A Volari-controlled region, the Kingdom of Abram is not only one of Bethica’s largest administrative regions, but one of its most recent. The Kingdom is named after its founder and first king, Gangus Abram, who obeyed the will of the gods and led his clan to Bethica from a faraway land. It is said that every Volari born in Abram can trace their lineage to Abram himself.
While the Abramatic Kingdom also consists of seven small towns and a few villages scattered about the region, life in the Kingdom revolves around its thirteen cities, founded by and named after Abram’s thirteen grandsons.
Although many traveling records mark down Southland as “The Kingdom of Southland” or “The Southland Territories,” Southland is in fact neither. Instead called “The Free Lands” by travelers and merchants, the Southland region is inhabited by groups of many different races and presents a popular place to do business; it is completely independent of the other kingdoms and thus outside the scope of many trading laws. The area consists of one metropolis city — also called Southland — in addition to the town of Larcost and several small villages.
The wayfaring, mischievous Granbens have no formal territory, instead inhabiting many of Bethica’s other kingdoms. The only place that could be called “Granben grounds” is these woods, a place avoided like the plague by merchants who value their money and belongings. The Granben Woods surround a small town, Caershire, where the native Granbens like to frolic by day, playing with the valuables they “obtained” from last night’s haul.
The cat-like Nekanians have settled beside the Shukura Lake. Their capital city, a bustling sandstone metropolis called Kylar, is absolutely steeped in the tradition and customs of its pragmatic and combat-loving people. It features a yearly festival along with an unusual economy that emphasizes foreign trade. Rather confusingly, Kylar is also the de facto capital of the Qu’Venar people, who have set up operations in a small section of the city around a recently unearthed historical archive. In addition to Kylar, the Nekanians also live in the adjacent small town of Kuri, as well as a number of remote villages too tiny to warrant inclusion on any wayfarer’s map.
The island of Domarina lies across the Windless Sea. It is home to the savage, matriarchal, and Amazonian Domari people, who dominate the entire island. While the Domari engage in importing and exporting, all such activity is performed on the seaports of other lands; perhaps by design, Domari vessels are the only ships capable of sailing across the appropriately-named Windless Sea, virtually ensuring that only they can sail to and from their island. Anyone who figures to row a boat to Domarina will only end up making that mistake once: trespassers, intentional or unintentional, are not tolerated on the island. Men in particular are likely to be killed on sight.
The Domari have set up small settlements across the island’s landmass. Notably, the island has no capital or large city, and the villages are referred to collectively as Domarina. They are ruled over with an iron fist by a fierce Priestess of Light known as Diana, who is responsible for her people’s very reproduction.
Although most of the enigmatic and adept Qu’Venar reside in Nekanian lands, legends state that they actually originated somewhere within the Entrydal Forest, next to the Aenwyn people that they helped to foster. The forest’s reputation truly precedes it: sitting just east of the Haunted Wasteland, it is just as colorful and gorgeous as the Qu’Venar are aloof and scientific, and the area attracts many nature-lovers for its idyllic community and serene Emerald Lake. Some of the forest Qu’Venar live simply, in small homes nestled in between the trees, but most are powerful mages, residing and studying in the arcane tower of Sharian. The spire lies on the lake’s edge, which often means — to the eternal irritation of Sharian’s sorcerers — that travelers often attempt to stay until next sunrise.
Tradition holds that the ancient utopian City of Entrydal, the mythical home city of the Qu’Venar, also rested beside the lake before it was destroyed by the olden Nordoxz that once ravaged Bethica. But some people believe it still exists, concealed by a powerful invisibility spell, protected from the entire world at the whim of the legendary Entrydal King.
The Sucari people inhabit the areas around the Windless Sea and Abysmal Sea; their capital and largest city, Ciarrai, stands between both. The Tradelands are appropriately named, as they see much activity from caravans and merchants hailing from all over Bethica; the seeming hospitality and accommodating nature of the Sucari does wonders to encourage such behavior. The more unsavory activities that many Sucari just so happen to be involved in don’t seem to faze many aspiring entrepreneurs.
In particular, Ciarrai and its neighboring town, Arua, are very prosperous and popular with travelers. The two cities, which have often been labeled “the new Harromog and Modos” by grumbling theologians, are known just as much for their markets as they are for their nightlife scenes. The other major town, Gryphin, is known for the artistic talents of its denizens, and Abramite nobles commission many of their lavish sculptures from here. resting about your business here.
Located west of the Engamar Mountains, the enchanted Tarathiel Forest is home to the Aenwyn people. While the Aenwyn actively welcome others — unlike their reclusive and curt Qu’Venar mentors — the average visitor to the Grove will only happen upon the occasional Aenwyn living in one of many tiny cottages on the forest floor. The real picture lies in the many layers of the “great game” that the mischievous and playful Aenwyn so love to play with outsiders: the forest is home to a massive city in the treetops, also called Tarathiel, hidden to all but open to those clever enough to deduce its location.
Home to the hardy and industrious Engamar, this kingdom is nested in and underneath the towering Engamar Mountains. Many travelers who overhear gossip about the Kingdom and wander the mountain range in search of it only become lost and confused: on the surface, the only thing the Engamar have built are tens of thousands of homes, and none of them are not exactly keen on meeting new people. The real Kingdom lies below the Mountains themselves: a monolithic underground metropolis that forms the focal point of the traditional Engamar way of life. Although the Engamar claim not to discriminate, few members of other races can be found in Udorn; the native way of life invariably proves inhospitable.
The nomadic and ferocious Navar tribes mainly inhabit the Irshurin Grasslands, occasionally venturing out into the nearby Western Hills. The Navar do not have cities or a capital like many of the other civilized races do: instead, they have five tribes — the Gahal, the Gibil, the Rihat, the Zaman, and the Samium — encamped across the Grasslands, each with their own infrastructure and serving their own purpose.
The first four tribes have historically wandered Irshurin and frequently war amongst each other; their settlements are made out of wood and optimized for easy dismantling and transportation. Only the Samium tribe and their village, the closest thing the Navar people have to a capital, have remained constant in the center of the Grasslands. The Samium are also the only tribe that does not engage in civil war: despite not even having a means of defense, they are protected because of the leadership role their shamans serve amongst the other tribes.
Spanning over the southern part of the Amersis Desert, the lands of the dog-like Timbakni people are home to aggressive monsters that ensure the Timbakni almost never see independent foreign trade by caravan. The only outsiders who visit these lands on foot are shepherded by the natives, who have long since learned to avoid disaster. Luckily for both prospective merchants and the Timbakni, the port city of Jinelle provides a convenient access point for sea travel and trade.
In addition to Jinelle, the Timbakni also settle in two other cities: Lothian — the region’s capital city — and Vaslof. The economies and governments of all three are closely linked, with the King of Lothian and the Queen of Vaslof being brother and sister. The land also holds at least four villages, which have not been mapped largely due to the extreme danger inherent in such activity; the Abramatic Travel Authority is adamant that a devoured cartographer is a useless cartographer.