Setting

This game takes place primarily on the continent of Carnir, in the port city of Susha, in neutral territory just south of the former capital of Zalam. Before the war, Carnir was home to many diverse cultures with their own languages, traditions, and religions. Now that the war is over, the formerly oppressed people have largely reclaimed their homelands and have returned as best they can to the way things were.
carnir_final5.jpg
(map made with Inkarnate)

Calendars

  • Most of the countries in Carnir use the Mirzan Calendar, named for the Mirza Chroniclers, an order of sages under Sogol. It is organized into twelve 30-day months with a five day long New Year celebration. It is the year 1124.
  • In Carnir, the countries of Bhirat and Pankha use the Saint Church’s calendar, which begins counting years at the birth of Naj Qadis. It is the year 2110.
  • The Northlands use the Palhast calendar, which began when Liana died. It is the year 1915.
  • Aradain’s calendar began when the warring city states were united under one banner to form the kingdom. It is the year 823.
  • Farem tribes use the calendar of whichever nation they are closest to. The farem tribes in the Northlands use the Palhast calendar, while the tribes in the Khelos Desert use the Aradain calendar.
  • The Ranheid elves use their own calendar, stretching back the longest of all of them. It is the year 7965.

Carnir

Susha

A bustling and prosperous port city south of Zalam’s former capital that has grown in size and importance since the war’s end. It lies on the east coast of Carnir’s Central Sea and is independent, ruled by a council. It’s a cosmopolitan place that is home to many people from many cultures and is considered by many from Carnir to be a neutral ground. Common is the lingua franca of Susha. Zalamese, Bhirish, and Annapuran are spoken in about equal measure, followed by Pankhish and Siwalese, though all languages have at least a little representation in Susha.

The Coast Road

The Coast Road is a trade route that rings the Central Sea, connecting at North Fang and South Fang, and going the long way around. In dangerous regions, such as where the road nears the Obsidian Plains or the Siwal Woods between Sirgo and Tinsuk, regular armed patrols keep travelers safe and can be hired as escorts. Under Zalam’s rule, travelers were in more danger from bored or spiteful patrols than from monsters or bandits. Since the war, the road has become safe again.

Wasai

This southern nation is home to four provinces: Deling, Qinle, Jojia, and Wenhui. Rather than being ruled by a king or emperor, four great clans rule each province with many lesser clans beneath them, with a strict caste system of warriors, merchants, peasants, and beneath them all, the clanless. These clans are currently at peace with one another and like many cultures in Carnir are focused on rebuilding their once-great land.

The four ruling clans of Wasai are the Tian Clan, the Suan Clan, the La Clan, and the Xian Clan. Currently, the Suan Clan has the largest and strongest military force. The people speak Wasaian, which is of Chinese inspiration.

Fusu

This island nation connects the Southern Continent with Carnir and has its origins in the Wasai region, originating with fishermen, sailors, and colonists who settled in the vast archipelago between the two continents. Fusu’s people are known for their animism and connection to nature, very different from the industrious Wasai. The people speak Fusan, which uses an alphabet similar to Wasaian.

Hasham

This nation was known for its proud warrior culture and was one of the first nations to fall during Zalam’s rise to power. Despite this, Hasham’s traditions lived on, spread by refugees and former soldiers who aided anti-Zalam resistance groups before and during the war. The nation is slowly rebuilding after the war as its scattered people return to reclaim their heritage and make their nation great again. Hasham’s religion and government is based around the Nayaka Raja, the Hero King who founded the country; there are six clans descended each from one of the Hero King’s companions and a seventh ruling clan descended from the Hero King himself. The people of these clans practice ancestor worship, many tracing their lineage back to the founders of a clan. The people speak Hashamese, a dialect of Bhirish, which is of Indian inspiration.

Old Zalam

This area has no real government to speak of, consisting mainly of self-ruled towns and cities. The Northeast Alliance still occupies a fort in this region from the Zalam War. The area covers what Zalam’s borders used to be before its reorganization into an empire and rapid expansion over a century ago. The traditions and religions of the settlements in the Old Zalam area are varied with no real unifying theme. The people speak Zalamese, which is of Persian inspiration.

North and South Fangs

These twin port cities mark the entrance to the Central Sea and were militarily important during the Zalam War. They are now bustling trade cities, as cosmopolitan as Susha. The cities, once under Zalam rule, are now self-ruled and democratic. Ancestor worship is popular in this region, with extensive genealogical records kept and a culture that revolves around family and the importance of ancestry. The people of these areas speak Fang Pankhish, a dialect, which is of Arabian inspiration.

Siwal

This region encompasses the forested northern area of Carnir and the north coast of the Central Sea. Sirgo and Tinsuk are the two largest population centers in the region, and the catfolk’s town Last is in the deep woods to the north. With the war over, travel and trade has opened up between Last and the other nearby cities. Fort Azdhar, named for a Zalam general, has since been occupied by the catfolk and a small village has sprung up around the fort. The people speak Siwalese, which is of Sri Lankan inspiration.

Bhirat

Bhirat is an important port city that connects the Central Sea with Lake Sakahi via the Bhirat Canal. It is a city of canals and waterways, built around and over the canal. The Saint Church is strong in Bhirat owing to its closeness — both geographically and culturally — to Pankha. The two nations fostered many resistance groups against Zalam during the war, using the lake and Canal to move refugees and resistance fighters from place to place without notice. The people speak Bhirish, which is of Indian inspiration.

Pankha

The mountainous Pankha region overlooks Lake Sakahi, the largest freshwater lake on Carnir. Pankha Madina, the capital, is also the home of the Saint Church and the birthplace of the prophet Naj Qadis, making it a holy city and popular site of pilgrimage. It is through the Bhirat Canal that Pankha connects to the Central Sea, and the two nations have a strong, centuries-long alliance. The people speak Pankhish, which is of Arabian inspiration.

Dibrug

This mountainous country is home to the largest population of dwarves in Carnir and is also home to the purest iron in the known world. It is from this iron that Seric steel is made, named for its city of origin and known for its flexibility, hardness, and toughness. Dibrug’s leadership surrendered very late in the Zalam War, a mere 10 years before Zalam’s fall, and provided a great deal of arms and armour to resistance groups. The people of Dibrug are proud and staid and take great pride in their craftsmanship, producing the best weapons and armour on the continent. The people speak Dibrugese, a dialect of Pankhish, which is of Arabian inspiration.

Annapur

With rich soil and vast plains, Annapur is the breadbasket of Carnir and was spared from much suffering compared to other countries under Zalam’s rule partly because the ruling class quickly bowed to Zalam, but also because the area is a significant source of food. The sun-worshiping Jambar religion originates in Annapur and the nation sees long-distance running as a sacred act and sport. In Annapur, the colour yellow is sacred and only nobles are allowed to wear it because of its resemblance to sunlight. The people speak Annapuran, which is of Ethiopian inspiration.

The Obsidian Plains

The Obsidian Plains are a region of wastelands that used to be a vast jungle on the southern reaches of Carnir. During Zalam’s ascent to power, the Mage Emperor ordered the destruction of the jungle to crush a rebellion and demonstrate his power. A great spell was cast that rained fire over the area for weeks, destroying the jungle and the cities within, including the homeland of the catfolk. The countries that once ruled the area are in shambles now.

While the jungle has been slowly recovering at the edges of the Plains, it’s a slow and arduous process due to the danger and planar instability still present over a half-century afterward. Many priests of Mideo and wood elf druids from Ranheid are working to restore the land. The Ash Road Fort, now held by Northeast Alliance forces, marks the entrance to the Obsidian Plains. The people speak mainly Pankhish and Annapuran.

Cindertown

Cindertown lies on the very edge of the plains on Carnir’s south coast and is home to many refugees. As refugees flocked to the city during the Zalam War, Cindertown grew in size and has become a major population center in the region, with a proud and diverse populace who endorse democracy and self-rule. The city was built by people fleeing the fires that created the Obsidian Plains.

The Northlands

Palhast

Palhast is a theocracy ruled by the Church of Liana, goddess of healing. It has a rich two thousand year history and is known for its hospitality and as the birthplace of modern medicine. During the Zalam War, Palhast contributed with knightly orders and healing arts. There are still soldiers and orders in Carnir who are dedicated to helping rebuild and keeping the peace.

Vathis

The Machine City Vathis is a prosperous, wealthy, and advanced city-state just south of the mountains in the Northlands. It is the birthplace of gunpowder, airships, and the printing press. Vathis’s airships have revolutionized both travel and war, but the rarity of the skystone required for building airships has prevented air travel from becoming too commonplace — only about one hundred airships sail the world’s skies. The language and names are of Slavic inspiration.

The Silver Marches

The eastern edge of the Northlands is home to a rugged and mountainous region ruled by autonomous city-states and several small dwarven kingdoms. This region is named for its rich and abundant silver mines. North of the Marches are several half-orc tribes called Farem that wander the mountains and tundra. The language and names are inspired by Slavic languages and Tolkien’s dwarvish.

The Eastern Continent

Aradain

Possibly the largest kingdom in the world, Aradain has a deeply-ingrained warrior culture and has the largest population of Carda-worshipers. Along with Palhast, Aradain contributed the most soldiers to the Zalam War. Aradain is also known for its royal castle, which has a permanent Zone of Truth covering the entire castle grounds. Thanks to its long-standing alliance with the elves of Ranheid, Aradain is also home to a sizable population of half-elves. The language and names are of Germanic inspiration.

Ranheid Elflands

Ranheid is home to dozens of tribes of elves who live in harmony with nature. They are seen as backward and dull-witted compared to elves who settled in Aradain, who are sometimes derisively called city elves. Very little is known about the Ranheid forest itself except that it is lush and often dangerous, with a strong connection to the Feywild.

The Khelos Desert

A vast desert — thought by some historians to be artificial — covers the southern tip of the Eastern Continent. It is home to nomadic tribes as well as peaceful but rugged half-orc Farem tribes who often guide people across the desert or hire themselves out as mercenaries to explorers and archaeologists wishing to investigate the desert’s numerous ruins and ancient cities.

Setting

Carnir: After the War Kuro