Beiinors

**Beiinors** is the name of the continent that the Material Plane exists upon.

## Description

Throughout this world, the barriers among the various Planes of Existence are skewed. Some areas flow seamlessly into each other. Still others are so strong, that divine and even natural magic is rendered completely inept. The various peoples, states, and creatures that dominate the lands are the ones that tend to work best with this crazy state of existence. Some factions work closely with the other planar beings, facilitating common passing through. Other factions do everything they can to keep the barriers from leaking in beings from other planes. And of course, all of the intrigue involved with a more feudal society and states vying for power and resources.

### The Modern States and Their Capitals

1. Grand Duchy of Farithlin
	* Nobility and aristocracy are the name of the game within the Duchy. While classism is common, racism really is not. Most “freedom loving” peoples find their way to Fairthlin seeking opportunity. It is rich with history and the merchant class is massive. Great ports to the northeast and vast marble and precious gems quarries to the southwest and an overall temperate climate has led to great riches within Farithlin.
	* **(Capital) Farithlin City** – Expansive beyond belief with wealth immediately front of mind. The city walls are impressively large and contain an impressive display of marble.
2. Principality of Gualkyn
	* Gualkyn is a dark and oft terrifying state. Children in other states, especially on its borders, are told of the terrors that exist within Gualkyn. Like all boogeymen – this is only part of the truth. The darks of the abyss and ghostly appearance of the ethereal plane have excessive existence in this very cool portion of Beiinors. The mountains to the northwest block most of the warm winds that would otherwise blow in, so rain and darkness reign. Goblins, orcs, and tieflings exist as dominant races in the state and the nobility is the same – the noble line of the Branx are a line of goblins that act in the dark as much as they do in the light. Importantly, they maintain the varied barriers with exacting scrutiny to ensure their state is not swallowed by real beasts of terror.
	* **(Capital) Bloodtree** – A city built directly in/around a city-sized tree. A piece of the Yggdrasil, the World Tree, that became tainted with the encroaching abyss and blood spilled during the rise of the Branx noble line. When the moon is full, the vines that travel through the length of the tree glow a dull red, hence the horrifying name of the city.
3. Scorcrian Theocracy
	* A largely religiously militant society (think Crusades). “Theocracy” is a misnomer, as the nation is led not by following one specific religion, but by following deities in general. The leadership in both capitals work in tandem to rule the two halves of the bisected nation and believe their work “divinely inspired” due to the large number of weak barriers to the levels of Hell and divine gates. The militancy also ensures that such barriers are maintained so that order (and rule) may remain. With such a close tie to divinity in all forms, there also exists a large number of religious oriented persons/monsters (werewolves, vampires, etc.).
	* **(Capital) Valla** – The city up above. It sits atop a cliff overlooking a gentle waterfall into a gorgeous lake that feeds the oceans of Beiinors.
	* **(Capital) Nidheim** – The city down below. A towering castle looms over high raised walls but a low-set city.
4. Wilverian Empire
	* The Wilverian Empire is ruled by a noble line that is, above all else, especially clever and good with negotiation. Generations prior, dragons roamed all of Beiinors, in particular the currently “unsettled” areas. As the noble line of Wilver began to conquer the many lands they now rule, he came to a bargain with two groups of dragons. The political, savvy, more intelligent dragons were given domain over one area; and the wild, primal, territorial dragons were given domain over the other. In return, they only ever had to negotiate with the Wilver clan and were given plenty of tribute. They could fight and squabble over influence and territory (and access to elemental planes of existence) while the Wilver family kept the rest of the Material Plane out. And the Wilvers gained very powerful allies who, when propositioned appropriately, would lend aid in their expanding conquest of Beiinors. The Wilverian Empire, in general, experiences great freedom and great wealth as “protectors” of the realm.
	* **(Capital) Drakmir** – A vast, desert city with scorched earth and access to each of the Elemental Planes. The city’s walls, and castle within, are adorned with imitation dragons, reminding all persons of their long standing treaty with the dragons of the Material Plane. The noble family of Wilver are generally adored by the city and are not difficult to find wandering the city (relatively) freely. Everybody knows that if you cross a Wilver, it will be the last thing you do.

## History

*For an overview of important events in the continent's history, see Timeline.*

## Rumors and Trivia

Put anything that might be canonically contested here until it is confirmed. Add weird facts here as well. Name references? Other OOC inspiration?