Delsinar: The land of the Dark Elves, Delsinar is a deep, twisted land. Protected by the massive mountain range that defines its borders, it is one of the few countries that has remained protected from the massive wars that threaten the land. Despite having only a few ruins and a relatively peaceful existence, ghosts and spirits are common here, a result of the twisted magic practiced by the Dark Elves.
Dirnor: One of the three countries currently claimed by the dwarves, Dirnor is believed by many to be the true dwarven state. Following the collapse of the Dwarven Empire, Dirnor split away from the mainstream dwarves and began building cities above the ground. Such behavior immediately made it easier for them to trade with the elves to the north, providing a constant flow of resources and allowing their empire to become the largest of all the dwarven nations.
Distisil: Once a refuge for humans fleeing the Dwarven Empire, civilization came to this land following human freedom being granted after the Dwarven Civil War. Following the founding of the Wizarding College, the country became a focal point for humans wishing to practice magic. Nearly everyone in the country now practices magic in some fashion, whether being trained as a wizard, or simply practicing home magic as a witch. Warlocks and sorcerers are less common, though many certainly hail from this magically saturated country.
Donisil: When the humans overthrew their dwarven masters, they soon found themselves unable to govern such a large land and still keep it safe from their vengeful former masters. To protect themselves, they split into two separate countries, Distisil and Donisil. The smaller of the two, Donisil has a rich history. Its location next to the Inland Ocean allows for abundant trade with the merfolk of the shallow waters, and its location next to the disgraced dwarven states and the land of the elves provides a flow of resources that few other countries can claim.
Donitor: Millennia ago, humans arrived in Donitor. They may have expected to find a warm and welcoming world, but instead, they were met by a harsh and untamed wilderness. As the colonists began to experiment with magic and sorcery, vampires and werewolves were accidentally born into the world. The survivors from that disaster fled over the mountains, eventually finding the elven, dwarven, and orcish empires. Massive war parties from all three nations sacked Donitor in an attempt to wipe out the undead infestation. The attack parties retreated after that event, but few ever venture into the country anymore, for fear that some of the monsters may have been missed...
Elsinor: The land of the High Elves, Elsinor is one of the largest countries in this world. The constant commune with nature has led to what many consider to be the most beautiful country in existence, with sweeping forests, snow-capped mountains, and sacred groves of trees used to focus natural magic. Fairies and other magical creatures live in the cities among the elves. Many human wizards come to Elsinor seeking knowledge, though few receive any answers. The elves don't like giving out their secrets... And aren't likely to change anytime soon.
Frostingar Tundra: Little is known of these frozen wastes, except that they are populated by the mighty frostingar. Beings made from pure ice, they are fearsome in combat, though they are limited by how far south they can tread before melting. Few elven explorers have made the trip north and lived to tell the tale, though those that do speak of a civilization unlike any other.
Gintor: Once, millennia ago, the giants ruled the world. They were more advanced than any other race, more powerful, more determined. Their only fault was their small numbers. Though they didn't always mean harm, their simple existence was enough to bond all other nations together, over and over again until they were reduced to simple, wandering tribes that roamed the lands. After a giant warlord attempted to conquer the entire known world, the majestic beings were nearly hunted to extinction, and in fact were only saved by the orcs, who wanted a potential enemy for future conflicts.
Glintor: The orcs were the last of the three major nations to attack Donitor, and, as such, were able to capture thousands of vampires and werewolves without anyone else noticing. Eager to have an enemy to face in the future, they threw them behind the mountains and sealed the creatures in. The undead hoards didn't particularly mind this, and soon set up their own small kingdom. Since then, they've remained passive, never forcing their hand for fear of being routed once again.
Ice Fields: Even farther north than the Frostingar Tundra, only one or two brave souls have ever made it that far. The frostingar prohibit anyone from venturing out into the wastes, drawing a sharp line where the ice begins. It isn't known exactly why, though the handful of explorers who survive the trek report seeing massive buildings made from the ice itself...
Istinis: The largest of the human countries, Istinis was found by combined military forces sent to barricade the Scorched Lands. When they realized that they weren't going to be able to simply invade the volcanic wastes, they fortified their settlements and settled in. Today, it is a highly militarized country, with children trained from a young age to battle the great beasts that lie beyond the fire.
Notirot: Home to the Vamsick Desert, much of this land went completely un-colonized for centuries. Following Distisil's formation, human troops were sent into the desert to evaluate the land for potential conquest. What they found in the mysterious sands remains a mystery... All that is known is that the commander of the force immediately declared the area its own sovereign state.
Ocean (Eastern): The Eastern Ocean, like the others, is populated primarily by merfolk. With most of the coast being taken by the mysterious Delsinar and the hostile Scorched Lands, the merfolk here tend not to trust the handful of ships that do sail through their waters.
Ocean (Inland): Though it isn't known how the Inland Ocean was formed, the smaller body of water is by far the most dynamic. The merfolk here have ready trade with the nations surrounding them, and even take airbreathers underwater from time to time to tour their magnificent cities. The only exception to this is Tifingor, with whom they are constantly battling.
Ocean (Northern): Only a few merfolk tribes inhabit the waters this far north. Those that do are covered in thick layers of fat to survive in such a cold climate, and are often perceived as obese as a result. The reality couldn't be farther from the truth, as these merfolk are some of the fiercest warriors Calsin has to offer, a fact that many sailors don't realize until it's far too late.
Ocean (Southern): Due to its relative difficulty to reach, not many explorers from civilized lands will travel all the way to the warm, tropical waters of the southern ocean. However, it is well-known that whatever merfolk civilization used to exist here is long gone. Underwater ruins dazzle the eyes of anyone who wishes to explore, though merfolk from other regions refuse to go near these oceans. What happened to the civilization is unknown, though many have suspected that a conflict with an as-yet unidentified antagonist may have caused the downfall.
Ocean (Western): The merfolk of the western oceans are some of the most hostile of all. Constant defenses against the orcs, vampires, and giants have left them unwilling to trust most people from above the waters. As such, not much is known what lies beyond those waves, or how large that civilization truly is...
Ondridi/Ondrinor/Ondrison: Very little distinguishes these countries from each other. After sacking and defeating empire upon empire, the elves and the dwarves bonded together and forced the orcs across the mountains and into their own country. Magical barriers were erected, forcing the war-loving culture to stay put. After spending a few short years building up cities across the country, the orcs broke out in a massive civil war to give themselves someone to fight. The borders of the three countries are in constant flux, as one nation or another temporarily gains the upped hand.
Scorched Lands: A land of volcanoes, lava, and fire, this land will kill nearly anyone who enters. Those who survive the environment find themselves up against the most fearsome creatures in the entire continent. Firingar, beings of living fire, rule the land. Drawing power from the volcanoes, they are unable to leave the barren wastes, otherwise, the entire continent would likely have been burned. They share their home with dragons, ogres, cyclopes, and other beings that would otherwise be hunted to extinction across the world.
Sintison: No other country has known as much war as Sintison. When the lands were first formed, before any other creatures walked on dry ground, the giants set up their capitol city here. They were subsequently routed as the orcs and the trolls made their own claim to Calsin. Soon after, the elves challenged the orcs, who were then challenged by the dwarves. Following an attempt by the giants to retake the country that left the land nearly destroyed, it was officially declared neutral territory. It is the only country in Calsin with a truly mixed heritage, as beings of all kinds are welcomed here.
Sournous: This land, covered in dense jungle, is a country that few have ventured into. The native inhabitants, the avians, are a humanoid species of bird that has no concept of government or society. Despite putting up no resistance when invasion parties have shown up in the past, their lack of understanding slavery made them poor laborers, and eventually, everyone just decided to let the country well enough alone. Sandwiched between the Vamsick Desert and the Scorched Lands, the jungle is a focal point for many kinds of magic, and is a popular destination for those witches and wizards seeking to run from the law.
Taninor: The only "true" remaining dwarven capitol, Taninor is home to the mountain dwarves. At present, they are the only dwarves that still dig deep into the mountains, carving their lives out of granite and lava. They hold a deep hatred of the other dwarven states, believing them to have committed heresy when they moved above the ground. With their cities largely inaccessible from the world above, trade with this country is almost nonexistent, greatly hindering their potential growth. All that they are comes from the mines, and the fire within.
Tifingor: Shortly after the dwarven civil war, as the humans began to form their own country, the dwarves decided to strike back against their former slaves. Taninor launched a plan to poison the Inland Ocean, cutting off the humans from their primary source of food and trade. The merfolk of the lake realized their rather delicate position in the matter, and despite the ultimate failure of the attack, many of them decided to leave the oceans and walk on land. And thus, the aqahartis were born. With the dwarves claiming the land to the north and the humans claiming the land to the east and south, the aqahartis went east, settling in the open plains next to the orcish nations. While not exceptionally powerful, it is a country rich in culture, making it a destination for the few avians that decide to leave their jungle homes.
Tornor: The weakest of the three dwarven states, Tornor was formed in the aftermath of the dwarven civil war. Like Dirnor, they began building cities above the ground, defying their ancestors. Despite this, their close proximity to the mountains of the old dwarven empire gives many of the inhabitants of this country access to ancient dwarven ruins, and the knowledge contained inside...
Dirnor: One of the three countries currently claimed by the dwarves, Dirnor is believed by many to be the true dwarven state. Following the collapse of the Dwarven Empire, Dirnor split away from the mainstream dwarves and began building cities above the ground. Such behavior immediately made it easier for them to trade with the elves to the north, providing a constant flow of resources and allowing their empire to become the largest of all the dwarven nations.
Distisil: Once a refuge for humans fleeing the Dwarven Empire, civilization came to this land following human freedom being granted after the Dwarven Civil War. Following the founding of the Wizarding College, the country became a focal point for humans wishing to practice magic. Nearly everyone in the country now practices magic in some fashion, whether being trained as a wizard, or simply practicing home magic as a witch. Warlocks and sorcerers are less common, though many certainly hail from this magically saturated country.
Donisil: When the humans overthrew their dwarven masters, they soon found themselves unable to govern such a large land and still keep it safe from their vengeful former masters. To protect themselves, they split into two separate countries, Distisil and Donisil. The smaller of the two, Donisil has a rich history. Its location next to the Inland Ocean allows for abundant trade with the merfolk of the shallow waters, and its location next to the disgraced dwarven states and the land of the elves provides a flow of resources that few other countries can claim.
Donitor: Millennia ago, humans arrived in Donitor. They may have expected to find a warm and welcoming world, but instead, they were met by a harsh and untamed wilderness. As the colonists began to experiment with magic and sorcery, vampires and werewolves were accidentally born into the world. The survivors from that disaster fled over the mountains, eventually finding the elven, dwarven, and orcish empires. Massive war parties from all three nations sacked Donitor in an attempt to wipe out the undead infestation. The attack parties retreated after that event, but few ever venture into the country anymore, for fear that some of the monsters may have been missed...
Elsinor: The land of the High Elves, Elsinor is one of the largest countries in this world. The constant commune with nature has led to what many consider to be the most beautiful country in existence, with sweeping forests, snow-capped mountains, and sacred groves of trees used to focus natural magic. Fairies and other magical creatures live in the cities among the elves. Many human wizards come to Elsinor seeking knowledge, though few receive any answers. The elves don't like giving out their secrets... And aren't likely to change anytime soon.
Frostingar Tundra: Little is known of these frozen wastes, except that they are populated by the mighty frostingar. Beings made from pure ice, they are fearsome in combat, though they are limited by how far south they can tread before melting. Few elven explorers have made the trip north and lived to tell the tale, though those that do speak of a civilization unlike any other.
Gintor: Once, millennia ago, the giants ruled the world. They were more advanced than any other race, more powerful, more determined. Their only fault was their small numbers. Though they didn't always mean harm, their simple existence was enough to bond all other nations together, over and over again until they were reduced to simple, wandering tribes that roamed the lands. After a giant warlord attempted to conquer the entire known world, the majestic beings were nearly hunted to extinction, and in fact were only saved by the orcs, who wanted a potential enemy for future conflicts.
Glintor: The orcs were the last of the three major nations to attack Donitor, and, as such, were able to capture thousands of vampires and werewolves without anyone else noticing. Eager to have an enemy to face in the future, they threw them behind the mountains and sealed the creatures in. The undead hoards didn't particularly mind this, and soon set up their own small kingdom. Since then, they've remained passive, never forcing their hand for fear of being routed once again.
Ice Fields: Even farther north than the Frostingar Tundra, only one or two brave souls have ever made it that far. The frostingar prohibit anyone from venturing out into the wastes, drawing a sharp line where the ice begins. It isn't known exactly why, though the handful of explorers who survive the trek report seeing massive buildings made from the ice itself...
Istinis: The largest of the human countries, Istinis was found by combined military forces sent to barricade the Scorched Lands. When they realized that they weren't going to be able to simply invade the volcanic wastes, they fortified their settlements and settled in. Today, it is a highly militarized country, with children trained from a young age to battle the great beasts that lie beyond the fire.
Notirot: Home to the Vamsick Desert, much of this land went completely un-colonized for centuries. Following Distisil's formation, human troops were sent into the desert to evaluate the land for potential conquest. What they found in the mysterious sands remains a mystery... All that is known is that the commander of the force immediately declared the area its own sovereign state.
Ocean (Eastern): The Eastern Ocean, like the others, is populated primarily by merfolk. With most of the coast being taken by the mysterious Delsinar and the hostile Scorched Lands, the merfolk here tend not to trust the handful of ships that do sail through their waters.
Ocean (Inland): Though it isn't known how the Inland Ocean was formed, the smaller body of water is by far the most dynamic. The merfolk here have ready trade with the nations surrounding them, and even take airbreathers underwater from time to time to tour their magnificent cities. The only exception to this is Tifingor, with whom they are constantly battling.
Ocean (Northern): Only a few merfolk tribes inhabit the waters this far north. Those that do are covered in thick layers of fat to survive in such a cold climate, and are often perceived as obese as a result. The reality couldn't be farther from the truth, as these merfolk are some of the fiercest warriors Calsin has to offer, a fact that many sailors don't realize until it's far too late.
Ocean (Southern): Due to its relative difficulty to reach, not many explorers from civilized lands will travel all the way to the warm, tropical waters of the southern ocean. However, it is well-known that whatever merfolk civilization used to exist here is long gone. Underwater ruins dazzle the eyes of anyone who wishes to explore, though merfolk from other regions refuse to go near these oceans. What happened to the civilization is unknown, though many have suspected that a conflict with an as-yet unidentified antagonist may have caused the downfall.
Ocean (Western): The merfolk of the western oceans are some of the most hostile of all. Constant defenses against the orcs, vampires, and giants have left them unwilling to trust most people from above the waters. As such, not much is known what lies beyond those waves, or how large that civilization truly is...
Ondridi/Ondrinor/Ondrison: Very little distinguishes these countries from each other. After sacking and defeating empire upon empire, the elves and the dwarves bonded together and forced the orcs across the mountains and into their own country. Magical barriers were erected, forcing the war-loving culture to stay put. After spending a few short years building up cities across the country, the orcs broke out in a massive civil war to give themselves someone to fight. The borders of the three countries are in constant flux, as one nation or another temporarily gains the upped hand.
Scorched Lands: A land of volcanoes, lava, and fire, this land will kill nearly anyone who enters. Those who survive the environment find themselves up against the most fearsome creatures in the entire continent. Firingar, beings of living fire, rule the land. Drawing power from the volcanoes, they are unable to leave the barren wastes, otherwise, the entire continent would likely have been burned. They share their home with dragons, ogres, cyclopes, and other beings that would otherwise be hunted to extinction across the world.
Sintison: No other country has known as much war as Sintison. When the lands were first formed, before any other creatures walked on dry ground, the giants set up their capitol city here. They were subsequently routed as the orcs and the trolls made their own claim to Calsin. Soon after, the elves challenged the orcs, who were then challenged by the dwarves. Following an attempt by the giants to retake the country that left the land nearly destroyed, it was officially declared neutral territory. It is the only country in Calsin with a truly mixed heritage, as beings of all kinds are welcomed here.
Sournous: This land, covered in dense jungle, is a country that few have ventured into. The native inhabitants, the avians, are a humanoid species of bird that has no concept of government or society. Despite putting up no resistance when invasion parties have shown up in the past, their lack of understanding slavery made them poor laborers, and eventually, everyone just decided to let the country well enough alone. Sandwiched between the Vamsick Desert and the Scorched Lands, the jungle is a focal point for many kinds of magic, and is a popular destination for those witches and wizards seeking to run from the law.
Taninor: The only "true" remaining dwarven capitol, Taninor is home to the mountain dwarves. At present, they are the only dwarves that still dig deep into the mountains, carving their lives out of granite and lava. They hold a deep hatred of the other dwarven states, believing them to have committed heresy when they moved above the ground. With their cities largely inaccessible from the world above, trade with this country is almost nonexistent, greatly hindering their potential growth. All that they are comes from the mines, and the fire within.
Tifingor: Shortly after the dwarven civil war, as the humans began to form their own country, the dwarves decided to strike back against their former slaves. Taninor launched a plan to poison the Inland Ocean, cutting off the humans from their primary source of food and trade. The merfolk of the lake realized their rather delicate position in the matter, and despite the ultimate failure of the attack, many of them decided to leave the oceans and walk on land. And thus, the aqahartis were born. With the dwarves claiming the land to the north and the humans claiming the land to the east and south, the aqahartis went east, settling in the open plains next to the orcish nations. While not exceptionally powerful, it is a country rich in culture, making it a destination for the few avians that decide to leave their jungle homes.
Tornor: The weakest of the three dwarven states, Tornor was formed in the aftermath of the dwarven civil war. Like Dirnor, they began building cities above the ground, defying their ancestors. Despite this, their close proximity to the mountains of the old dwarven empire gives many of the inhabitants of this country access to ancient dwarven ruins, and the knowledge contained inside...