Nations

The colonized portion of Sitrane is currently split into thirteen different nations, each with their own unique cultures and interests. Thanks to the invention of the Leylines, transport between said countries is exponentially shorter than it would be by foot, but alliances and rivalries between certain factions have led to the Leyline network being segmented between countries on speaking terms with each-other.

## Talt Elena

This primarily Elven nation is ruled by a queen and court of noble families. It is primarily known for making extreme advances in 'bioengineering', utilizing nature and forms of life to accomplish many day-to-day tasks. Because of this, traditional sciences falter, and many who live here could go their whole life without seeing so much as a clock or mechanical engine.

## The Empire of Sitrane

The Empire of Sitrane is ruled by one Alwynn Gwynn, and comprised of four Kingdoms. Despite it's tendencies towards good and law, the heads and tails of the subserviant kingdoms to Emporer Gwynn have chaffed somewhat in the era of peace he brought— and forbidden rumours exist that at least one or another plans to take advantage of his waning health and waxing age to assert their own dominance over their counterparts.

## Khodvia

A vast forestland, Khodvia is no stranger to tribulation. It is said that many extraordinary features dot the landscape, and seep from the very ground itself. However, though a boon for basic needs—civilization is not the only entity that sups from the land. Creatures and curses unmentionable roam the halls of the woods, and fay of benevolent and malicious intent exert influence over nature and society. This results in a handful of towns sponsored by one of three fay courts, an constant state of suspicion (oh 'healthy skepticism'), and perhaps Utharia's most effective fence at keeping interlopers out. However, even being native to the land doesn't always mean you will be under the best of treatment. In some places, being 'blackblooded' (a dhampir, skinwalker, changeling or drow) could very well lead to persecution, more especially in the City of Summers. This comes from the fact that each races origins in the nation stem from either a curse, or have very close ties to such—one of the largest national taboos among the superstitious.

## Ichtyria

A series of marshes, swamplands, rainforests and untamed nature is the reflection of the people who survive in such circumstances. Tribes band together across religious and ideological differences to form a system of governance cobbled together in such a fashion as to utterly bewilder outsiders. Each tribe is left the solemn right to choose it's own worship, and follow it's own laws. A commonality however among them all is a caste system that exemplifies either force of might, or else some other community involvement. And given the unforgiving nature of the lands around them—it is far better to be a great warrior.

## Helgrad

A young nation of Arcanists and technology, Helgrad is on eternally on the cusp of some great invention to improve the lives of it's citizenry. Unfortunately, no great advancement is without it's mistakes, and it's not unknown for the fervorous pursuit of noble goals to result in an arcane accident. Such is sometimes the price of progress. This is likely unaided by the two factions that once worked in unison to overthrow the corrupt Tsar before them- a technocratic council of mages and an older senate of religious mages. Of late, their honeymoon of co-operation has begun to wane—especially due to the large accident known as the Saints Rest Incident—and the Senate of Bishops have begun to take a harder stance on letting the Arcane Congress operate without oversight and without opposition.

## The Caosonian Union

Formorly ruled by a a tyrant named Treznor Zorander, this nation is littered with old catacombs and underground architecture—perhaps making it one of the most manufactured nations in Utharia. Since the coup that forcefully removed him from leadership however, the Caosonian Union has become a bastion for those fleeing persecution, or immigrants desiring a new life. It's population is highly varied, with drow, dhampir, obitu, and Caligni standing alongside Genie-kin, Catfolk, Tengu, Astomoi, Tiefling, and Changeling as a collection of races that work together.

## The Island Clans of Alvah

The Archipelago of Alvah are beacons of natural beauty. Lush rainforests, pristine white-sand beaches, magnificant waterfalls that tumble down the slopes... many works of wonder litter the landscape to treat any explorer daring enough to navigate the dangerous passages to reach them. This general difficulty of inter island transportation has meant that though wonderful to behold and ripe with resources, the archipelago has remained relatively uncolonized. Clans of locals live in friendly competition with eachother, friendly and hospitable to all they come across. Though disagreements may arise over fishing rights or other local customs that might stretch from one clans island to another, 'Deliberations' are held in friendly terms to mediate with eachother. This system has works for many years, with no clan gaining any particular balance of power over another. However, recent advances in seafaring and teleportation means that more immigrants have gained access to Alvah, and this threatens to tip the scales of the previously contented populations.

## The Kingdom of Qali

The shining gem of Qali is the grand city of Topaz. In fact, much of the surrounding area is a result of the work of genies. The story says that a grand and powerful genie wished to make use of his ability to channel wishes demanded by mortals, however in a cruel twist he became bound to a lamp and servitude to the very mortal he trusted to grant them. As a result, the nation is dense with all elemental folk and ruled by an 'Autocratic Slavocracy'— meaning that most of the governance is handled by indentured outsiders or in shorter terms, mortals. This isn't to say that the indentured servitude is without benefits— as in fact life under tenure of the state comes with many amenities. Beyond all this, the nation itself is well known for it's great wealth, trade, and festivals held within grand market squares.

## Ascana, The Isle of Seasons

Where other nations may rest on the laurels of their landscape, the Oligarchy that commands the nation of Ascana has improved upon it. Known as the Ilse of Seasons, it has gained this name due to the efforts of vast numbers of nature and weather mages that carefully cultivate the perfect environment. Each season has a place here, though the location in Ascana dedicated to each season generally typifies the ideals of such. As a result of this, rare if ever is a natural disaster that befowls the land. Idyllic in spring, summer, winter or autumn— nobles meet together oft in parlance to make the decisions overall that influence their cultivated nation. Though it once had a tumultuous past, an uprising of citizenry against overly corrupt leaders succeeded in changing the laws to better represent the common demands of the folk. During this uprising, many Oni were called on for aid—and many of these now enjoy titles, lands and ranks among nobility in the new caste systems instigated since.