Category: Tertia Worldbuilding

The Lands of Tertia: Overview & Crobayoris


Tertia is a semi-modern setting that combines a culture that has recently built itself up through advances in technology with one that has harnessed magic for over a thousand years. These two continents, Crobayoris and Pradas respectively, make up the baseline for the setting. These two continents are where people live while the other three, dubbed the ‘Unyielding Continents’, are for one reason or another uninhabitable by people. After multiple wars, particularly the most recent War on Alignment, combined with the limited habitable land means that the overall population of people in Tertia is under 500 million. The surface of Tertia is around 40% land and 60% water.


Population: Approx. 125,000,000

The shattered continent, once shakily united under the rule of the old gods. Crobayoris is a nation of misfortune that has been struck hard by multiple calamities, and yet its people still stubbornly live and evolve. As a land, Crobayoris has always been less attuned to magic than the rest of the world and because of this it is the last land where mundane Humans are still born. While the people have become tired of the ages of war and slavery, there are still established social hierarchies in most of this continent’s countries. Argil, being the strongest of the Magia, still hold high government positions and along with a couple of Ignia hold the seats in the Crobayoris Court of Justice. These Argil and Ignia keep the lesser Magia and Humans under their wing, using them as workers to keep the status quo. In a time where peace and equality are sought, particularly with the presence of the Virtue, the people work to collapse these social divides. In the end, they may even allow Aljani back into their cultures.

Thanks to developments made in countries such as Skarva and Esnaquizar, Crobayoris is coming to be known for its development of sciences and technologies that do not rely on magic. Skarva in particular has developed planes which far surpass the speed of Pradas’ airships and trains with railways that extends throughout some of the nearby countries. During the time of the war on alignment, they also revealed their knowledge of robotics and munitions. Regardless of this, many of Crobayoris’ countries are still damaged and underdeveloped from the past that the continent has experienced. Some countries have entire cities built with white marble, some have complex buildings like marvelous glass skyscrapers and others are left with timber homes, where bricks are considered a rich man’s resource. Many of Crobayoris’ countries also have trade routes with cities in the Dull, which allows them access to rare ores and minerals they wouldn’t otherwise be able to acquire. On the subject of trade, the countries of Crobayoris tend to not have much in the form of commerce. There is no single established form of currency throughout the continent, all in all the people prefer the act of trading over buying and selling. The value of trade resources varies heavily from country to country, for example countries with a lack of usable farmlands would consider things like livestock to be more valuable than luxury materials like gemstones.

Yet, the developments and hopes for Crobayoris’ future may soon come to a nightmarish halt. It started with Redigat, a western country of the continent that had been built over what was formerly the lair of Gonel. Shortly after the announcement made through Sleeper’s Parley in 1289, most of Redigat’s people started to slow down and seemed mentally absent. Then the epidemic spread, people from all around the continent felt the same sluggishness and sense deprivation. They weren’t able to sleep, they slurred their words and without prompt or warning, everyone afflicted suddenly made a journey towards Redigat and its surrounding countries. Then the afflicted turned violent, with supernatural power they overthrew the government of Redigat and Gonel’s lair became the base of the faction now known as the Deepest Fear. This epidemic never stopped and one by one countries are being assimilated into the massive nation of nightmares now known as ‘Circadia’. If they are not stopped, the entire world will be assimilated in Circadia’s spread and Tertia will finally have faced a calamity it could not overcome.


Population: Approx. 2,245,000

Capital: Tevita

This desert country has been shrouded under the wing of Frantumere, a much larger country than itself. In the darkest of times, people from Apurtu would be used as slaves by the Frantumerans and to this day they are under strict laws that prevent them from fully developing as a people. Any potential trade they would do has to be screened by government officials from Frantumere and old bills decree that a large amount of profit that Apurtu makes is fed into its possessor. In times past, Apurtu was known for the well of rare materials that could be found in its earth but that earth has since been sundered and the ore deposits run dry. The end result is a country that is underdeveloped, full of people that are abused by the surrounding countries for cheap labor. Due to the massive amount of mining that has taken place on the land, Apurtu has several caves that lead to the Dull and the gathered dull faction has shown interest in helping the people of Apurtu to find an identity they can be proud of. Rumors have spread that Rogue’s Gallery has a base here.


Population: Approx. 2,600,000

Capital: Iqlim

Notoriously known as ‘disaster country’, Arohane is defined by its western fields of lava and eastern glaciers. The lava fields are uninhabitable by people, only deluded warlocks are foolish enough to risk the mountain range of volcanoes that is constantly active and ready to add new streams to the fields of molten earth. The climate of Arohane is unpredictable, often a single day can experience both blistering heat and blinding blizzards. That said, there is a golden spot in central Arohane that is surprisingly pleasant and the tundra of its east has proven to be a hot spot for
fishermen. Rare and exotic fish surface in that area, which has brought a lot of profit to the country. Arohane also enjoys the benefit of being close to Skarva, so their trade allows them quick access to modern technologies. A lot of people fear going to Arohane due to the reputation of its lands and climate, yet those who do make a life there and learn the land are some of the happiest on the continent.


Population: Approx. 1,305,000

Capital: Cerveza

Casc is known for its culture that is deeply tied to water and drink. Vast rivers streak across the land and pool in beautiful oases that make for some of the most wonderful sights in all of Tertia. Even the caves that lead down to the Dull are decorated with underground pools and waterfalls. Since much of Casc’s surface is taken up by the waters, the towns and cities are built atop the water itself. The grandest of these is Cerveza, a vertical, white city that is built like a gigantic fountain. Wines, alcohol and countless other forms of drink are also deeply important to Cascan culture, an extension of this is Casc’s many cultural holidays and celebrations. The intricate and beautiful craftsmanship that went into building Casc’s settlements didn’t go unnoticed and in times of war the people were taken into slavery to use their crafting skills for other countries, Saraho in particular. Casc has always had a weak military force so despite the positive nature of the country, war and abuse from other countries has kept the population low. There is an island off the coast of Casc where followers of Bagrysh commonly gather.


Population: Approx. 43,000,000

Capital: Id (Formerly Almaz)

The south-western Crobayoris territory that has been overtaken by the Deepest Fear. This republic is run by the dictatorship of Kharma. The people of Circadia are forced to lead regimented lives where every day is the same, marching back and forth between the same places until they disappear. When they return to the face of the world, what they once were remains no longer and the essence of a nightmare has taken all that they were. Those under the control of the Deepest Fear unearth the hiding and the rebels to maintain the full control of the nightmares. Once a land has been dried of adversity, Circadia’s forces march to a new nation so that they may expand their borders once more. The residents of the next targeted nation will experience constant nightmares that bring sleepless nights, leaving them with only their dull and tired minds when the invasion inevitably comes.


Population: Approx. 4,750,000

Capital: Al’ada

Chwalu and the string of islands that fall under Chwalan territory are known for having an alignment with dragons. It isn’t fully understood why but it seems that under certain conditions, dragons can be exiled from their homeland of Kanotia. When this happens, they leave the continent and come to the Chwalu islands. These dragons, no longer on their own territory are more docile and accepting of human interaction. Over time, the people of Chwalu and the exiled dragons lived harmoniously and have helped to protect each other. Chwalu has always had a culture that practiced spiritual, emotional, mental, and physical healing practices and they extended such techniques to the dragons so that they may be proud creatures even in exile. Chwalu has been known for being notoriously difficult to siege thanks to the military force that the dragons provide. The homes and buildings made on the Chwalan mainland are unique from other countries, made from wood and clay with tiled roofs and sliding doors. In recent times, many druids have gathered in Chwalu and the practices that defined old Iaxiot cultures have started to be revived in this country. Some Chwalan people have even undergone lycanthropic transformations to become their own version of Skaal with respect to their draconic allies.


Population: Approx. 5,000,000

Capital: Smoliar

Placed between the two great countries, Drobec has experienced a history of extremes. At the best of times Drobec has served as an ambassador that has kept peace between the historically two greatest powers of Crobayoris, although it is not often the best of times. For a majority of history, Drobec ended up in between battles between the two massive nations to either side of their borders and have been forced to hide behind their walls with no hope of fending off the powers. Over time, various areas of Drobec have been taken over and populated by people from Esnaquizar and Frantumere so the overall culture has evolved into a mixture of both. The people carry the mentality that they should make their own lives and history without relying on the guidance of deities and magical technology that originates from Pradas is implemented into their daily lives. With the perspective of two sides, after the war on alignment the government of Drobec established the Crobayoris Court of Justice. A court where ambassadors from all the nations can gather and come to diplomatic conclusions about the issues that their continent faces.


Population: Approx. 8,755,000

Capital: Cho

One of the two ‘great countries’ of Crobayoris, Esnaquizar is referred to as the United Nation in Doubt. In early history, Esnaquizar was a small country who held on to their belief of the Hope even throughout the reign of the old gods. They held a healthy pessimism against the six that called themselves deities, although they had the mind not to challenge them. Yet, even in their inaction they could not escape the all-knowing influence of the old gods. The people were suppressed, religious buildings dedicated to the Hope were burned down and the settlement was left largely scattered. Belief in the Hope diminished over the generations of suppression but in its place a scorn towards the old gods grew. When came the time of the colorless war, when doubt in the old gods was spreading on a much wider scale, the people of Esnaquizar were among the first to act towards an age of mortals. Not manipulated or dictated by some carrying the title of ‘God’, an age where people would make their own history. This ideology gained a massive amount of traction and as the colorless war grew more intense, Esnaquizar established itself as the massive nation it is today. In the short times of peace, statues and religious landmarks made during the time of the old gods were torn down and the people of the nation of doubt made a country with their own hands and vision. Esnaquizar strongly holds on to their age of mortals mentality, refusing even to put their faith in the true Gods after they revealed themselves. Due to the rejection of the old gods, Esnaquizar has much less magical technology in its society since much of it was the result of cultivation by the old gods. Esnaquizar is proud of being a self-made and free country, although they are stubborn to the point of rejecting trade and have strict rules regarding outsiders entering the country.


Population: 5,200,000

Capital: Karshen

At the south-eastern most point of Crobayoris, Farfasa is much removed from the progress made by the rest of the world. While being a fairly large and populous nation, Farfasa doesn’t have any notable resources that other countries would fight over. The country’s only claim to fame is the spectacular variety of plant and wildlife in its fields and forests. Due to the mundane resources its position at the tip of east Crobayoris, Farfasa has rarely been pulled into wars with outside forces. Although Farfasa is far from a place of peace, with its flourishing wildlife Farfasa is also home to the greatest number of monsters on Crobayoris. These creatures prevent small settlements from being established in Farfasa since they would just be annihilated by the beasts. Due to this, Farfasa is a country with only few highly populated settlements that are very far between. Many adventurers gather here for work since there’s no shortage of it, Erth Gilgamesh himself was even born in Farfasa. Another quirk of Farfasa is the ‘triad islands’ off the country’s northern coast, three decently large desert islands where criminals are sent in exile.


Population: Approx. 9,850,000

Capital: Verslun

One of the two ‘great countries’ of Crobayoris, Frantumere is defined by the overseas trade it has with Pradas. The people of Frantumere were highly devoted to the old gods and their guidance, acting as what the old gods saw as model citizens. Because of this, the old gods would favor Frantumere and gift the land with various magics that made wildlife flourish and protected the settlements from wild beasts. Frantumere is also the closest Crobayoran country to Pradas, so they have very successful trade with their neighboring continent. Frantumere is a country that deeply immersed itself in magic, adopting magic into their everyday lives and relying on it even more than the Pradans. It got to the point where the people needed the guiding hand of the old gods, social and scientific developments were dead and all they had was what they got from the old gods and from Pradas. When doubt started to arise regarding the old gods in the wake of the colorless war, the people of Frantumere became fearful. They felt challenged by the neighboring nation Esnaquizar, which boldly denied the influence of the old gods. Frantumere lashed out and became the catalyst that started many conflicts during both the colorless war and the war on alignment. Frantumere is the most notoriously known country for banning Virtue from their borders, still hanging on to the history that was spoon-fed to them by the old gods. To this day, Frantumere remains one of the most populated countries of Crobayoris and acts as a reminder of just how many people were manipulated by the old gods. Since the wars, Virtue have been allowed back into their borders and the people have started to accept that they need to act for themselves.


Population: 145,000

Capital: Velstand

The smallest nation in Crobayoris and currently the most at threat of being swallowed by Circadia. Hasitott has historically been a haven hidden among the fires of Crobayoris, a small country that allied with no side of war. A patch of land too small to be worth fighting over while also being one of the richest countries of the continent. The people are prosperous and intelligent, Hasitott’s schools are well funded and jobs pay highly. The university of Velstand, Hasitott’s capital, is the most well-known and respected on the entire continent and even compares to the higher profile schools in Vasara. Families from around the continent would give a lot for their children to attend Velstand, a large number of students coming from Skarva in particular. In times where battle could not be avoided, such as during the incidents with Gonel and the Misaligned Kin, funding from Hasitott’s government has proven invaluable. Hasitott has known prosperity as a peaceful pocket of land, yet it now faces a force that knows no peace.


Population: Approx. 4,300,000

Capital: Matrem

Kildu’s most defining factor is the gender disparity of their population, over 90% of the country’s residents being women. In the early days of the old gods rule, when they first sprinkled their magic upon the mortals of Tertia and began their awakening into Magia, the tribes around the land that would become Kildu believed that women had a deeper attunement to the miraculous force than men. This belief led women to be hailed as those closest to the old gods, vassals who held the right to guide men and children. During the times of war and tension, other tribes that became Kildu’s surrounding countries took issue with this culture and believed that magic did not discriminate between gender. In the colorless war, many of Kildu’s men gathered and started a civil war within Kildu. Doubt of the old gods paired with ideas that they could hold equal positions to women led them to a fight for power. One they eventually lost, those who stood against the hierarchy of woman exiled. As history passed and people believed in the old gods less, the women of Kildu eventually took the social position that the old gods held. Instead of just being vassals of the old gods, they were seen as peers to what they were. The matriarchs of Kildu are considered to be among the most powerful casters in the world, historically strong enough to prevent the armies of Saraho from encroaching on their borders.


Population: Approx. 2,650,000

Capital: Izvedba

A nation of performers whose national identity is found in folk songs and plays that are largely based around how the world of nature, the world of humans and the world of gods and magic are intertwined. When the people of Knuse were gifted magic, they used it to make these ideas more visceral and easier for audiences to connect with. Every settlement in Knuse has at least one theatre and the capital, Izvedba, has over a hundred on its own. The bardic schools in Knuse are some of the best in the world, having produced various popular performers and celebrities. Recently, graduates from Knuse’s bardic schools have been offered to go to Skarva to test the waters around radio and television shows. For all the talent it has produced, Knuse unfortunately never had a strong military and, being landlocked, was surrounded at all sides by potential invaders. Knuse was originally a larger land, until much of it was taken over by the army of Saraho. The land that remained suffered being occupied by Saran soldiers and over time, the people of Knuse even lost their original language. For having their homes and way of expression taken for them, the people of Knuse harbor a hate for Sarans that has yet to fade.


Population: Approx. 3,150,000

Capital: Aklatan

A nation so well known for its books and literature that the country itself is sometimes referred to as ‘the grand library’. Pamisans believe that the truest way to connect to magic and how to fully utilize the phenomena is through balance in all things that magic touches. An individual’s mind and body must remain strong and healthy, as well as the environment they live in. Pamisans share many ideologies with the people of Knuse and the two countries are on good terms, holding mutually beneficial trade for hundreds of years. With their way of living, the people of Pamisah quickly became the first in Crobayoris to reach a 100% Magia population. A peaceful people, they wished to share their ideologies with surrounding nations so that the whole world could benefit and come to balance. Books were written to stir the minds of people from other cultures and Pamisah was proud of its libraries. Pamisah’s downfall was simply being adjacent to both Qashra and Saraho, two of the most war hungry nations on the entire continent. Pamisans offered little resistance when these usurpers came to their lands, their only respite when the two came into conflict with each other. Pamisans fought back not with weapons, but through peaceful protests in cities occupied by Saran and Qashran soldiers. Most often this was in the form of parades, although some took to more extreme acts such as starving themselves. Five of Pamisah’s most prominent monk figures, known as the Maha-thera, made the ultimate protest by using their magic to torture themselves in various ways for three days before finally perishing. The first burned himself in flame until his bones were blackened and came to symbolize that the people of Pamisah will not give in despite the pain they face. The second slowly froze himself in ice and became an eternal sculpture, symbolizing Pamisah’s fortitude and the immortality of her culture. The third called a storm of lightning to strike his body until nothing remained, symbolizing that there was no weapon that could make Pamisah yield. The fourth created a vacuum around themselves and died of asphyxiation, symbolizing that Pamisah would stay strong even if everything was taken from them. The fifth gave themselves to nature, their body slowly turned into dirt and bark and they came to symbolize Pamisah’s culture of balance and how Pamisah’s culture would always be reborn even if it were to die. The act of these five monks was enough to halt the Qashran and Saran invasions and the Pamisans continue to pay respect to the monks by following the country’s ideologies to the best of their ability.


Population: Approx. 7,600,000

Capital: Ferreus

Qashra is the country of warlords, built on a history of dominance and success on the battlefield. While most of the wars to the east were built around the conflicts between Esnaquizar and Frantumere, Qashra made its move to the west. The western countries were generally much more split and scattered during the wartimes, resulting in many small countries and nations that were easily invaded by an ordered military. Qashrans held allegiance to the old gods and were one of the nations that received gifts for their servitude, although unlike Frantumere this nation used the things bestowed upon them to bolster their own visions of power. Extremely battle-minded to the point of having built coliseums for the sake of amusement, Qashra’s people thirsted for battle to prove themselves above the other nations of Crobayoris who warred as children. Qashran forces dominated the west and for some time were the largest nation of the continent, known as the Qashran Empire. At the height of their power they even recruited Heads from Iaxus to join their forces, turning them into a truly indominable country. As the war on alignment reared its head, the people of Qashra saw the opportunity to make bold moves once more and acted to expand their borders even further. However, this time they spread their forces too thin and found themselves losing more battles than they won. Countries that they had taken over in the past wrestled control from the Qashrans and just as the nation that thrived in war grew desperate, the misaligned realm broke open. Amidst the chaos, the Qashrans threw themselves at the Misaligned Kin in a last effort to prove their military might. Their military force depleted and when the battling was done, Qashra was the smallest that it had ever been. It is still a sizable nation and its military still holds a respectable name, although with the guidance of the Virtue and the druids their warmongering ways have somewhat mellowed out.


Population: Approx. 1,300,000

Capital: Meirleach

Off the north-eastern coast of Crobayoris’ mainland is a prominent island that is split into two countries. The smaller of these is Razbiti, a country of criminals and bandits. Throughout the centuries many solutions have been tried in an attempt to avoid wars, one of which was exiling criminals to Razbiti to keep the anarchists away from society. Yet, when the wars broke out nonetheless the country of criminals rose up against their monitors and became a nation under their own morally inept rules. Over the years, the Razbitan people have gained a significant fortune from raiding the surrounding countries and taking advantage of Crobayoris’ wars. Notably, Razbiti is in close proximity to Frantumere and thus Razbitian bandits have stolen many magical items and with them, knowledge on how to use magic to increase the pay-out of their plunders. It is now a nation of barons and bandit lords with fleets of pirate ships that rival the military forces of other countries. In recent times, they have even become notorious enough to begin raiding Orison, the west-most land of Pradas.


Population: Approx. 4,800,000

Capital: Aterpea

The refuge country, Rhaniad is the place that people would run to when they had nowhere else to go. Ejected from their countries and sent to exile, forced to fight in battles for something they didn’t believe in or simply with a want to get away from the politics and conflict, people ended up in Rhaniad for a myriad of reasons. The natives of Rhaniad took in these people, themselves uninterested in the battles the rest of the world fought. With so many people from around the continent one might think that Rhaniad is a fascinating compilation of culture, yet it is largely unexceptional. It’s a place for the tired to rest, the people who come here do so just to live and catch their breaths. Big events or ground-breaking pursuits aren’t born here, it’s just a population of people trying to find inner calm and happiness. They aren’t shamed for it, they aren’t made to fight or forced to gather for any social event, no matter how much or how little they do the people are respected for just trying to find their own comfort zone. That’s enough in Rhaniad.


Population: Approx. 5,050,000

Capital: Tilrive

Qashra’s greatest rival in their attempts to expand eastward, Saraho is a powerful nation that stole its identity from the other nations around them. They took the artisanry and drink from Casc, the songs and performances of Knuse and the knowledge accrued by Pamisah to make themselves into a rich culture. The architecture is beautiful, celebration is a normal part of everyday life and there are massive theaters and libraries all around the country. Saraho is a country of the entitled, who only took from those around them to become the nation that it is. A cultural chimera with an abundance of money gained from the valuable materials found below its soil. Its undeservedly utopian cities protected by a strong army, capable of pushing back against the forces of Qashra on more than one occasion. During Qashra’s fall from power during the war on alignment, Saraho’s army was one of the major reasons for Qashran losses. The people aren’t humble either, despite having access to the cultural ideologies of the countries they took from. They flaunt the things they have and since it costs a huge amount just to stay in a Saran hotel, never mind to live there, they’re proud of their massive wealth. Saraho is a magnet for hate that has caused many a war in the past, although no one has managed to put the Sarans down yet. There are people that even hope for Circadia to spread just so they’ll pick apart the Sarans and give them what they deserve.


Population: Approx. 6,300,000

Capital: Peiriant

Renowned as the country where Robots were first made to function, Skarva has become a base for technological advancement for all of Crobayoris. Non-magic reliant vehicles like trains and planes were invented here in recent years and other commodities such as TVs and radios are in development. The people of Skarva are hardworking and always looking towards the future and new developments. They celebrate their success with the most modern of buildings, massive skyscrapers of glass and concrete homes made to fulfill an aesthetic rather than for efficiency. This has led the nation to be known as the most ‘modern’ country of the continent. With the oncoming threat of the Deepest Fear, a lot Skarva’s previously shut down munitions factories have been opened back up.

The Factory of Orox is based here.


Population: Approx. 4,100,000

Capital: Tsaron

Off the north-eastern coast of Crobayoris’ mainland is a prominent island that is split into two countries. The greater of these is Splitis, known to some as ‘Gatekeeper’s country’. The people of Splitis were the native folk to the island before their lands were raided by multiple of the surrounding countries and Razbiti was established. If that wasn’t enough, the isle of Splitis was a hotspot for the Heads of Iaxus to attack back in the age of giants. The Splitis natives fought wars from all sides and even to this day have to diligently watch the border between themselves and Razbiti to prevent criminals from coming through. The years of diligence and defence have made the people of Splitis powerful warriors who fiercely defend their lands from outsiders. In the recent years as war has winded down foreigners have started to come in hopes of seeing Splitis’ old forts, lakes and beautiful landscapes while the locals pass them untrusting scowls. Like Razbiti, Splitis has a powerful naval force that patrols the waters around the mainland and prevents offensive vessels from coming near. They also attempt to capture Razbitian pirate ships they come across.


Population: Approx. 850,000

Capital: Esperanza

A small nation that is notable for having the highest percentage of people that still believe in ‘The Hope’. Some of the rare few churches that are devoted to the Hope still exist here and the country still celebrates archaic ceremonies based around light and the sun. This nation was built from what was left after followers of the Hope were scattered from old Esnaquizar. They believe that they were able to make their nation due to their stalwart belief in the Hope, always following its light. There are many odd stories from foreigners who spend time in Tahtim, people claim to see odd creatures hiding in shade and at the corners of their eyes. Since manifesting in the world, Aphen has visited Tahtim several times and his visits have re-ignited the passion that the followers have in their belief. For holding on to Hope, Aphen rewarded the people by bathing the island off the coast of Tahtim in an eternal light and making it a holy place for the followers to make pilgrimage. Kept away from the eyes of outsiders, Tahtim is also host to several underground jails known as the ‘Blackout Prisons’. They are the place of ultimate punishment for those who sin against the Hope, who dare to bring dark to its holy places. In these prisons, magic long since thought expunged and forgotten from memory are practiced to turn prisoners into Vampires. People who can no longer see the light of the Hope without being burned, those who can no longer be forgiven.


Population: Approx. 2,050,000

Capital: Overtroisk

The country that awaits the end of the world, Tesson is rife with superstition after the years of torture that Tertia has endured. The people of Tesson are obsessed with survival, going so far as to make wards against things that they aren’t certain even exist. They have created powerful forms of magic that are used all around the country, such as talismans and incenses that ward off monsters, yet most of what comes from Tessons tribes are odd charms and rituals to fend off ghosts, phantoms and other questionably real and/or threatening spiritual beings. Tesson is mostly covered in swampland, so it isn’t land that has been particularly contested through times of war. The people of Tesson re-tell and fear the calamities that the world has faced, the War on alignment still fresh in their minds. They do not trust anything, when Elma originally created Sleeper’s Parley the Magia of Tesson immediately crafted a spell to disconnect their minds from the realm of dreams. With such magic they believe that they will live through the spread of Circadia and any other cataclysm that comes their way. The people of Tesson have a vision, that they will be the ones to survive past the end of the world when it truly comes.

Countries Assimilated into Circadia


Capital: Dizginlemek

One of the countries under the Qashran empire, Abgeben was notorious for being an awful place to live. To that point that, in the current day, it is compared to how Circadia is now. It was ruled by a line of dictators who decided how everyone must act, for they believed it was their privilege to guide the people as they saw fit. The dictators saw themselves as the hands of the old gods, mortal bodies who were born to rule as the old gods did. Life for Abgens was dull, every man and woman would live the same life and so life had no wonder. A certain amount of food was allocated for each family, the amount they could eat per meal was pre-determined, what job you would have was decided by what your parents did, you would be made to bear a child at a certain age. Generations of this life turned the Abgens robotic, they were made to act as machines and never learned to feel. When the Qashrans invaded, they were confused by the reaction they got from the Abgens. Their military fought but their civilians gave no reaction, they were programmed to know how to respond to the unexpected so they all just stared blankly at the Qashran soldiers. When the Qashran military seized Dizginlemek and ended the dictator lineage, they ended up turning the entire country of Abgeben into soldiers. The truest form of a military nation. When Qashra’s influence eventually fell and the Abgens were left to choose their own lives, they just did as they always did. They never knew the concept of ‘freedom’, so they continued to train as soldiers. They put up a minimal fight against Circadia when the nightmares came, their forces were strong but their minds were blank slates just waiting to be taken over.


Capital: N/A

A desert country known for being the home of Crobayoris’ largest mountain range, Atzea was a country that believed wholly in individuals making their own livings. People would build their own homes out of wood and twigs, hunt their own food once they were of age and draw their own water from the country’s many oases. Every home was even required in some places to be a certain distance away from any neighbors, people were separate even within communities. This way of living was dictated by the Atzean Witch, Nieva Sahira Atzea, the country’s ruler since times
unknown. The witch was thought to have been around since even before the old gods, through an age whose history was lost. She decreed that the purest way to live life and the only way to truly find ‘self’ was to live in isolation. A life where your thoughts and actions are not tainted or limited by societies built on laws. The witch lived on the peaks of the Atzea mountains and only descended when Atzea was threatened. She was enough of a power to fend off any Qashran attempts at invasion by her lonesome and defended her country when the Misaligned Kin invaded. However, when a force she could not handle, the deepest fear, came to Atzea the witch did not appear. The country was not protected and became another part of Circadia’s spread.


Capital: Traust

One of the countries under the Qashran empire, Forpassa was a nation deeply founded on the concepts of trust. Forpassan society was built on the idea that, if you greeted someone and made them your friend then you must honor that friendship for life. For better or for worse, privacy basically didn’t exist in this nation as any friends or family who shared bonds were inclined to pool all of their knowledge and information together. They developed a unique form of magic that collected the thoughts and memories of all who were linked to it, essentially allowing the connected group to act as a kind of hive-mind. The idea was that this would minimise ignorance and allow the nation to develop greatly without the risk of conflicts and miscommunication. While Forpassa did have the lowest crime rates throughout the continent, it unfortunately could not prevent those from other countries breaking their peace. The Qashrans dominated the Forpassans and took their mind-pooling magic for the sake of war. From then on, the Forpassans were more hateful and less trusting. What their society was built on fell apart and crime skyrocketed. The deep trust that people had in each other was betrayed and many were tortured by the mind pools that they were a part of. Forpassa fell into anarchy, and even when the Qashran empire fell it seemed they would never recover and become the people they once were. When Circadia took this nation, it was almost an act of mercy.


Capital: Dharka

The defining industrial nation of west Crobayoris, Halevina was known for its thriving textile industries and for having the strongest connection with settlements in the Dull. The clothing from Halevina was known for being of the highest quality and for being able to suit any need thanks to the conception of enchanting. Halevina’s clothing became extremely important to Dull settlements as they could be tailored to suit the underground environments and settlements within the Dull had a limited access to textiles. Although the clothes from Halevina weren’t just functional, they were stylish as well. Halevina was known as the fashion centre of the world, no bard could make a name without a suitable garb from this country. Many performers from Knuse would traverse the hazardous Qashra-owned territories just to be able to get Halevina-original clothing. Qashra attempted to invade Halevina on more than one occasion, however the textile nation received aid from Nepheline soldiers to fend them off. The value of Halevina clothing has gone up drastically now that the nation is gone and the Halevinan tunnels that led to the Dull have all been caved in.


Capital: Cazador

One of the countries under the Qashran empire, Innlevere had a culture that based itself around the consumption of meat. They held belief that one could siphon the strength of a beast by devouring their flesh, although Innlevere’s various settlements were inconsistent in whether they thought this meant in a physical or magic-based regard. Regardless, the Innlevs feasted on meat every meal and only grew a minimal number of crops. Innlevere was ruled by a royal family that was tasked with making sure that, while the Innlevs would eat bountifully off the meat of creatures, they would never turn their teeth on one another. Several cannibalistic cults came to be throughout Innlevere’s history and it was the duty of the royals to squash such practices. In return, the royal family was gifted the highest quality meats in the land and thus they were hailed as the most powerful. One story even claims that an old Innlev king, King Hortzak, consumed the flesh of a dragon-turtle whose body washed up on the northern Innlevere beach. This gave him the long life of a turtle and the strength of a dragon, thus rumors state that old Hortzak lives to this day. Innlevere did not change much throughout Qashran rule and the Qashrans indulged in the high quality of meat preparation that was practiced by the Innlevs. In the end, it mattered not how much they consumed as the strength of their bodies did not aid them against assaults of the mind. Innlevere was easily taken over by Circadia’s forces.


Capital: Teulu

One of the countries under the Qashran empire, Kuwaweka was a nation where family took precedence over social life. Kuwans believed that the magical potential that one held within their body was based on their bloodline and if the parents were accomplished mages then the children would be as well. A nation of forced marriages and selective breeding to produce the most powerful Magia possible to bolster their military power. A family’s social standing was determined by the potency of their bloodline, those of an upper-class family would have strong genes and therefore hold high military rankings. The Kuwans believed that their genetic superiority would lead them to victory when the Qashrans invaded, although their social structure ended up being their downfall. While they had many powerful Magia among them, almost none were properly trained to apply their magic in real battles or wars. The Qashrans were more well-trained and efficient and dominated Kuwaweka in only a couple of years. The Kuwans took advantage of the Qashran occupation of their country, planning to breed with them and use their own genes against them generations later. The Kuwans were planning to use their perfectly bred soldiers against the Qashrans when Circadia invaded and assimilated the nation into itself.


Capital: Kirola

Remembered as the nation who invented many of Tertia’s sports, Poslati was a laid-back country and in times of peace was considered one of Crobayoris’ best holiday locations. It was a sunny place where the people liked to smile, not afraid to come into physical contact with each other. Poslati became rich off of sports and sports industry, creating and performing best in countless physical games. For those who lived the night life, Poslati was also home to many casinos that could make or break someone’s life. With the introduction of magic to the world, Poslati’s sports and games only became more dynamic and the nation continued to flourish. As well as its innovations, Poslati was fortunate enough to never have its borders threatened by Qashra and overall lived a very peaceful history. Most international conflicts they ended up in they insisted should be solved through sport and not war. Contests where a point could be made without the need for lost lives. Even though Poslati is now gone to the nightmares, the country will be fondly remembered as the sports that originated there continue to be played around the world.


Capital: Almaz

The country built upon the land where Gonel’s lair was located. Redigat was a nation of towering spires and statues of heroes, it was a celebration of survival against one of the greatest of calamities the world had ever faced. A grand place in the sense of its atmosphere and architecture, although the people of Redigat were those who bore the most hatred for the Aljani. The people took pride in the slaying of monsters and produced many a successful adventurer, although they would publicly put out bounties against any Aljani that was spotted on not only their land, but anywhere on Crobayoris. These ‘Demon Hunters’ were, and still are, a symbol of hate who believed that all of Gonel’s influence on the world should be erased. They had great respect for the Druids who counteracted Gonel’s lingering magic and had sent mages into the Dull in an attempt to do their part, however the people of Redigat were on bad terms with the Nepheline for their view on Aljani. When it was discovered that the Demon hunters had attempted to assassinate a family of Aljani living in a Nepheline settlement, they almost got the entirety of the surface world banned from the tunnels of the Dull. There are now strict regulations for adventurers going to Nepheline settlements because of the actions of Redigat. In the end, the Redigati faced the irony of becoming the first targets of the Deepest Fear and had their minds taken over by beings much worse than those they hunted.


Capital: Duzsa

One of the countries under the Qashran empire, Sendus’ culture was focused not around mind or body but around concepts of the soul. During the time of the old gods rule, before the existence of an afterlife was certain, many wondered whether or not ‘souls’ really existed or if perhaps the idea of souls existed within magic. The people of Sendus saw the soul as something that had been left untapped by the other nations and they believed that if they could control the soul then what they could do would be limitless. Early explorations into how to define and manipulate the soul ended up leading to the creation of zombies, bodies which had been ‘re-animated’ but lacked the soul they once had. Sendus had no use for this, in fact they abhorred this result as the culture held a deep respect for the dead, but the Qashran empire took notice and wanted an army of expendable bodies to use for themselves. Mostly a nation of spiritualists, Sendus was easily taken over by Qashra and were forced to give their dead to the powerful empire. In these times the people of Sendus geared towards a new goal; to find a way to transfer their souls into more powerful vessels to annihilate the Qashran forces. When the War on Alignment broke out the people of Sendus used the opportunity, many of their mages transferred their souls into constructs and they overthrew the Qashran rule. The people celebrated, both having succeeded in their manipulation of the soul and having defeated their oppressors. However, their celebrations were short as Sendus ended up taking heavy damage when the Misaligned Kin came and were given no time to recover before Circadia dealt them the finishing blow. Sendus’ people are gone, yet their magic continues to be practiced by a robotic lich in Skarva by the name of Orox.


Capital: Ussel

The squalid country, Zverit was a poor country where the people were seen as being about as good as the disease-carrying rats they lived among. The nation had no money, the water was dirty and the land was barren. Crops barely grew and farms failed as animals gave in to starvation and disease. Even the touch of magic did not help the land recover, in fact all magic did was make the people of Zverit suffer even more. As the Zveriti people evolved into Magia, the magic in their bodies aided in attempting to expunge the disease from their bodies. The problem was, they were surrounded by pestilence. Disease constantly hung onto their bodies even with the influence of magic, some diseases even evolved with the magic and turned their hosts into horrid zombie-like visages of people. The Zveriti Magia were nothing more than carriers of the world’s most potent pestilence, they were at the point that they could kill a foreign countryman by just standing near them and infecting them. Qashra elected never to invade Zverit for this reason. After the rise of Circadia, the nightmare named Szuvix came to the country alone and offered to ‘heal’ the population. He hollowed out their minds and turned them into true zombies, weaponized bodies of disease that the deepest fear can now call upon as throwaway bodies in the wars they initiate.