Costrana is diverse. From the frigid Northlands and the sweltering Plyde Dunes, Costrana offers new challenges across its divided landscape.
The Imperial Coalition of Valtana
The
The Imperial Coalition of Valtana is the largest formal, unified government in Costrana. While large and powerful, the government (led by King
Shamir Shuston Allvine) is not aggressive. Aside from their recent, mostly peaceful, acquisition of the peninsula of Zel' Vondar the empire the Allvines has not expanded to a great degree since their formation in 788. King Allvine rules over the varied landscape in Valtana.
The Plyde Dunes
There are the rocky and sometimes treacherous Plyde Dunes, spotted with mines long abandoned and strange beasts who reside within them. Sabrenn, the origin of the Allvine empire, is a large coastal city that thrives on imports from the islands around Costrana.
The city of Sabrenn
Many of the more wild areas running through Valtana's center contain wild creatures and beasts. The Valtanians believe that it is the will of the gods that they exist in this realm, and thusly they should be left alone when possible.
Azleveer
Once consisting of independent settlements with a series of peace treaties to keep tensions in check, Azleveer is ruled today by a shadowy dictator known as Lord Granvath. In 541, the Council of Azleveer formed to put their resources together in hopes to stop the spread of a strange dark force from within the Lifeless Timber. Many years later, a series of political assassinations put Lord Granvath in charge of the nation. His rule hasn't much changed the lives of the nations citizens, and few know his true intentions.
Ashheim, Azleveer's capital
Zel' Vondar
The peninsula of Zel' Vondar, which remained staunchly independent since its first settlements formed in 404 AC, finally joined the empire in 1215. Thriving on its educational opportunities far from the negative influence of the Guilds of Volagvoros, Zel' Vondar is a haven for those seeking refuge from the evils of the world. But not all is well. During the occupation of Zel' Vondar by King Allvine's empire, religious followers of some darker gods revolted against the Valtanian soldiers, as they knew what would happen to them if they became citizens of the Imperial Coalition. They were ultimately defeated and either imprisoned, executed or declared missing. Zel' Vondar continues to thrive based on its seperation from the dangers of Costrana. Talonor, the former capital from Zel' Vondar's days of independence, still exists as a city for scholars. However, with the spread of darkness from the Lifeless Timber, this perception could soon change.
Talonor
The Northlands
The Northlands are a blend of wilderness, ancient ruins, and remote civilizations. There is no official government here, but still many live within its borders. Within the Northlands are the Bloodless Fields. This wide, fertile flatland is home to the Stagfolk, a race of antlered, deerlike peacelovers. They are welcoming to outsiders, but are quick to keep out those who would seek to harm them. The cities of Cinder and Dholrum are influenced by the Guild Union, even this far north. It is believed that an ancient, knowledge loving race once lived somewhere in the Northlands, but nobody has found substantial evidence of them yet. Also living in the Northlands are the elf protectors of Aestradolia, the great tree city. Aestradolia is a massive tree of fey nature that is protected by an order of elves out of Thae Aleeri.
Kahaleaan, a frigid city
Falduune
Falduune (or Western Costrana) is controlled primarily by
The Guilds of Volagvoros. Their influence is spread as far as the Northlands, and they manipulate the governments of the cities they hold power over. While profit can be made in working for the guilds, many who cross them turn up dead. Falduune is home to the Elves of Covenfeld and the fey touched forests to the south, as well as the Guild influenced cities south of the Ruins of Leleathir.
Covenfeld
The Undercity of Volagvoros
The Islands of Costrana
The Islands of Costrana are many. They serve a variety of purposes, some good and some bad. Piracy is rampant south of Bartholl Isle and shipments from the Conscious Realms are few and far between. Sailors avoid the Isle of the Storm's Eye. Many legends describe the isle as the origin of all curses, beasts, storms and other bad omens of the sea. Some cities and civilizations call the islands home, but none as notable as Silvina. The city of Silvina is a middle point between Volagvoros and Sabrenn. Its neutral status combined with its masterful craftsman make it a vitally important location.
Silvina