Solus

## Overview

The continent of Solus is one of people united in body, but not entirely in spirit. There still exists separate kingdoms, with natural barriers that dictate the shaping of nations. The arid lands called Cartha to the west house the nations of Numa and Tunisia.

The central region is composed of two nations; the nation of Rivalon, which holds the region from Kesia, the central mountain range, to the river of Kush, which flows from the northern tip of Kesia into the Twisted Woods. To the North are the people of Basit, who were once considered a part of Rivalon before a long history drove the nations apart, leading to where they stand now.

Finally, there are the forest people, who reside in the Twisted Woods to the east. They are the most illusive of all, and have kept to themselves. What little is known about them is that they are a race of small people in separate tribes. Haflings, Ogres, Forest Trolls and Fey call this their home, and thus far both Rivalon and Basit have chosen to leave them alone.

## Tunisia

(Tunisia is currently under review)

**Tunisia** with its capital of Carth is the central point of civilization in this land of sand. Arising from the settlers of the North many centuries ago the settlers have long since adopted their own customs, their own laws and their own way of life. Due to the fact that their city and towns are founded near the ocean for easy access to a drinking source as well as for easy travel and trade between their settlements the nation of Tunasia can be seen as experts voyagers of the ocean rather than people of the desert. Yet they are not alone, further south deeper into the sands are splinter group of the settlers that have found hidden oasis and large reservoirs of water establish their own settlements. While much fewer in number none can match their navigation of the featureless kingdom of sand and their survival of the harsh climate made them a stubborn people. To cross such great lengths of open dunes these inner desert people have bred horses more resilient than most and adapted to the scorching day and frigid nights. They are known as Numa. The Numa are separated into 2 tribes the Mysseri and the Maasali stretching from West and East with the middle point being Carth. While their land seem vast on a map much of it is barren land.

Northen Tunisia itself is a fertile land, there had once been a budding colonozation effort but a great war with Rivalon had persuaded the people of Tunisia to settle in Numa proper. Now stands the capital of Carth, prospering without needing to fear a land invasion into their lands any longer. Rivalon itself had eyes set on extending their hold into Tunisia with new colonizing efforts but the 12 duchies prove too volatile to risk creating more duchies. The 12 families will no doubt become too powerful and is not agreeable to another family being given power to these untap lands.

## Numa

Numa is a largely desert nation at the south-west of the continent of Solus. Much of it is desolate, or sparsely populated. Sand worms plague all but the most-travelled trade routes, and the seas surrounding it are not much better. Only Carth, the capitol, and the well-patrolled sea lanes out of it are considered safe for pragmatic ship's captains, but the more daring and desperate may risk other places to put in and ship out of; smugglers, pirates, and rebels (sometimes all three hats worn by the same people) are not uncommon on the littoral waters of Numa. Further inland, oases dot the wide dunes, with surprisingly healthy arid scrublands and grass lands knit in patch-work in between the sands. Most communities tend to be small, insular, and isolated. Most of the alliances, rivalries, and conflicts can seem, to some, to be incredibly small-scale and petty, but without larger centralized pressures, most people of Numa are fiercely loyal to their smallest municipal unit, be it a tribe, a town, a village, or even a wandering caravan.

The "Espina Mountains" stab like a spike into the top of the Numa Peninsula, overland trade typically avoiding passing through it and snaking along the coasts.

## Rivalon

**Rivalon** (The River lands): A bountiful and fractured land, the various Kingdoms of Rivalon have feuded for untold centurions, from their time as disparate tribes, to fractured despot kingdoms, even now as the 12 duchies are ruled by the descendants of the divine themselves they engage in frequent skirmishes and great feuding wars every other generation. The most common species in Rivalon by far are Humans, spreading quickly in the fertile lands. Halflings are not uncommon although they keep to themselves, paying tax to whoever claims rulership over them and staying out of affairs beyond the borders of their shires. The most unusual race in Rivalon are Aasimar, descendants of the divine. Uncommon in the general populace Aasimar dominate the nobility, and have managed through equal parts war and politics to become rulers of all 12 of the duchies. Among the general populace some Aasimar blood still flows, though it has been diluted and lost over many generations. Most Aasimar trace their line back to the White Comet which passed through the heavens hundreds of years ago and is said to have blessed the people of Rivalon with divine blood to finally unite them, although popular this explanation is considered dubious by most scholars and the true origin of the Aasimar is mostly unknown other than that the have indeed emerged shortly after the sighting of the white comet during which positive energy has bathed the continent for 12 days and 12 nights.

The access of knowledge in Rivalon is guarded by that of the Clergy and Nobility, literacy rate among the common populace is minimal with most going by able to read simple words and concepts but higher form of literature is beyond their reading comprehension. Holy scriptures, manuals, biography and historical texts are held in the private libraries of nobles or in the scripture halls of the grand temple. Gaining access while not impossible is still a process in which one has to gain the trust or the privilege of the noble or holy men in posession of such literature.

## The Twisted Woods

The large, jungle forest of Eastern Solus. Largely uncultivated and populated by confederacies of small tribes, druids and small villages. The Twisted woods are dangerous territory to enter without purpose or direction, as threats such as large beasts, monsters, hags and undead roam around in the densely wooded areas.

## Jotunnheim

Jotunnheim (Frozen lands).

(Jotunnheim is currently under review)

The frost giants*(Jotunn)* are one of the oldest races on the world, their development has been slow, their long lifetimes leading them to take their time in all things, and their development stagnated for generations by the great cataclysm when the sky fell and their civilization destroyed. Yet they endured and rebuilt, a stubborn people who cannot be halted by any setback, that dedicate their lives to great works of craftsmanship and architecture. But the destruction of their island*(Jotunnheim)* long ago brought a strange metal, as black as night and stronger than steel. Many tried to forge the skysteel*(himinnstal, adamantium in common)*, but for a long time it was thought impossible to shape. Although a mostly peaceful people the giants are headstrong, and never back down. Although uncommon almost every conflict was long and brutal, seeing tribes grind each-other to dust. But the time of tribes and conflicts was brought to an end by Tyr the Great. Tyr was large, even by the standards of giants, born of a dead tribe he grew within the mountains alone. Until he had conquered the skysteel, clad in black armour and wielding a weapon unseen before he descended back to the tribes and through a kind heart and a cruel fist he united them. Tyr became the first High King*(jotunn-konungr)*, and the tribes became the 12 clans. The clan leaders would debate disputes, but now instead of stubbornness bringing devastation the High King's word was final. The Frost Giants lived like this for many generations, finally content. But their population grew, the wilds were overtaken by civilization, famines grew worse, disease, and destitution. The giants outgrew their island, and the High King of the time Ari knew how they would continue, forging great vessels of wood they entered the water, and by force of strength rowed to the nearby islands, once part of their ancestral home, and reclaimed the lands. The 12 clans became 16 as the new islands were colonized.

Yet as they went further south the climate grew colder, and they struggled under the frigid weather. Their ancestral lands reclaimed, Ari ceased their expansion and the giants return to their isolation. It wasn't till 3 generations later, when a strange vessel, barely held together and crewed by tiny people landed upon their islands. These strange small men assailed them, struck them with blade and bow. They were slaughtered for their transgressions, yet High King Sigmundr began to wonder, what lay beyond their known lands. He dedicated his life to forging a new great ship, inspired by the wreckage of the small people's craft, capable of traversing the rougher seas far from their island. And one it he led the first expedition into the unknown, these people have come from lands foreign to him. Now landing upon the South of this 'Kingdom' he had learnt of their rulers with wings, to him these are strange people yet their land prove fertile and plenty. Perhaps it is time he lead his people to yet another pilgrimage?