Lands and Nations

The lands of Altear are numerous and many in their variation and splendour. Altear is a world of mysterious magic, and ancient rituals. There are empires that have withstood the testament of hundreds of years only to be torn apart by external or internal chaos. Wars of succession have plagued the ruling families and noble clans of the nations for over a millenia. The descent of the Immortals was never given evenly and even in the modern age there is a great sense of stratification and prejudice among the various races, social classes and peoples of Altear.

Art by Fleret

The world of Altear consists of three major regions with two large continents and a smaller connective bridging subcontinent. The biggest of these continents is the vast land of Ishua. Ishua is connected to the western continent, Everyn’s, eastern board and trails far into the east. Filled with various landscapes from the massive open grasslands of the Wandering Steppe, to the high Peaks of the Skywall mountains. Altear is a world where monsters on a map truly mean, “here be monsters.”


Everyn Continent

The continent of ever stretches from the northern wastes just beyond the Great Skywall mountains to the subtropical lands of Cymru and the Tiberian City States framing the Sea of Aegos.

Nations of Everyn

The Holds of Norland

Art by Fel-X

The Holds of Norland exist in a alpine region filled with harsh mountains, deep fjords and deep waters. The primary food source of the Aesir of Norland is fishing, hunting and selective farming in the low ands of the holds of Vanaland and Svartland. The Upperholds such as Jotunland and Alfland are more reliant on hunting and farming vast herds of reindeer for sustenance. Generally the entirety of the Holds is covered in vast thick everygreen and deciduous forests. Most of these trees grow so massive that they reach upward sto over a hundred feet in the air. From these the Aesir of Norland carve the massive Drakkar Longships that they use for trade and for former invasions of other countries.

Because of its proximity to the northern wastes the days of Norland are often for dark for the winter and then almost light all day during the summer. For this reason some have come to call Norland the Land of Midnight Sun. Consequently the Norlanders find the lack of daylight all day in the summers of the southerlands slight disturbing.

Norland is split into four major lands each known as holds. Each hold is then ruled by a Jarl who can join with the others in a gathering known as the Allthing. It is during the Allthign that the King of the Holds is elected.


Duchy of Vilagifa

Art by flaviobolla

The Duchy of Vilagifa was founded years before the coming of Nuada and the Tribes of Danu to the lands of Cels. Naming their homeland after themselves, the Vila found the land around them to be a massive river base stemming from a large lake they named Parun in the honor of their father god. Within the River valley of Vilagifa the Vila organized into ruling Houses each with with an elaborate blazons and colors marked on long ritualistic red coast worn by the nobility or Schlazta. Each House controls vast quantities of land which is then divided between the less nobility known as Boyarin. Most of the nobility then in turn pay attention to the ruling Duke.

Vilagifa by standard of Western Everyn is a vastly fertile and rich state known for its trade, ability for maritime trade and, general stability throughout years of war. Historically the fertile lands of the Vila have been targeted by the reaving Drakkar ships of Norland. It has also been the birthplace of one of the largest empires to ever grace the lands of Altear.


Dverg Commonwealth

Art by Blinck

The Lands of the Great Skywall mountains are bleak and often scare of materials. Upon the peaks and the thick mountain passes. Only the surest foot climbers can risk the high peaks and the deep inclines found within this vast mountain range. Deep within the mountains there are thick subtle forests filled with sustenance and often used to graze small livestock. Spread across these valleys and along the carefully maintained pathways. The Skywalls are a high alpine region with low air pressure, and even lower temperatures. Except for the quiet valleys, the tundra of the passage ways is mostly made up of massive glaciers and icy coverings.

The Dverg commonwealth consists of several cantons or clan ruled cities which form a ruling council in the capital city of Isenburg known as the Reiskdag. Each Canton is ruled by the most powerful Clan of the local region. Dverg clans are organized into matriarchal lines with the brother or first direct male relative of the female line acting as the ruler of the family. These “reeves” as they are called as as not only leaders, but as judges to ensure the the keeping of the Commonwealth’s law.


Parzyk Hordes

Art by andreasrocha

Some call it the Grass Sea, to the peoples of Everyn it is simply the Wandering Steppe. A large vast plain of grass filled with thousands of wandering bison, antelope and horses. The peoples who migrate across the steppe come in many guises and forms with major cultura divides existing between the western nomads and the eastern nomads. This divide exists because of the massive inland freshwater sea known as the Kesialet Sea splits the portions of the Steppe into the Western and Eastern plains.

Summers on the plains are generally dry and hot as the holemand of the nomadic races and tribes is often as unforgiving as the Sand Sea of Serakim. Winters are equally unforgiving with great blizzards striking the ground and permafrost preventing people from digging in. This climate has often forced the nomads to dwell in the more temperate southern forests of the Dark Midden or the foot hills of the Great Skywalls during the long winter months.

In the Western Plains there dwell the great Hordes of the Parzyk. A tall almond eyes people who once fought long and hard for the Vila of the Norgard Empire. Masters of horse training and breeding the finest steeds in Eastern Everyn, the Hordes are led by powerful Khagans who command the most powerful fighters and warriors. Each horde is then split into bands who hail to the leading Khan. In general Parzyk society is highly shamanistic and patriarchal with women holding primarily caregiving and consort roles.


Tiber City States

Art by memod

Named after the great Tiber River that long dried after years of magical abuse, the Tiber Cities States descend from a great Republic that united the islands of Sardona, Karinth and the Tiber peninsula together. Living in a relatively rocky and arid country. The majority of lands in the Citie States are rocky and have lent the Cities a clannish feel. Their general attachment to the Aegos sea has historically pitted the region against the naval power of the Tartessites.

Many of the lands of the Cities States are not in fact cities, but large towns ruled by powerful banking and military families. These families are led by Dons who form the aristocracy of the various cities. Tiberian families tend to be extremely insular leading to the practice of blood feud, or vendetta as a common means of ending disputes.



Art by Blinck

An island nation said to have been dredged up by ancient god Poseidon, Tartessos is home to the most powerful naval force in the Sea of Aegos. Only the Aesir of the North are noted as being more able mariners than the Tartessites. Tartessos is nearly entire metropolitan with specific parts of the other circular part of the island being dedicated to defense and farmland. It is said to hold a great wall to defend against tsunami waves and was once a trade partner with Cymru.


Ishua Continent

Little is known about the Lands of Ishua with the great Eastern Plains of the Wandering Steppe providing a buffer to the lost Kingdoms that only legend speaks of. Stories speak of vast jungles filled with glorius cities of gold and silver. Of grand Empires that fought amongs the jungles or in the highlands for the Prince of Heaven is said to reign. Others speak of a mist filled mountain kingdom where warriors walk in thick bamboo forests and swear allegiance to undying kings.

Nations of Ishua

The Middle Kingdom

Art by ChristianGerth

The Middle Kingdom is an ancient land said to be ordained by the right of Heaven itself. All records of its climate, ecology and fauna come from the famed Library of Samarkand which held scrolls taken from Ashurid scholars during the nations’ wars over the Silk Way. Records indicate that like much of northern parts of the country borders the vestiges of the Eastern Plains and a great wall defend it against nomadic invasion. The western border of the Middle Kingdom is filled with rocky highland and has often considered itself separate from the rest of the Middle Kingdom Greater. Several mythical creatures such as the Kirin, and the Roc.


Serakim Subcontinent

Serakim is the forlorn ancient land said to be where where the Ancients once warred with each other, and where the Immortals killed the Mother of Dragons. Starting at the mountains known as Tiamat’s Teeth in the North and bleeding into the great arid desert known as the Sand Sea, it is a massive subcontinent that forms the bottom half of the sea of Aegos. Much of Serakim particularly the mountainous northern portion falls under the rule of the Ashurid Empire. The Southern reaches down to the Nu River Dealt fall under the rule of the Twin Rule of the Jinna Pharanate and Caliphate Tribes.

The Sand Sea is the hottest and most unforgiving region of Altear with the great sandstorms of the desert being able to strip travelers flesh from bone. Few animals dwell in the wastes with most large predator lizards known as monitors scouring the wastes for camals and humped rhinos in an effort for food. Southern Serakim is home to the lands of Marath a lightly jungled area guarded against outsiders except for specific

Nations of Serakim

Ashurid Empire

Art by NURO-art

It is said within legend that many years ago there lay a great oasis in the center of the Sand Sea. In this Oasis the mother of all Ishtar married the lines of Enki and Marduk. From her were born the twins Kaleel and Ibalis, and then the child Ashur. From the lines of the twins would be born the Jinna race, and from Ashur the race of the same name. This city was Erada and for many years it was ruled righteously until the rule turned terrible and the children of the gods turned up in rebellion. Ever after it was named the dead city. From this Ashur led his people away along with the rest of his tribe while the Jinna turned south led under the rule of the Kemeti relatives of Tiamat who had joined the twins after the death of their mother.

The Ashurid Empire is a vast nation comprising parts of the Dark Midden, the northern reaches of the Sand Sea, Portions of the Eastern and Western Planes. Its capital is Samarkand and it was founded by the line of Ashur when the Ashurite tribes were united under Farid ibn Dura. From Farid’s daughters and sons were born the seven Imperial Clans. Each Clan commands many smaller Bloodlines that answer to the Vizier of a chosen family. The Clans then war whenever the current dynasty dies with the most powerful bloodline rising from the ashes coming to rule the Empire.


The Jinna Caliphate and Pharante

Art of JonHodgson

The Jinna are a strange race descending from the Divine Twins, Kaleel and Ibalis. The Twins themselves interbred with the Kemeti the descendants of Tiamat, mother of Dragons. Over time this led to the creation of the Jinna as highly adaptable race known for their ingenuity and their tendency to hold grudges. Generally speaking the Jinna organize themselves into nomadic Tribes led bya Sheik or elder who acts as a religious and political leader of the Tribe. The nomadic tribes of the Sand Sea are particularly skilled in not only travel, trade, but also lightning tactics which has earned them the ire of the Ashurid Empire for Centuries. At the center of the political scape of the Tribes is the Khalif, or the Voice of Ibalis. The Khalif is said to hold the very word of the Ancients when he speaks.

Historically, there has been a symbiotic relationship to the nomadic Caliphate and the city dwelling lands of the Pharanate. In the Nu river delta the ruler of all is the Pharaoh. He is considered the emodiment of Kaleel and the voice of Osiris. Anyone who speaks against him is generally put to death.

The Nu River Valley is incredibly fertile and its life blood is based upon its yearly flooding. The Jinna of the Pharanate are often considered far more sociable and less barbaric than their cousins of the Sand Sea. However, they are just as brutal and have participated in holy wars against the Ashurid Empire in the past. The capital of the Pharanate is the Holy City of Thebes, which is also the half-year home of the Khalif when he reigns over the Sand Sea during the season of Wind Storms that strike during the winter period of Northern Everyn.



Art by MarkBulahao

Marath is a mysterious kingdom or group of kingdoms located along the southern tip of the Serakim Subcontinent. Home to an umknown race known only as the Marathi, the region is only known to trade with the island of Tartessos. Viewed by scholars from closed port cities and from the coast it is said to be a lightly jungled region filled strange creatures and large preying tigers. The Marathi are said to be a dark skinned exotic people known for erotic dance and a love for spices.