Apian Continent

# The Continent of Apia

## Overview

The recognized land of the continent of Apia and the surrounding islands. Great debate rages about what lies beyond the great ice wall to the very north of the Great Sheets. Still, this all-encompassing map, crafting by the great halfling cartographer Hulla Pumpkinfields, is considered to be the definitive source of the Apian continent, accurate to shortly before the death of king Rudolph of Vitteodel. Hulla's equally valuable maps of the world and other continents are likewise highly prized.

## Nation and Location Overviews

This list begins in the north and works its way down, going left to right, with a few miscellaneous locations at the very bottom.

### The Great Northern Sheet

The icy fields to the north of Apia are an inhospitable place, home to a few races including, walrusfolk, frost giants, arctic dwarves, a human ethnicity known as nepwak and wandering goliath tribes. Additionally, whalers, explorers and all manner of monsters call the Sheet home. While a few scattered outposts and villages do exist, most local peoples are nomadic, following the herds and rivers. There is little reason to explore the vast nothingness broken up only by monsters and mountains. A few of the oldest goliaths say that, if you go far enough north you'll come across crumbling ruins of impossible sizes. If you go further still, you'll come across a great wall of ice, impossibly thick and tall, stretching out as far as the eye can seen. None have managed to penetrate this wall so only wild speculation suggests what is beyond it. Every so often, some young and upcoming adventurer claims he'll climb the wall but, so far, none have done so and returned alive.

### Itisal

Itisal is the ancient island home of most elven races that now currently exist across Apia. The elves are often removed from the cares of the rest of the world, mostly unaffected by the beholder empire. Like all free beings, they sent forces to aid in the uprising against the beholder. Unfortunately for the elves, their isolation could not keep them safe from the machinations of Lolth and a brutal civil war split the island nation apart, with the losing drow, pale and wild elves being forced to the continents and the victorious high and sun elves maintaining the island home. However, the damage inflicted by the war prevented the island from completely supporting the elves, more land was needed. The northern most inlet of Apia was uninhabited and thus, subsequently annexed by the elven colonists, formally adding it to the island as official elven land. Itisal seems a carefree land and it often is. It is an island of rolling hills, massive, ancient forests and sparkling streams. The Feywild is closer to Itisal than anywhere else on Apia, giving the land a magical, storybook quality. The elven colonies on the northern coast are less beautiful, lacking the fey magic quality of the island territories but no less beloved. The Apia-land Itisal territory is mostly cold forests and rice paddies at the moment but the elves seem not only destined to rework that land to its own liking but actually enjoy it.

### Delorgan Isles

Delorgans are quick to celebrate the fierce independence their islands have always known. Proudly, they will proclaim that theirs is the first true human nation, that the slaves who slew Dhuadthrahsh and laid claim to his tower are their forefathers. They'll tell all who will listen of delorgan longships and fierce delorgan raiders who bolstered Latrell's slave army and who without there would be no victory over the beholders. There is truth to these words, no matter how boldly they are proclaimed.  It was the delorgan uprising that established the first human kingdom, bleak though its prospect may have seemed and it was delorgan raiders who struck the beholder forces from across the Stone Sea. Since then however, delorgan hasn't had much impact on Apia. They hold little interest in expanding their culture across the lands or holding great territories. Instead, they mostly keep to their own islands, launching raids up and down the coasts, pillaging and taking what they wish. Their men and women are great warriors, who revel in battle and glory and so often hire themselves out as mercenaries.  The Delorgan isles are rocky and rugged, homes to pine forests, druids, monsters and little else. The tribal delorgan people like it like that.

### The Lost Continent

A collection of rocky islands and outcroppings that stretch out for hundreds of miles. Ancient wisdom suggests it belonged to a continent that sank beneath the waves in the ancient days due to some unknown catastrophe. The hadozee believe that the lost continent is their ancient home but no proof for this theory exists. Ancient ruins found beneath the sea suggest something lived there once, but records of who that might be are near impossible to find. Today, it is home to several sahuagin nations and other aquatic empires who built their cities over the ruins.

### The Haunt Woods

The Haunt Woods is the home of the ghost elves but, like the name ghost elf, not a completely accurate title. These ethereal elves live almost entirely on the Ethereal Plane and it is there that their greatest cities are found. However, a connection to the physical plane is needed and it is within the darkened forest of the Haunt Woods that those material cities are made. Despite its name, the woods are not actually haunted but the glowing image of a ghost elf has left many a traveler shaken, swearing off the woods forever. This serves the ghost elves fine, who prefer their solitude even more religiously than the wood elves of Southbour. Ever since the initial demonic invasion that originally led to the ghost elves' imprisonment in the Abyss, the ghost elves have always shunned outside contact with all save priests of Moradin, for fear that the weakness of others may bring the demons back.  The Haunt Woods are a massive pine forest, full of animals and ancient plant life. It is not part of Itisal, which the ghost elves are firm about. Through the use of powerful illusion magic, they have kept the high elves, so far, from discovering their hidden cities in its depths. What will happen when the high elves discover the ghost elves remains unknown.

### The Free City of Tolgarde

An independent city that occupies the center of "the neck," a land-bridge that connects the Dragon Empire with Itisal. This free city is entirely walled off and happily plying its position as a powerful center of trade and travel on northern Apia. Despite the existence of two mighty empires on either side of it, Tolgarde cleverly plays one against the other to ensure its independence. The merchant princes of Tolgarde are a clever lot, employing an army of loyal mercenaries, numerous spies and loyal diplomats to carve its own place in a world of much larger empires.  Tolgarde is a walled city, with some supporting farms and mines to supplement its own supplies. It's proud citizens flaunt their independence from other nations, refusing to bend their knee to kings and emperors. Coin is the only master of Tolgarde.

### The Dragon Empire

The first Dragon Imperials were refugees of three distinct ethnic groups who fled beholder tyranny for the country now west of the Dead Lands but east of the neck. There they took shelter in the caverns belonging to the great gold dragon Nelbus the Tender. Nelbus protected these humans from the threat posed by the beholders but he also taught them various ideals that he held close to his own draconic heart, honor, loyalty, discipline and a strict code of ethics. These practices would become the foundation of a new society, with Nelbus at its heart. The gold dragon did not ask to be named emperor of the new nation, but named emperor he was and so he did his best to rule his new subjects with benevolence. When Nelbus died, his son became emperor and so on and so on. The empire grew large, colonizing the northern tip of Zamonia, which put it at odds with the native warrior women, and spread far east into what is now the Dead Lands. Over time, the younger dragons forgot why they cared for these mortal men as even good dragons are proud and haughty. Now, the jade throne remains empty; stewards rule over the Dragon Empire. While the coming of the Dead Lands may have cut off much of the Empire from the rest of Apia, it has not stopped their expansion. Dragon Imperials are among the few who can navigate the Dead Lands and their fleets allow them to bypass the earthly destruction. They are an exotic sight in many lands, but not a completely rare one.  The lands of the Dragon Empire are mostly flat plains, bamboo forests and mist covered hills. Vast rice paddies and barley fields feed  a sprawling empire stuffed full of people, and the occasional dragon.

### Latrellus

The history of Latrellus is well known to its patriotic people. They sing of Latrell Eyebane with pride while they recount tales of his accomplishments and his victory over the beholders. His ascension to Godhood is celebrated with fervor unmatched in other lands. According to historic account, Latrellus was founded by General Ramus, one of Latrell's most beloved followers, on the fields of Zarmahs, after the final victory over the beholder kingdoms. According to Ramus, Latrellus was built on the principles of Latrell himself (a point well contested by other people), which included monarchy and national pride. It also preached a doctrine of a human Latrell, something that cannot be proven. Since those days Latrellus' borders have expanded up to the coasts of the north sea, to the Dragonback mountains and south into Umgar. The western conquests are now regarded as a tragedy, since the creation of The Dead Lands destroyed western Latrellus and all its people during that terrible time. While several wars of succession have ravaged Latrellus over the course of its history the most prominent was The War of The Golden Daughters, which ended with the successful secession of the Kingdom of Blackmoore. Blackmoore survived for several centuries until the recent War of Requisition which ended with the resubjugation of Blackmoore. Because this wound is so raw and tender, some Latrellites would identify as Blackmoores and long for their independence again. An important note, Latrellus is home to more halflings than anywhere else on the continent.  Latrellus is a temperate nation, with gentle hills, pine forests, mountains and rivers. Almost any type of environment can be found within its borders. Its gods and people are numerous and varied.

### Dragontail Mountains

The Dragontail Mountains is the largest mountain range in Apia. It is also represents the unofficial borders of the large dwarven empire. Men and dwarves have long worked together, traded together and fought together, a tradition that will likely long continue for centuries to come. While goliaths and other mountain-dwellers may call the tops of the mountains home it is the dwarves who hollow out the interiors and mine the depths that truly own the region. Safe within their mountain holds, they happily mine away for precious gems and great veins of gold or adamantine. When rallied to war, the dwarves are a sight to behold. Their lines of armored warriors are as unmovable as the mountains they call home and their stubborn resolve is unshakable. They most often clash with marauding orcs or the chromatic dragonborn of Astanna. The Dragontail Mountains are an inhospitable region, at least externally. There are small valleys, crashing waterfalls and ancient ruins but it is mostly jagged rocks and scrub brush. At least one dormant volcano is believed to exist somewhere in the range but no one has found any actual proof of this thinking.

### The Goblin Dominion

The ancient goblinoid people of the east were much as the goblinoids of the west were, disorganized raiders, little more than pests. They would annoy great nations, nip at their heels and be slaughtered in mass numbers. Goblins made no impact, could plan no nations. Until Maglubiyet gave a vision to a hobgoblin adept named Ezravar. Ezravar saw a united empire of goblinoids, stretching across the entire continent and he intended to make that a reality. During the Apian Blood War, when the demons of the Abyss and the devils of the Nine Hells began fighting over Apia and tearing the world asunder, Ezravar began rallying all the goblionids he could find. His words moved them in great numbers and soon the unified forces of eastern goblinkind was sweeping down into the weakened kingdoms of men in the region. The lawful certainty of the goblins was a lifeline to the human captives in a time of madness and many willingly joined the new empire. When the demons were finally defeated, the Goblin Dominion remained one of the great powers in the region and, indeed, the world. The Dominion often clashes with the orcs of the Hill-Lands, as both factions believe their god has given them land in the other's region. The Dominion is a rigid society, rules and roles and laid out from birth and the state does not tolerate descent. But crime is nearly non-existent and its subjects are safe from the threats of orcs and monsters and that is enough for many. The Dominion covers land that includes warm plains, rugged mountains, mighty forests and coastal hamlets. It is one of the most geographically diverse nations on Apia and contains all manner of plants, animals and trade goods. The Dominion is a nation of prolific traders, though mostly with the neogi who have taken control of a small region near the Dragontail Mountains. Still, many man who thumb their noses at goblins will happily trade for their high quality goods.

### The Dead Lands

An unnatural wound torn across Apia's surface, the Dead Lands are far younger than they might appear. Appearing just as the demons and devils of the Apian Blood War were banished back to their respective planes, the Dead Lands tore across Apia like wildfire. Everyone in its path died, all living things died. Grass, trees, animals and sentient races were incinerated, leaving behind nothing but ash and dust. Aside from missing a small portion of Vittoedel, for unknown reasons, it stretches across all of Apia Prime's surface in a diagonal, but otherwise straightforward path. It cross all natural barriers, going so far as to scar the ocean floor, leaving lifeless patches that, while water will flow over them, cannot heal them. Nothing lives in the Dead Lands and nothing grows. It is not a desert, it is not a wasteland, it is death itself. The efforts of hundreds of druids and clerics made no difference; nothing would grow in the Dead Lands. Animals avoid it like the plague and people grow nervous in its presence. Guides and warrior bands can navigate the treacherous wastes but most prefer to use teleportation magic to avoid it entirely. The Dead Lands are home to numerous undead and constructs, notably a large number of cadaver collectors. Rumors persist that a kingdom of ghouls squats in the ruins of old Latrellan cities, having honed their intelligence to a killer edge. Others suggest that demons prowl and ghosts howl. Those who must travel the tainted lands do so as quickly as possible, moving at all times if possible. Longstanding superstition claims that the Dead Lands are slowly, but steadily, expanding. This hasn't been proven, but it doesn't stop people from worrying.

### Umgar

Umgar is named in honor of Umgar the Great, legendary son of the equally legendary half-orc barbarian Shimira. Shimira, aside from being one of the Five Legendary Companions of Latrell was also famous for being his lover. The half-orc woman bore a half-orc son, Umgar, who many believe was the son of Latrell himself. Umgar and Ramus had a legendary dislike of each other which was never resolved. Some believe Ramus was inappropriate with Shimira while others think he despised her “mixed-blood.” Regardless, when Shimira died, her band of raiders followed Umgar without hesitation. Umgar took them south into the rolling lands that Ramus did not claim. Umgar practiced rulership by strength and was soon high chief of the various barbarian tribes that called his territory home. He was gracious in victory, sparing those chiefs that pledged loyalty to him. Most did. Laws were simple but effective and it proved enough to keep the barbarians in line. The Umgarans lacked much of the farming instincts of their northern neighbors and so turned to raiding. Various religious disputes and the hot orc blood boiled over and soon Umgar and Latrellus found themselves in near constant war.  Many Umgarans believe that Latrell was a half or full blooded orc as opposed to a human and that he followed strength over order. The pushy domain of Latrellus was encroaching and so the barbarians returned the fury tenfold. These skirmishes were mostly stalemates without either land gaining or loosing much territory. Today, Umgar remains a bastion of independence. It is a rugged land of barbarians, ruled by chiefs, all of whom owe their allegiance to a high chief (who is usually a half or full blooded Orc all of whom claim to be descendants of Umgar himself.)  Umgar is land of strength and personal credos rather than traditional laws. They despise Latrellus and its king's claim to represent Latrell's will, as well as their "soft living." Orcs, half-orcs, humans, wild elves and porcine are in abundance. The land in Umgar isn't suitable for farming, except in a few places. The soil is dry and loose. The hills that cover most of the surface are thick with game, though there are few trees and fewer lakes. It is a rugged land, for rugged people.

### Zamonia

The island of Zamonia is rumored to have been crafted by Bromis herself, a paradise of beautiful nature unspoiled by mankind. Where the Zamonians come from they also cannot say, perhaps Bromis made them in her image or perhaps they are distantly related to some fey. The Zamonians pride themselves on the deeds of now, not of the past. Unique among the various human races, the Zamonians can reproduce asexually and thus require no men to propagate their unique species (though some choose to take male mates from among worthy non-Zamonians) and it has always been this way. The Zamonians built no ships and instead remained happy in their isolation for uncountable years. It wasn't until the junks of the Dragon Empire landed on their northern shores that the Zamonians realized they were not alone. The Imperials sought to claim Zamonia as another piece of their vast empire, not realizing the warrior women called it home. Skirmishes between the natives and the Imperials was almost immediate and the Zamonians aggressively defended their territory, forcing the Imperials to one walled city on Zamonia and little else. Still, word of the exotic women and beasts, the ruins and treasure they guarded and the failure of the Imperials drew adventurers like flies to honey. This led some Zamonians to seek the world beyond and others to draw their walls even tighter and guard what they held with more ferocity than before.  Zamonia is a tropical jungle island. The steaming heat of the jungle, the dangerous tribal people, monsters, megafauna, yuan-ti and dinosuars have claimed the lives of plenty daring adventurers and samurai. Still, ancient ruins and unknown treasures draw many fortune seekers into it's steaming depths.

### Astanna

The former kingdom of Rigivi, Astanna was conquered hundreds of years ago by the insane red dragon lord Tchazzdom The Everburning One and his army of chromatic dragonborn. All records of its former occupants were erased as the mad dragon began gathering all the wealth he could deep within his mountain lair. Rumors abound that a riddle drove Tchazzdom mad, and all these years the red dragon has tried to solve it to no avail. He eats those who claim to know an answer but can not provide one. Astanna is a cursed land, its human survivors fleeing to other nations and now only the raiding armies of Tchazzdom remind the neighboring lands of what once was. Astanna was formerly quite a fertile land, but decades of pillaging, dragonfire and death have rendered it inhospitable. It is avoided at all costs and, aside from the island inlet rumored to be guarded by an ancient order of druids, the nation is believed empty of any save Tchazzdom's children and servants.

### Za'icora

Za'i'cora is more the name of the place than any kingdom or nation. A large desert region directly in the center of the continent. Za'icora's prime location means it sees far more traffic than it has any right to. Merchants of all kinds must use it to transport goods and explorers and delvers search the ancient pyramids and ruins located in the heart of the dunes. The region used to be run by malicious sorcerer-kings in the ancient times but now those empires are long dead, their names forgotten. All that remains today are the za'icoran people themselves. A group of dark-skinned nomads, the za'icora travel the desert with their camels and caravans. Some seek out riches in the ruins to sell to explorers or merchants while others prefer their solitude. The attitudes and political structure of each individual tribe depends on that tribe. Details beyond that are scarce. While many of the za'icora continue their lives as nomads, in the same manner their ancestors did, there are glistening cities that exists in the center of the great desert and along critical junctions. These places are homes to bazaars, temples, great taverns, debate halls and bathhouses; great pleasures that make the trip well worth it. Djinn are plentiful in the region, as are sorcerers who call upon them. The desert is not a dead thing, full of oasis, animals and plants. Its native people know it well and live quite comfortably in its dunes and cities.

### The Great Plains

The Great Plains is a region of unclaimed wilderness, grasslands that stretch as far as the eye can see for miles on end. While the southern plains have some impressive vistas they cannot compare to the lonely mountains, the vast landscapes and the small, scattered forests that make up The Great Plains. It is a land of centaurs and other various animal folk. Nature's power is strong in the region and odds are good that roaming fey will run afoul of most parties. Still, this idyllic landscape holds the bones and ruins of many an ancient empire, ruins that are prime for plunder.

### The Hill-Lands

Orcs have called The Hill-Lands home for as long as any can recall, even the beholders gave these ferocious warriors space. Unlike their western cousins in Umgar, Hill-Lands orcs have no code of ethics, no qualms of morality. They raid and pillage, killing everyone and taking everything. Gruumsh must be appeased. His word must be spread across the lands. Orcs are his-chosen vessel of destruction and only through their great deeds of slaughter will he be appeased. There is no history here, for diseases have no history and savages keep no records. Most of history regarding the Hill-Lands is recorded by The Goblin Dominion or Druz, both enemies of the orcs. Their raiding parties can be found all across Apia, bringing death and misery in their wake. Still, the orcs are so safely entrenched in their various caverns, nooks and crannies that any attempt to root them out would lead to certain defeat. Until such a day all that can be done is try and contain the rabble the lives within. As the name suggests, the Hill-Lands is a region covered in hills. The soil is unfit for farming and the animals that call it home are hardy and tough. It has little in the way of vegetation or industry. The weather is almost always cold due to proximity to Druz, though the temperature of the Great Plains does balance this out somewhat.

### Taskanda

A pleasant feudal land, ruled by knights, kings and water fey, with a bustling trading port. Thee fields are lush and green and its forests are mighty. Due to the warmer climate, fruits and tobacco can be grown here and are in large numbers. While mostly separated from the main continent by the Dead Lands, clever use of ships and teleporters ensure Taskanda's prosperity.  It's ethnic makeup is notably diverse, with beings of all races living within its borders in relative unity.

### Proto-Machanacus

After the ancient clockwork priests suffered disaster after disaster; after demons invaded and the earth shuddered with foul magic, they learned the truth. In order to bring stability to Apia they must remake it in the image of their clockwork god, Machanacus. Proto-Machanacus is a young nation, the youngest on Apia as well as the smallest in terms of land mass but despite its small size, the technology wielded by the clockwork priests gives them an edge in their fight against all comers. They spend their days preaching the word of technology, crafting newer, more fantastical inventions and replacing parts of their bodies with clockwork/steam-powered gadgets. It is a land of the fantastical, of war-machines powered by steam, the elements harnessed by mankind and used as batteries. Clockwork butterflies share the skies with massive balloons while colored smoke belches from dozens of factories. The temple-cities and sacred factories cover ever more territory within the clockwork theocracy. Soon it will need to expand its borders and rumors place that expansion southward into Vitteodel.

### Vitteodel

Vitteodel is a nation in collapse. With the death of its royal family and no clear heir, the once peaceful mercantile nation is splintering into factions. Formerly a great source of mercenaries and merchants, Vitteodel was a pleasant nation, home to large forests of apple trees, some swamp land and a thriving economy that benefited the surrounding regions tremendously. A land of many friends and few enemies, Vitteodel stayed out of the wars of other nations and focused instead on itself. It's people were happy and educated, its soldiers were clean and well-drilled, typically only called out against bandits or marauding orcs. Griffons, and the knights who rode them, made the land famous, as anyone who was anyone wanted a few griffon knights in their employ.  Now, the question of whether Vitteodel will survive at all is on everyone's lips, as three years of fire and death have left its citizens no closer to the answer.

### The Buckle

The famous gap in the mountain range called "Apia's Belt," the buckle allows travelers access to the southern regions on the continent. No one lays claim to the Buckle though Za'icora, Demauric and Everstand monitor it closely to ensure it remains open. Passing through the buckle usually means a shift in temperature to a more pleasant region that, until the Apian Blood War, didn't see much hardship. Minotaurs and their architecture are increasingly common past the Buckle as no people have shaped the region more.

### Teteus' Finger

A vast jungle island, similar to Zamonia though without the warrior women. Many savage halflings, as well as dinosaurs and megafauna call it home. The vast majority of the steaming jungles are claimed by yuan-ti, whose ancient ziggurats dot the island. Human natives, explorers and treasure hunters are common on the island, as each intends to plunder the yuan-ti temples and return home impossibly wealthy. Most of these end up as sacrifices to the ancient serpent gods the yuan-ti worship. Pirates frequent the waters surrounding the Finger regularly and most of the coastal settlements that are at least somewhat safe are pirate ports.

### Ocho Swamps

The Ocho swamps are a vast, most lawless wetland in southern Apia. The region has no major history, no real governance or organization. It's marshes and morass' contain a thousand and one swamp kingdoms and tribes, most of which are run by lizardfolk or bullywugs but other swamp dwellers have been known to build their own nations within.   Its vast stretch of swampland is mostly ignored by other peoples. The Giff Fortress is located on the edge of Ocho Swamps and is the one exception to the rule of lawlessness. The giff do not take kindly to trespassers and shoot strangers on sight with their vast arsenal of blackpowder weapons. Their fortress has never been breached and the local lizardfolk give the castle a wide berth.

### Demauric

The minotaur kingdom of Demauric has a proud and ancient history, befitting its noble people. A bastion of civilization and order in south, Demauric once stretched all the way to the southern most tip of Apia. The minotaurs were strong, honest and honorable. Their society was remarkably stable with few civil wars or internal conflicts. Gnolls and orcs were no match for Demauric legions and so the citizens of the nation at home were free to peruse art and culture. Even today minotaur pottery is wildly renowned for beautiful but practical pieces. Unfortunately, the demonic and diabolic invasions during the Apian Blood War shattered Demauric, as many of its cities fell to demons and devils. Baphomet, the demonic prince himself, appeared to many minotaurs and led them astray with his dark whispers. The civil war between the worshipers of Baphomet and the civilized minotaurs broke the nation apart. While they did survive, their nation was forced back into the small corner it now occupies. Still, the minotaurs fight on and rumors suggest that the newest emperor might be able to reclaim some of that lost territory. It is a pleasant region of grassland and vast fields. Olive gardens are plentiful, along with vineyards and sweet-smelling flowers, giving a pleasant scent to the region. As minotaurs are also a partially underground race, Demauric also includes territory in The Hollow, which is carefully patrolled and maintained.

### Southern Plains

The southern plains is similar in many respects to the more impressive Great Plains, vast grasslands, nomadic peoples, small forests and watering holes. Centaurs are incredibly common in the region, as are tabaxi, thri-kreen and wemics. What does set the southern plains apart from the Great Plains, are the abundance of minotaur ruins from the old days of Demauric's supremacy. Many of these old forts have been claimed by some nomadic group or another, typically a gnoll pack or orc band. The weather in the grasslands is often warm, with the occasional great rainstorm that sweeps all aside in its fury. The locals know to seek shelter when such an event looms.

### Everstand

One of two major dwarven empires on Apia, Everstand is famous for its greater population of onyx dwarves compared to Dragontail. Along with its neighboring ally, Demauric, Everstand used to be larger and more prosperous, though never to the size of Demauric, as the dwarves were less interested in plains and grasslands. During the demonic invasion, Everstand lost about a third of its territory but didn't collapse as Demauric did. Today, it remains a stable location in the southern portion of Apia and its smiths, traders and warriors are a common enough sight across the various realms in that region. The mountains of the western built ring with the sound of dwarven mining tunes and its smiths and merchants are common above ground. A prosperous, boisterous, by dwarven standards, people, the onyx dwarves remain a force for stability on the continent.

### Druz

Druz is something out an outlier in the nations of Apia. In a region dominated by the orcs of the Hill-Lands and the Goblin Dominion, a small nation of men manages to survive and thrive despite all attempts to conquer them. The Druzi are horse-lords and reavers, hussars and archers who follow the plains and tundras with the season, mastering the art of hit and run tactics that have served them since the war with the beholders. The history of the Druzi is one of impossible odds, of long struggles against orcs and goblins both of whom wish to add Druz to their great empires. Yet the stoic horse lords survive. They retreat to their great frozen keeps in the deep southern ice fields and wait out enemy armies. They harass from horseback, with axe, spear and bow. A harsh land, the people there are hearty and fierce, refusing to bend the knee to any save the great Tsar or Tsarina who rules the nomadic tribes of Druz. The Druzi are proud to say they've never been conquered, not by the frost giants, not by the orcs and not by the Dominion. They hold their vodka high and exclaim that, when the ice melts in southern Druz, only then will their courage fail. Neither event has ever happened. Druz is half ice plains, a frozen inhospitable region that is more giants and yetis than humans. The other half are cold tundra plains that house most of the Druzi during most of the year. While potatoes grow in great number in Druz little else does, so a heavy diet of meat and stews serve the hearty Druzi as staples. They are known to export pelts and furs, as well as hearty horses that are prized not for their beauty or speed but for their strength and agility.

### Tortle Island

While the Delorgan explorers called it Guilree Key, most know it as Tortle Island. It is a pleasant jungle tropical island that is as close to paradise as any place on Apia. Tortles don't really keep history as we understand it and thus, have no real records of what happened on their island. The only key event was the historic arrival of many hadozee refugees after the sinking of their island home. Being generous creatures, the tortles allowed the hadozee to remain as permanent guests and many hadozee today count Tortle Island as home. The yuan-ti of Tetus' Finger have often tried, and failed, to conquer the island but the simple tortles beat them back every time. Yuan-ti are the closest thing to a disliked species among tortles for this reason. The island is full of sandy beaches, palm trees and fruit-bearing plants. Alligators lounge about with large lizards, while small marsupials and animals live in the trees. Fish are plentiful in the crystal clear water surrounding the island, ensuring a steady supply of protein to compliment the various fruits. The tortles are happy here and pointedly ignore the rest of Apia whenever possible.

### Southbour Blackwoods

The largest forest on the content, home to wood elves and forest gnomes in abundance. Located in southern Apia, the wood elves of Southbour Blackwood do not often deal with outsiders, save the centaurs of the southern plains. An isolated people, seen by few except their forest gnome allies, their ways are as mysterious as their past. It is believe the wood elves have occupied the woods since the days of the beholders, and have defended it religiously since then but who can say? It is a dense ancient forest full of spirits, treants and worse locked in its heart. The wood elves don't take kindly to axes and, even during the height of it's power, Demauric left it alone. This avoidance is continued by today's inhabitants of the southern plains who typically avoid the Blackwoods at all costs.

### The Costal Kingdoms

Along Apia's southern border are the loose collection of small nations and city-states collectively called the Coastal Kingdoms. Born out of the collapse of Demauric, various squatter kings from differing nations, mostly human or maenad, gathered in the region, creating small kingdoms that thrived in a region now struggling with a power vacuum. The pleasant climate and the abundance of natural resources made it a near perfect place to settle and so many did. However, none of the small kingdoms could hope to survive on their own, and so, an ancient pact was born. The "Coasters" signed "The Coastal Oath," which swore they would always come to the aid of another coastal kingdom and never attack one another. This bond has yet to be broken, though several times the bitter politics of the region has almost led to it. With their alliance still going strong, the kingdoms remain a powerful force in the region, and serve as  the first line of defense should anything stir on Demon Isles. The four largest kingdoms are Hyspania, Startia, Comgola and Malitchi though there are dozens of others. The region is always pleasant, allowing for the growth of numerous exotic crops, including sugar cane and various exotic fruits from the other continents. Trade goods of all types flow through the region and mercenaries of all stripes can be found. Buccaneers are as common as priests, with merchants double them both in the ports, leading the Coastal Kingdoms to rival both Vitteodel and Tolgarde as merchant power-houses.

### Demon Isle

The name is not a misnomer.  Demon Isle used to have a different name in the glory days of Demauric, now it is simply remembered as the place where demons poured forth onto Apian soil. It is a tainted, twisted hunk of rock that occasionally belches forth fiends of various kinds. Powerful divine magic keeps the worst at bay but can't prevent every raiding party from the Abyss from leaking onto Apian soil.  The water for miles around the isle runs black or red and the sky above it is constantly stormy. On bad days, old time sailors from the Coastal Kingdoms swear you can hear the cries of damned souls. It is not a pleasant place and best avoided. Only the boldest or stupidest adventurers risk landing on it in search of treasure or glory. Those that return from the trip are typically both crippled and wiser. Most don't return at all.

### The Hollow

Apia is known to be hollow. What lies at the center of the world is a mystery to philosophers, historians and explorers alike. What is called The Hollow, are the network of tunnels that lie beneath the surface of the continent and possibly the planet. It is an evil, foul place, full of the worst sort of monsters and murder. Pockets of good do exist, such as the deep gnomes or desmoadu but they are few and far between. Drow dominate The Hollow and anyone who deludes themselves into thinking otherwise has already put themselves in danger of falling victim to their terrible hospitality. Duergar, aberrations of all stripe, gugs, morlocks, underfolk, derro and more are quite common in the Hollow. The winding tunnels and vast caverns contain every sort of environment, from forests of great mushrooms to underground lakes; the Hollow is truly another world, one just as living as the earth above. It is said that the deeper tunnels of the Hollow contain pockets that lead into the Shadowfell or The Far Realm but this has never been proven. Even drow avoid the depths that deep.