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The most well-known organization in the world of Isarine is the Hunter’s Guild. A non-political group dedicated to ensuring the safety of Isarians from the merciless violence of beasts, the Hunter’s Guild is where many go to seek shelter and asylum from the wrath of the wilds.
In times of political unrest and tension, the Hunter’s Guild has also served as a neutral party to aide communications and negotiations.
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The Holy Kingdom founded by King Aleksanne, many look to Aleksaria as a bastion of hope. Made famous by its incredible Wall and Grand Tourney, Aleksaria stands tall despite ongoing political tensions with her neighbors. The Kingdom of Aleksaria is known to have a close relationship to Pearl, the Divine.
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An opaque organization closely tied with the Holy Monarch, the King’s Circle is comprised of many of the most powerful and influential figures in the Kingdom of Aleksaria, and is responsible for many of the legal and governing decisions made behind closed doors. Its said that decisive actions of the King’s Circle have led to the quiet conclusions of multiple unsung wars.
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A clandestine organization headed by a masked leader, Strix, Obsidian Bloom is a group that operates predominantly in Aleksaria. Declared terrorists by Aleksarian officials, the criminal activities of Obsidian Bloom appear to be focused on acquiring food and shelter in order to harbor Finaen refugees persecuted within Aleksaria’s borders. However, little is known about Obsidian Bloom’s motivations or its mysterious leader, Strix.
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In the history of Finae, there is no story that eclipses those of the Pentacle of Old. Originally a group consisting of five hunters from each of Finae’s Great Tribes, the Pentacle was known for magicks of both miraculous benevolence and devastating wrath. And while many outside Finae believe these stories to simply be fantasies and myth, a sect of the original Pentacle still survives today, shrouded within a land unseen. A coven of witches who still practice the Old Magicks.
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Sandwiched between Gaek Peaks and the desert nation of Naru, the Wilds is a vast region populated by an interconnected network of villages. Home to some of the most capable hunters in all of Isarine, the Wilds is famous for its incredible weavers and terrible beasts alike. Villages in the Wilds work closely with one another to eliminate threats and keep the land safe.
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West of Gaek Peaks lies the untamed Beastlands. Unlike the Wilds, villages in the Beastlands prefer to deal with their own problems, and largely act independently. However, when the threat is too great for their own hunters, The Wilds Hunter’s Guild will frequently come support Beastland hunters to keep their villages safe from roaming beasts.
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South of Aleksaria lies the lush jungles of Finae, an endless span of wooded wildlife, full of exotic flora and fauna not found anywhere else in Isarine. Many nomadic tribes inhabit this area, in and around the jungles, but they only seem to account for a small portion of Finae’s population.
What lies deeper within the green tapestry of Finae? Where do its legions of hunters sleep, and for what purpose do they purchase so much noctite and solarite? The mysteries of Finae run as deep as its rich ecosystem.
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Buried somewhere within the spires of Gaek Peaks hides the nation of Sky Lake, a fabled landmass that sleeps upon a bed of clouds. Few hunters outside of Sky Lake have been blessed with the sight of the nation, and most who have, have never returned.
Despite Sky Lake’s prolific trading with the Wilds and Beastlands, many from Aleksaria wonder if Sky Lake is even a real place, or simply a fairytale told to harbor a deeper secret.
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The southern coast of Isarine is a land occupied by humans and dragons alike. Over centuries, the two species have learned to coexist, with dragons depending on humans for their medicines and technologies, and humans depending on dragons for their protection and wisdom. Dragon Coast is home to dragon-knights, hunters trained in agile aerial combat unique to the region. It’s said that the origins of dragon-knights was once a technique used to hunt dragons, but has now been adopted to work alongside dragons.
The capitol of Dragon Coast, Xel, is the only city in the world with an active trade relationship with Entropy.
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A strange land across the sea, extremely little is known about the land of Entropy. Whatever secrets it holds are known only to those of Entropic origins, though some believe that the people of Xel may know more than they let on.
A strange rumor also suggests that Entropy has a relationship to Sky Lake, though this seems to be all but an impossibility based on their immense geographical distance.
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Hidden behind the great mountain range of Drakespine is the Behemoth Plains, a primeval land of colossal demons and sleeping giants. Even the great drakes of Dragon Coast can’t penetrate the radiant barrier that covers the Behemoth Plains, leaving the whole land largely shrouded in mystery.
The tales that have survived the test of time indicate that perhaps the first humans who learned to weave, and therefore the first hunters, originated from the Behemoth Plains.
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The desert nation of Naru sits between the Wilds to the west, and the Belt of Isarine to the east. A hostile, desolate land of sand and fire, rumors indicate that Naru was once a wealthy kingdom in a frigid land of ice. How such a dramatic ecological change could have taken place, nobody is certain, but cultural remnants of an ancient time remain in Naran traditions and folklore.
Naru is best known for its capitol, the mining city of Bushira, located just outside the Belt of Isarine.
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A land of eternal darkness, nobody knows the geographical location of Ubrelia. Its only interactions with the other inhabitants of Isarine have been brief altercations with hunters of the Wilds, almost always resulting in fatalities.
Soldiers from the Ubrelian Empire wear their empire’s sigil upon their uniforms, and it’s oftentimes the last thing hunters see.
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Bel is the home of Pearl, the Divine, located off the northern coast of Isarine. Only the Chosen Heroes of Isarine are permitted to step foot within Bel, and none of them have ever spoken about what they witnessed during their time there. Of the few adventurers who decided to set sail for Bel, none of them have returned.
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The western tip of the Behemoth Plains is a land known as Silence, a place where no life can endure. What could have happened to create such a desolate wasteland? What lessons are there to be learned from its lost history?
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Shrouded in the Unending Storm is an island called Sanctum. Historical records indicate that the Wilds used to have contact with The Behemoth Plains and Dragon Coast through naval trade in Sanctum, but those times have long since passed. No records indicate exactly when the Storm began, but most historians agree that it’s been at least hundreds of years.
Nobody has ever managed to sail or fly through the storm, so it’s unknown if there are still humans, or life at all, on Sanctum.