The Nations of Ipath
From North to South -
Xartha - The northern mountain nation of the Dwarves could be easily missed by a passing traveler, as the bulk of civilization in this region is buried under The Frigid Summits, a snowy mountain range spanning the northern tip of Ipath. Xartha is ruled by a series of noble houses, the heads of which form a small council that presides over all official matters. While these five houses are the official heads of state, most day to day managing of Xartha falls to regional and local officials, like the regent of a city or the local constabulary. Xarthan military is largely militia-based, rather than a standing, formal army. Despite this, Dwarves make for frightening adversaries, and despite their reclusive nature, they've left a lasting impression on the other Ipath nations over the millennia in border skirmishes and wars. Xarthan economy and culture is based around artisanship, with a focus on working metal, stone, and wood. With a small forest just west of their capital, at the base of The Frigid Summits, the Xarthans have a steady supply of wood to supplement their forging and masonry. Xarthans take pride in their handiwork, from the great iron gates of their mines, standing dozens of feet tall, to the smallest bracelet or earring. No job is too large or too small to take pride in for a Xarthan craftsman.
Narton - The Gnomes of Narton are currently a weary and war-torn people. They have been holding the line, largely alone, against the Orcish hordes and tribes of northwestern Ipath for centuries. The stress that this has put the country under has forced the military's hand, having transformed the country from the fun-loving, prestigious academic nation it once was, led by a kind and generous Queen, to a military dictatorship, using it's population as a pipeline to the western front out of sheer necessity. To avoid defeat by attrition, the Nartons have begun using unorthodox tactics, baiting the Orcs into traps and ambushes in order to lighten the impact of casualties. While once regarded as the most well-learned and intellectual nation in Ipath, the culture in Narton now revolves around carrying your weight on the western front. Children grow up playing with daggers, shortswords, and bows, before learning how to play chess. Those with magical abilities learn to cast fire bolt before studying the basics of prestidigitation.
Londor - The Halflings of Londor are a very self-determining species. Rather than focusing on the governing bodies or convention to dictate behavior, an emphasis on self-policing and discipline makes Londor one of the safest places in Ipath. That, and the natural protection of The Caked Hills on one side and the Dormunean Empire on the other, of course. Because of their religion, the tenants of which preach balance in all things, Londorans don't have a ruler in power for very long. Rather, they will appoint an Arbiter when necessary, chosen from among a handful of volunteers that excel or specialize in the field in question. Once they volunteer, all those involved in the query vote on the candidates, and the Arbiter serves as a problem solver until the issue is resolved. This happens at all levels, from a simply dispute over cattle between two ranches, to sweeping nation-wide decisions where the Arbiter would be serving all of Londor. Usually Arbiters are chosen from among the revered monasteries of Londor, places of peace and tranquility. Balance does not always mean serenity, however, and Londorans have proven time and again that after a hard day's work, or a life threatening battle, balance dictates that one celebrate accordingly with ale, feast, and song. Londor is the only country that has consistently sent reinforcements to Narton on the western front, and because of that, they have a strong and deep friendship with Nartons.
Taleria - The Kingdom of Taleria has long enjoyed a prosperous existence, brought about by the most naturally fortified position in Ipath, surrounded by The Caked Hills, The Emerald Spires, and The Millsea Depths, making Taleria only approachable on one side, the southeast. Having a long-standing alliance with Ryela, Taleria's only real threat is the Dormunean Empire, which could explain why the two countries have been at war more often than any other two throughout Ipath's history. Taleria is a feudal nation, ruled by a king and his dukes. The military has been shaped by centuries of war with the Dragonborn of Dormune, a stronger, larger, more dangerous foe. Because of this, rank and file soldiers, conscripts, and militia have no place in Talerian military. Instead, Talerians rely on knightly cavalry, longbowmen, and highly trained specialists in order to hold the line against a more dangerous foe. Culture in Taleria is largely built around the Church of the Herald, the deity of Taleria. The High Priest of the Herald in the only person in Taleria that can overrule the King, and only if they have sufficient support of the Dukes.
Dormune - The Dormunean Empire is the homeland of the militant and ferocious Dragonborn species. Proud, powerful, and resilient, the Empire has nearly taken over the continent of Ipath and united it under one banner a half dozen times in the current age. Most recently they conquered Londor, Narton, and Xartha before the coalition of Taleria and Ryela eventually stopped them through cavalry and guerilla strikes, plus attrition. Dragonborn military focuses on the conscription and compulsory service of almost every citizen in the Empire. Only those with some medical reason that they'd be a liability are excused from service. You typical Dragonborn is bigger and stronger than any other species of Ipath, and possesses the innate ability to breathe elemental energy like flame or acid, making them more than a match for three or four average people of any of the other species. Because of this, they can rely on numbers and generalship, rather than elite training and equipment like the Talerians or Ryelans. The militant nature of the Dormuneans permeates through to their culture as well, and gladiator fights, and tournaments of strength or skill are found in every major settlement. As all empires are, the Dormunean Empire is ruled by an Emporer, the current of which is getting on in years, and their memory of the last war is starting to fade in their old age.
Ryela - The verdant lands of the elves is mysterious in many ways. Masters of wood and spell, the elves are skilled in many ways that other species simply are not. Beyond that, Ryelans aren't overly fond of visitors, and outside of traveling merchants, wholesale traders, and the handful of adventurers trusted enough to be employed by them, many visitors are turned away at the border. Sharing a border with Taleria and Dormune, the two most militant, warmongering nations in Ipath, has left Ryela jaded and frustrated. Lacking a centralized leadership, Ryela is ruled by a series of regional mayors, chiefs, and constables. Occasionally when it's called for, these regional rulers will convene in Aerydal's Refuge, the great elven forest, to discuss matters of great national importance. This is what transpired when the Ryelans agreed to ally with Taleria in the last great war. Culturally, elves like to work with their hands, they have ornate houses, impressively etched bows, exquisite inlays in their robes. While acutely attuned to the arcane and the wilds, their first love is their skill with woodworking and weaving. Some prefer to stick to their libraries and keep their faces buried in books, but one way or another, Ryelans prefer to spend their time honing themselves in some way, be it through their craft or through research. For this reason, Ryelans are slow to fight, prefer to negotiate, and do not care for the perceived impulsiveness of the other species of Ipath.
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