Bristar

Bristar was shaped by Butarsis and is the southernmost continent on Karion. Most of Bristar is covered by temperate forests or steep mountain chains. There are several shallow areas in the oceans of this region, where the mountain chains pass through the sea.

Bristar is separated from the other continental regions by the largely unexplored land of Misk. Because of this, the people of Bristar live a somewhat secluded life. Trade is mostly limited to the other nations within this region. Hammare and Gurr are the most common stops for the few travelers that pass through here. The southernmost nations are suspicious of outsiders and do not welcome travelers with the warm smiles and hearty handshakes that are common in other regions.

 

The Nations of Bristar:

HAMMARE

CAPITAL: Istanst

MAIN POPULACE: Humans, though there is a strong minority of Wolfen and Minotaur. Also, Goblins, Orcs, and Hobgoblins frequent most of the nations of Bristar, despite human efforts to the contrary.

LANGUAGES: Hammarei*, Kowull*, Gobbely, Fanitosan, Common, Mitrous+, Footack+

NATIONAL ALIGNMENT: Neutral Good

GOVERNMENT: Monarchy

ALLIES: Fanitos, Dunak, Alasetii

GEOGRAPHY: Hammare lies on the northernmost continent of this region. Most of the land is covered by fields and temperate forests. There are hills and mountains on the western border, though these are usually patrolled by military scouts as this edge of the country is shared with the Wolfen nation of Gurr. Aside from their western foe, however, the nation of Hammare is close to many allied nations and is not yet in any real danger of falling to Wolfen hands.

Hammare is one of the closest nations to the other regions, so in the rare event that an outsider does arrive they will rarely go further than this nation. Hammare is also more open to the other cultures of the world outside their little niche.

CLIMATE: This Nation and Gurr, both lying on the large northwestern continent of Tritos, have the warmest climate on this continental region. It is a mild temperate climate, with harsh winters. Forests and fields are everywhere, and the farmland of this region is excellent. Wheat and grain grown here is shipped throughout Bristar.

POLITICS: Hammare is on good terms with most of their neighbors. They have an uneasy peace with the Minotaurs of Mitrous, and have a limited peace with the Wolfen of Gurr. They are political allies with Fanitos.

TRADE: Hammare primarily trades in grain and foodstuffs, leather, and weapons; also, they occasionally craft ships for other nations. However, trade in this continental region is anything but regular, and trade ships are usually only welcome in a port for a few days.

 

GURR

CAPITAL: Knurr

MAIN POPULACE: Wolfen, with various other slave races.

LANGUAGES: Kowull*, Hammarei*, Gobbely, Fanitosan, Common, Mitrous+, Footack+

NATIONAL ALIGNMENT: Lawful Neutral

GOVERNMENT: Limited Dictatorship

ALLIES: None

GEOGRAPHY: A small country on the western end of the same continent as Hammare, Gurr is only about 1/4 the size of their neighbor. The forests on this side of the continent are thicker and have a larger percentage of coniferous trees. Also, the area is more hilly and rocky.

CLIMATE: Almost identical to that of Hammare. Gurr is a little cooler, however, and has slightly more rainfall than their eastern foes. Also, the westernmost part of the country is riddled with small swampy areas.

POLITICS: Wolfen feel their only chance to survive is to conquer other nations. They are ruthless in their assaults on humanity, but only because they believe that otherwise they will be slowly driven from a world dominated by "ruthless" Humans. In their defense, many humans do believe Wolfen to be vicious beasts. There are even rumors that the Wolfen are in league with a "werewolf army" to take over the world. This is preposterous; lycanthropes of any kind are rare in the extreme and there has yet to be any proof that Wolfen are even aware of the existence of werewolves. This mutual distrust has caused relations between man and wolf to be strained at best. Though here there is a truce between the Gurr and Hammare, it is uneasy and neither side trusts the other. The Wolfen are in no position to win a war with Hammare, but such a war would surely weaken Hammare to the point that the Minotaurs of Mitrous would be able to conquer them easily.

TRADE: Wolfen of Gurr trade only with outsiders, as they trust no one from this continental region.

 

FANITOS

CAPITAL: Sovrin

MAIN POPULACE: Humans, plus some Kender, Elves, Wolfen, Minotuar, Bilnarko, and Halflings in certain areas. Also, a great deal of Orcs, Hobgoblins, Goblins, Gnolls, Flinds, Ogres, and other, similar creatures. Some of the smaller species of dinosaurs live in secluded areas.

LANGUAGES: Fanitosan*, Hammarei*, Gobbely, Kowull, Common, Mitrous+, Footack+, Silliree+, Goodish+, Bilirak+

NATIONAL ALIGNMENT: Neutral

GOVERNMENT: Limited Monarchy

ALLIES: Hammare, Dunak, Alasetii

GEOGRAPHY: Fanitos covers a large island- continent south of Hammare and Gurr. It houses two mountain ranges, the East and West Kingsbrought Mountains, between which lie half the country, but over 90% of the "official" population. The rest of the country is primarily wild and untamed, and home to most of the less desirable denizens of Fanitos: Goblins, Orcs, and their kin are spread throughout these wild lands. The southeast is particularly uncivilized, and a few species of dinosaur managed to escape The Great Ending and now flourish in Fanitos. There are remnants of the great Dwarven Empire of Horin scattered throughout this continent, especially near the West Kingsbrought Mountains.

CLIMATE: The climate of Fanitos is all but identical to that of Hammare. It does, however, have more plains and fields, especially in the "betweenlands", the area between the two mountain ranges.

POLITICS: Roving bands of Goblins and Orcs have caused massive internal strife in Fanitos for generations. For this reason, Fanitos has few connections to other nations. They do have an alliance with Hammare, however, and are on friendly terms with both Elves and Kender.

TRADE: Fanitos trades primarily for weapons and armor from other nations. They also are known for crafting bows of high quality. Grains and Foodstuffs also provide a good income.

 

DUNAK

CAPITAL: None

MAIN POPULACE: Kender

LANGUAGES: Footack*, Common

NATIONAL ALIGNMENT: Chaotic Neutral

GOVERNMENT: Anarchy

GEOGRAPHY: A tiny nation on an island between Hammare and Fanitos, Dunak is almost entirely peopled by Kender. Aside from a small chain of mountains near the western shore, Dunak is mostly rolling hills covered by light forests. Its location between the major human nations of this region have managed to shelter the Kender from most of their enemies. A large undersea mountain range to the east also provides a natural barrier to the Minotaur nation of Mitrous.

CLIMATE: Virtually identical to that of Hammare and Fanitos, though the summers and winters are slightly less extreme than on the larger continents.

POLITICS: Dunak is on friendly terms with most other nations. The natural defenses of the location of their island has caused a relaxed and open atmosphere to develop. Dunak is cautious in their dealings with Gurr and Mitrous, but perhaps not as cautious as they should be.

TRADE: Dunak trades with all their neighbors for all manner of goods.

 

MITROUS

CAPITAL: Santhis

MAIN POPULACE: Minotaur, with a small percentage of other races

LANGUAGES: Mitrous*, Silliree, Common

NATIONAL ALIGNMENT: Lawful Neutral

GOVERNMENT: Republic

ALLIES: None

GEOGRAPHY: Mitrous is split between the small island of Gorganous and a minor continent in the northeastern corner of this continental region. Their republic stretches south about halfway across the continent, where it is cut short by the Virillinis Mountain chain. South of these mountains lies an Elven kingdom which Mitrous has been slowly trying to conquer. Thus far, political turmoil has prevented them from accomplishing their goal. Mitrous has fewer forests and more hills than their western neighbors.

CLIMATE: Although they are at the same latitude, Mitrous has considerably less precipitation than Hammare. The temperature is also slightly higher than in the other lands of Bristar. Still, summers are mild. The general climate, however, remains unchanged.

POLITICS: Mitrous has many enemies, most of whom are united against the Minotaurs. They have an uneasy peace with Hammare and Fanitos, but this is certain to fail in a few years. The Elves of Alasetii, however, are their greatest foe. There has been no end to their warring for as long as either can remember. Mitrous has no allies to come to their aid, but thus far this has not been a major concern.

TRADE: Mitrous has opened her borders to many races as of late. However, Elven ships are burned on sight. Mitrous is known for weapons of great quality, and to a lesser extent, for magical oddities from around the world.

 

ALASETII

CAPITAL: Onreia

MAIN POPULACE: Elves and Goblin- Kin

LANGUAGES: Silliree*, Fanitosan, Gobbely, Mitrous, Common

NATIONAL ALIGNMENT: Neutral Good

GOVERNMENT: Monarchy

ALLIES: Hammare, Fanitos, Dunak, Goodhome

GEOGRAPHY: Alasetii lies south of Mitrous, covering the rest of the continent and the nearby island of Silverestii. This land is full of dense forests and sparkling clear lakes, similar to those found in Fanitos but much more dense and wild. Though a few of the dinosaurs of Fanitos live here, by and large there are few predators other than the Elves. The Virillinis Mountains to the north are steep and tall, providing a natural barrier to the assaults of the northern Minotaurs; however the Minotaur kingdom of Salinus to the south need only sail some fifty miles northward to attack.

CLIMATE: Very similar to Fanitos, but slightly colder and wetter.

POLITICS: The Elves of Alasetii have made what allies they can. The Human nations of Hammare and Fanitos are on friendly terms with them; as are the Halflings of Goodhome to the southwest. They are eager to accept help from anyone who will offer it, but are just as eager to put to death anyone who tries to sabotage their war effort. They seem able to hold their Minotaur foes off for quite some time.

TRADE: Alasetii trades with anyone who is willing. They are renowned for their bows, blades, and armor, as well as their skill at crafting ships.

 

GOODHOME

CAPITAL: Warmhearth

MAIN POPULACE: Halflings

LANGUAGES: Goodish*, Common, Fanitosan+, Silliree+

NATIONAL ALIGNMENT: Neutral

GOVERNMENT: Republic

ALLIES: Fanitos, Alasetii

GEOGRAPHY: Goodhome is a small island between Fanitos and Alasetii, to the south. Though a chain of low mountains bisects the island, on the whole it is a hilly land covered with tall grass and the occasional cluster of trees. A large underwater mountain chain lies to the southwest about ten miles from shore. Legend says it was once part of Cetaratii, the great Elven kingdom of old. Though there has yet to be found any evidence of anyone living there, past or present, odd coins and strange, magical items are sometimes found here. However, it is also rumored to be home to monstrous sea creatures. Adventurers have been banned from exploring due a recent accident involving wounded sea creatures attacking local fishing vessels.

CLIMATE: The climate of Goodhome is colder and wetter than it is farther north. Winters are harsh, and snow falls for almost 4 months out of the year. The summers are short but warm, and spring and autumn seem to come late and end early.

POLITICS: Goodhome has allied itself with Fanitos and Alasetii. They occasionally trade with the Bilnarko of the Stone Lands to the southwest, but these interactions are infrequent and little is accomplished other than trade. To the southeast lies their only enemy, the Minotaurs of Salinus. As the Minotaurs are currently engaged in a war against the Elves, however, they rarely bother the citizens of Goodhome.

TRADE: Goodhome trades mostly in foodstuffs and luxuries from Fanitos and Alasetii. They do sometimes trade with the Stone Lands for oddities, but due to the large and dangerous mountain chain between them this is rare.

 

HOBHANDOLARONIUSCANDORFIN

CAPITAL: None

MAIN POPULACE: Gnomes and some Drow and Duergar

LANGUAGES: Gnomegood*, Fanitosan, Common, Darkspeak+, Dungulungle+

NATIONAL ALIGNMENT: Chaotic Neutral

GOVERNMENT: Anarchy

ALLIES: Fanitos

GEOGRAPHY: This small island lies in the bay created by Fanitos’s curving shape. The majority of "Hobnsomethyn", as humans call it (named because when most people ask for the name of the island the response they inevitably get is Hob-And-Something), is covered by hills and rolling fields of grain. A large undersea mountain chain to the Southwest has cut Hobnsomethyn off from the southern lands. This may also have been part of the great Elven empire of Ceteratii, as strange items are occasionally found here as well.

CLIMATE: Hobnsomethyn weather varies little from season to season. The ocean and Fanitos help regulate the temperature to stay about 60º year round.

POLITICS: The Gnomes of Hobnsomethyn have no discernable government. Everyone does as they wish, yet somehow they manage to have a perfectly normal society despite this lack of government. Hobnsomethyn has some connections with Fanitos, but these connections seem to change with the seasons; sometimes the two nations are practically one, sometimes they are near the brink of war. Understanding the politics of this bizarre race is beyond most human’s patience.

TRADE: Hobnsomethyn will trade for almost anything, with almost anyone, at different times.

 

SALINUS

CAPITAL: Gorganas

MAIN POPULACE: Minotaur and Ogre

LANGUAGES: Mitous*, Ogran, Common, Silliree+, Goodspeak+, Bilirak+

NATIONAL ALIGNMENT: Lawful Neutral

GOVERNMENT: Empire

ALLIES: None

GEOGRAPHY: Salinus is split into two peninsulas, separated by a mountain chain. To the west lies the remainder of the great island continent that Salinus lies upon. Much of the land is covered by dense coniferous forests. The majority of the population lives on or near the northern tips of this country. The land is hilly and rocky, and ill suited for farming.

CLIMATE: For some unknown reason, this continent is much colder than the lands just a few days sail to the north. It is commonly accepted in scholarly circles that a stream of warm air from the equator forces cold air south, onto this island, though Minotaurs believe it is divine intervention. Regardless of the cause, this island is the northern tip of the Cold Region, an area that is extremely cold. Though the majority of inhabited lands are still reasonably warm in the summer, it is too cold for deciduous trees to live here. Only the hardiest of creatures live on the southern tip of the island, where most of the land is tundra.

POLITICS: The Minotaurs of Salinus are at war with Alasetii, but they tend to leave Goodhome alone and have made peace with the Stone Lands to the west. Salinus has a much more laid- back attitude than Mitrous, partially because they are more concerned with getting enough food for the winter than conquering the Elves.

TRADE: Salinus trades mostly with strangers from other lands. They also have recently begun trading with the Bilnarko of the Stone Lands. They are mostly interested in foodstuffs.

 

THE STONE LANDS

CAPITAL: None

MAIN POPULACE: Bilnarko and some Dwarves

LANGUAGES: Bilirak*, Hunderdun*, Common, Mitrous+, Fanitosan+, Goodspeak+, Kowull+

NATIONAL ALIGNMENT: Neutral

GOVERNMENT: Multiple Tribes

ALLIES: Fanitos, Delmar, Goodhome

GEOGRAPHY: This land is covered in rocky, broken hills and tall, rough mountains. There is a small circle of mountains in the center of the territory, to the east, which is particularly steep. The entire area is honeycombed with caves and tunnels which may be part of the ancient Dwarven kingdom of Horin. There is little vegetation on this part of the island save for small coniferous forests.

CLIMATE: If anything, this area is colder than Salinus. However, the cold temperature doesn’t seem to bother the Bilnarko at all. They cluster in the mountain ranges where the rocks provide some protection from the weather, but still many live in areas that have ice on the ground year round. Buffalax live in the southernmost regions, a testament to the intense cold since Buffalax cannot survive even in the miniscule heat of the tundra.

POLITICS: Bilnarko have a simple policy regarding other countries: they avoid them. Aside from the few countries listed, the Stone Lands have no allies and few contacts. The Bilnarko are a strange, reclusive people who want to be left alone.

TRADE: The Stone Lands will occasionally trade with just about anyone, but for the most part they keep to themselves. They have fairly inferior goods to offer.

 

DELMAR

CAPITAL: Dennos

MAIN POPULACE: Dwarves

LANGUAGES: Hunderdun*, Bilirak*, Common, Dunguleungle+

NATIONAL ALIGNMENT: Chaotic Good

GOVERNMENT: Empire

ALLIES: The Stone Lands, Fuddymuddy

GEOGRAPHY: The coldest part of the largest island continent on Bristar is Delmar. Almost all of this nation is tundra, and what isn’t tundra is thick coniferous forests. However, the entire nation is underground in a huge network of tunnels and caverns. A series of three large bays turns this country into four separate peninsulas. The largest bay is ringed by steep mountains, and it is in these mountains that the Dwarves have made their capital.

CLIMATE: The intense cold of this nation is astonishing. Though not as cold as the two islands to the south, Delmar is one of the coldest places on the planet. The southwestern tip of this country is covered by a small glacier and the entire area looks like something out of the ice age, complete with mastodons.

POLITICS: Delmar has no real enemies at this point, however, the relations between them and Cyole are strained at best. They have occasional contact with the Stone Lands, but their best allies are the Gnomes of Fuddymuddy. The two nations have been allies for as long as anyone can remember, and there is no sign of this changing in the near future.

TRADE: Delmar trades only with Fuddymuddy and only in manufactured goods.

 

CYOLE

CAPITAL: Yippan

MAIN POPULACE: Wolfen

LANGUAGES: Kowull*, Common, Hunderdun+

NATIONAL ALIGNMENT: Lawful Neutral

GOVERNMENT: Empire

ALLIES: None

GEOGRAPHY: Cyole is entirely covered by a glacier. The Wolfen who live here survive by hunting the great prehistoric beasts which still live in this cold land. The northern tip is covered by a large coniferous forest, from which they get wood to build ships. Unlike most Wolfen, these Wolfen are excellent sailors, and have been known to sail all the way to Lotarus and back.

CLIMATE: The island of Cyole is like something out of the ice age. Mastodon, Wooly Mammoths, and Bufalax roam the snowy fields of this small island.

POLITICS: The Wolfen of Cyole are searching for a new home, as theirs is barely livable. They have tried asking the Dwarves of Delmar for help, but have been refused. They now send emissaries around the world in search of suitable terrain.

TRADE: Cyole trades with anyone who is willing; or, if the strangers are not willing, the Wolfen will simply take what they need, even the crew of boats who try to sneak past their land. They are desperate for food.

 

FUNDUNMUNHUNDUNBUNRUNFUNDUNUN

CAPITAL: Dunbungerunshunthebunmun

MAIN POPULACE: Gnomes

LANGUAGES: Gnomegood*, Common

NATIONAL ALIGNMENT: Lawful Good

GOVERNMENT: Republic

ALLIES: Delmar

GEOGRAPHY: This mountainous, snowy island is largely uninhabited. There may be great beasts in the southwest portion of the island, but this is unknown.

CLIMATE: All but identical to Cyole.

POLITICS: "Fuddymuddy", as it is called, avoids contact with Cyole. They have a good relation with Delmar and travel between the two is common.

TRADE: Fuddymuddy trades only with Delmar and only in manufactured goods.

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