class. Military service is considered honourable, but wealthy merchants and crafters have risen in influence thanks to the empire's trade dominance.

Nobles take pride in commissioning ornate armour, weaponry, and ships that double as status symbols.

Festivals are lavish and competitive...especially those that show off military parades and trade wealth.

Economy:

The most resource-rich realm:

Grain, textiles, and pottery from the southern crescent.

Timber, furs, and iron from the northern frontier.

Shipbuilding and advanced metallurgy in the central heartlands.

They are also the trade hub between continents, with the great port city Valden's Gate acting as the central node for all sea routes.

Military:

The largest standing army in the world, disciplined heavy infantry, war cavalry, and a navy that dominates the northern and central seas.

Elite forces called the Imperial army—battle-mages trained in anti-monster and anti-demon combat—are a point of pride.

Politics:

Heavily influenced by the Divine Church, whose capital is also here.

Ruled by the Imperial Crown, supported by a council of nobles, the guild leaders, and high-ranking military officers.

The emperor's word is law, but the merchants' guild can sway policies when the treasury runs low.

The King of Solmyr in this era is actually the Emperor, but foreign kingdoms still call him "King" to downplay his power.

Scholary notes

The humans might think they are the most powerful and blessed in the realm...others think otherwise.

While the church may have situated its capital in their territory, it is a well-known fact that it did so due to the section of the realm having the largest number of rifts to the demon realm. Humans don't believe that.

They are often mocked as jacks of all trades and masters of none. And labelled as the most basic species, whose wit and large numbers. may have been their only saviour

2. Verdelion Kingdom (Elven Kingdom)

Capital:

 Evercrest (a castle on a high, forested hill with sprawling tunnels and bridges between ancient trees)

Geographical Location and notes:

Location: East Continent

The lushest and most fertile of all continents, blessed with a warm temperate climate year-round. Rolling green plains and endless forests dominate the land, broken by crystalline rivers and ancient mountains in the far east.

Their famed Moonpetal Forest stretches for hundreds of kilometres, its silver-leafed trees glowing softly at night.

Villages are often built in the canopies of colossal trees or nestled on mountain slopes overlooking the valleys, connected by rope bridges and magically reinforced walkways. 

Culture.

Elves value balance, beauty, and peace above all else. They are not expansionist and have no hunger for political dominance—yet ironically, their control over food production and healing magic gives them immense leverage over every other nation.

They revere their heritage as descendants of the Light Fae from the Light Realm, which makes them favoured by temples and holy orders (and subtly envied by humans).

Art, music, and poetry are woven into daily life; festivals follow the seasonal cycles of planting and harvest.

Economy.

Primary food supplier for the known world—able to grow crops at two to five times the normal rate thanks to their nature magic.

Medicinal herbs and enchanted plants form the basis of their thriving apothecary trade.

Export healers, herbalists, and rare plants to other continents; maintain apothecary guild houses in most large cities abroad.

Trade in fine woodcraft, silk-like fabrics from enchanted trees, and delicate jewellery made from forest gems.

Military.

Peace-loving, but not defenceless. Their armies specialise in ranged combat, nature-based magic, and guerrilla tactics within their forests.

Elite units known as the Verdant Sentinels act as the kingdom's protectors—masters of both bow and magic.

Their defensive magic makes sieges nearly impossible without massive resources.

Politics:

Ruled by the Council of Seasons, with four high lords/lady-regents each representing a seasonal aspect of governance. The Spring Regent oversees agriculture, Summer trade, Autumn diplomacy, and Winter security.

The monarchy is a symbolic figurehead—currently the Queen of Autumn—whose role is to be the overall leader among the four. The monarch's work is mainly acting as a foreign and internal diplomat.

Position remains till death, and the next leader follows the cycle of the seasons regardless of age.

Scholarly notes

Elves love censoring their history. You'd think that for a peace-loving nation, they'd be impartial…considering they have the largest library known to the whole realm.

There are whispered legends among other races that if the elves ever chose to stop exporting food, the world would fall into famine within a year.

 

3. Ironcrest Dominion (Dwarven Kingdom)

Capital

Stonegate (a colossal underground fortress carved into a mountainside)

Geographical location and notes

Location: West Continent

The west continent is a rugged land of mountains, volcanic ranges, and deep valleys threaded with underground rivers.

Most dwarven cities are built beneath the surface, in colossal cavern networks illuminated by glowing crystal veins and magma flows.

Half the population lives entirely underground, while the rest inhabit fortified surface towns built into cliff faces or mountainsides.

Above ground, the air smells faintly of smelted metal and coal — the mark of their vast forges and foundries.

Culture:

Proud, practical, and intensely community-oriented.

They measure worth by skill and craftsmanship, not wealth alone, though a finely made weapon or intricate machine is considered a legacy piece worthy of generations.

Family lines are tied to craft guilds — smithing, engineering, gemcutting, or brewing — and guild rivalries can be as heated as political disputes.

Their songs and drinking halls are famous across the continents, as is their blunt, often sarcastic sense of humour.

Economy:

The dwarves are the primary suppliers of raw ores, metals, and gemstones in the known world.

They are leaders in engineering and technology, producing advanced siege weapons, mining equipment, and magical machinery.

Exports include high-quality armour, weapons, mechanical tools, enchanted trinkets, and crafted jewellery.

Rarely, they sell "Living Forges" — enchanted forges capable of forging magical artefacts — to foreign kingdoms, but only at exorbitant prices.

Trade networks are heavily fortified; every caravan has guards trained for both monster attacks and bandits.

Military:

While formidable warriors with powerful fire and earth magic, dwarves are naturally short and stocky, which puts them at a disadvantage in close combat with larger monsters.

To counter this, they developed war machines, powered exo-armour, and rune-forged weapons that level the playing field.

Their armies are famous for their Iron Phalanx, a shield wall so tight it's said a dragon's breath can't break it.

Politics:

Ruled by the Stonecrown Assembly, a council of thirteen elders — each the master of a different local guild or discipline.

The assembly chooses a High Forgemaster every 25 years to act as the kingdom's political and military leader.

Decisions are slow due to debate-heavy governance, but once a course is set, they follow it with unstoppable persistence.

Scholarly notes

Though often underestimated for their size, dwarves have been known to bring entire mountain passes down on invading armies.

Many outsiders joke that dwarves don't lose wars — they just "seal the exits and wait a hundred years."

 

4. Fang Confederacy (Beast Folk Kingdom)

Capital

Clawspire (massive stone-and-hide fortress in a desert oasis)

Geographical Location and notes

Location: South Continent

The southern continent is a harsh mix of scorched deserts, wind-carved canyons, and rugged coastal cliffs.

Settlements cluster around oases and river deltas, with some sprawling trading ports on the coast where ships from all continents converge.

Many Beast Folk live in nomadic warbands, following seasonal migration routes like the animals they can partially or fully transform into.

Culture:

Fierce, loud, and unapologetically direct, Beast Folk value strength, skill, and courage above all else.

Bravery in battle is the highest virtue, but so is the ability to protect one's pack — whether that's family, tribe, or mercenary unit.

They have an oral storytelling tradition, with fireside boasts and battle ballads that double as history lessons.

While outsiders see them as uncivilised "barbarians," they have strict internal codes of honour that vary from tribe to tribe.

Economy:

Primary exports are trained beasts, monster hides, exotic spices, and rare desert herbs.

Known for their beast training and hunting, they can tame and ride creatures no other species would dare approach.

Mercenary work is a booming business; entire tribes hire themselves out as elite shock troops or monster-hunting specialists.

Coastal tribes also engage in piracy, though they prefer to call it "tide tax collection."

Military:

Naturally gifted warriors — some are able to partially transform to enhance combat abilities, while a few rare individuals can fully take on their beast form.

Their armies rely on speed, raw power, and shock tactics, using mounted beasts or aerial ambushes from winged warriors.

They lack the heavy armour of dwarves or the magical precision of elves, but their sheer adaptability and physical strength make them unpredictable in battle.

Politics:

No central monarchy — instead, leadership shifts between dominant warlords or councils of chieftains.

Alliances are fluid; tribes unite when facing an external threat, then scatter again into their territories.

Large-scale gatherings, called Moon Hunts, are rare events where tribes meet to resolve disputes, trade, and arrange marriages.

Scholarly notes

Beast Folk children are given "Trial Hunts" upon coming of age — a dangerous solo journey where they must bring back a worthy trophy or story.

Failure is rare… but those who return empty-handed often leave their tribe in shame.

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Which continent would you like to live in?

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