“Your person is of little consequence here, traveller. It is your people who bear the price of your words tonight.”
~The Lunar King of Glass to a DuVois Diplomat

The Guild
Originally an organization known as the Archeologist Guild, The Guild is a cultural institution that has created one of the largest power structures in the age. They have established a network of roads and towns across the land and are largely responsible for the restoration of humanoid civilization in the territories.

Port DuVois
The small City State one of the great powers in the new age. Their technological industries and magical arts are astonishingly advanced and kept well secret. Particularly the recent invention of the Gandling Gun. The port city lies at the edge of a lake and performs most of its trade via Airship. DuVois citizenry is considered rather high social standing and even a common man of DuVois is regarded as something akin to a noblemen elsewhere.

The Sons of Maquin
A race of machine men built by The Guild long ago in order to explore the surface and see if during the cataclism. The Machine Men rebelled against their masters, led by a single Warforged named Maquin. Though their leader was killed for daring to revolt, the Sons of Maquin pressed on and soon established a Massive Capital city in the ruins of Titangrad, the former City of the Giants. Though they thrived for a time, a civil war and a conflict with the Giants have left the Maquin relatively unstable and weak in this new age.

The Giantkind
Led by the Ettin King, the giants control vast territories in the northern continent. They are curiously organized and their Oni lords are incredibly powerful masters of the magical arts. They are the mightiest military force on the plane. Though Giants are renowned for taking no prisoners, the Ettin King himself is actually quite diplomatic. They are currently based in the Ruins of the Northern Kingdom of Fei Dao.

The Scalykind
Led by the Serpent King, the scalykind are a number of small tribes and kingdoms in the southern swamplands. They have grown reclusive in recent years and have been busy performing numerous large structural works.

The Cloud Kingdoms
There are multiple floating islands and cities, varying in size from small towns to massive City-States, all suspended in the air by magic. Ruled by Elves and Dwarves the Sky People’s magical prowess is unmatched. Magic Colleges and airship ports are prominent here. There are many Sky Cities each with their own culture and leadership structure, from the Twin Kings of Veritas to the Empty Senate of Eighth Nimbus.

The Wild Seas
The Beastmen control the oceans. Roving Werewolf Pirates and floating Minotaur cities dot the open waters. They occasionally speak of new continents and islands they have found. Usually you can go to them for more exotic wares and services.

The Val Dune
The Underdark is ruled by multiple clans of Stone Elves, colloquially known as Drow. Formerly a slave race, their underground territories were very suddenly populated by the refugee civilizations who retreated from the surface. The Drow soon grew in power until finally they developed their own massive political infrastructure. Most of the cities are closed off from outsiders, dealing only when necessary. They are ruled by powerful Sorcerer Queens and possess strange technology.

The City of Glass
In the center of a vast desert guarded on all sides by an eternal thunderstorm, The City of Glass was once the battleground for primordials. Now the Genasi use it as the primary Interplanar trading port of the Material Plane. The City of Glass is the single most powerful individual location in the Plane, but it is also a neutral ground from all Divine Conflicts. If you want to find something, be it a magical artifact, or the knowledge of how to kill a god, the City of Glass is the place to go.


A Subtle Dawn Skyserpent Skyserpent