Aarde Geography
From Harthorns-Reverie
Opreiaus
Tear-Aquaish – The River-Forged Legacy
- Once the first and greatest civilization of Opreiaus, it now clings to its fading glory.
- Built upon a massive river network, which served as the foundation of its rise to power.
- Its structures are a mix of ancient, fortified citadels and sprawling modern expansions, with bridges and aqueducts stretching across its waterways.
- Governance: A Council of Lords, composed of noble houses that have ruled for centuries. Tradition is their greatest strength, but also their greatest weakness.
- Culture: Scholars, tacticians, and merchants thrive here. Prestige is everything, and power struggles within the Council are commonplace.
- Military: Once an unstoppable naval and land force, now struggling to maintain its fleets and legions as newer powers rise.
- Relations: Sees Sosouse as a rebellious upstart and a bitter enemy, but still holds a strange sense of kinship toward it.
- Fauna:
- Glidegulls – Large river-dwelling birds with semi-transparent wings that refract sunlight, making them hard to track when in flight.
- Brine Stalkers – Amphibious, eel-like predators that lurk beneath bridges and docks, using their bioluminescent tendrils to lure prey.
- Stagwyrms – Semi-aquatic, hoofed reptiles with antlers made of hardened coral, domesticated for ferrying goods along the riverbanks.
- Flora:
- Aether Lilies – Pale-blue water lilies that absorb radiation from the sky, releasing a dim glow at night, often used for street lighting.
- Ironroot Willows – Trees with roots that twist into iron-like shapes, resistant to flooding and often used in shipbuilding.
Sosouse – The Southern Rebellion
- A former vassal of Tear-Aquaish that fought for and won its independence.
- More pragmatic and militaristic, valuing strength over tradition.
- Built upon the southern plains, where its fortresses, training grounds, and war factories dominate the landscape.
- Governance: A military-led government, where the strongest and most cunning generals rise to rule. They cycle out through merit and conquest rather than bloodlines.
- Culture: Hardened by constant warfare, its people see life as a battle. Honor matters, but victory matters more.
- Military: The most disciplined and expansionist force in Opreiaus. They believe that one day, they will eclipse Tear-Aquaish entirely.
- Relations: Despises Tear-Aquaish but still models its own military after its old master. Views Namani as soft and Ayluoy as naïve.
- Fauna:
- Ash Striders – Flightless, raptor-like birds that sprint at high speeds and are trained as cavalry mounts.
- Mawhounds – Muscular, wolf-like beasts bred for war, with retractable tusks for close-quarters combat.
- Flora:
- Bloodvine – A fast-growing, parasitic plant that thrives on the bones of fallen warriors, absorbing minerals to grow into crimson, thorn-covered vines.
- Warroot – A sturdy, fibrous plant that hardens into near-metallic density, used to reinforce fortifications.
Namani – The City of Stone and Shadows
- An ancient metropolis, once the heart of a great empire that stretched across Opreiaus. Now, it is a city of ruins and power plays.
- Built over and beneath its own ruins, with layers of history carved into its very foundation.
- A place of politics, intrigue, and hidden rulers, where crime syndicates, merchant princes, and nobles pull the strings.
- Governance: No single ruler exists. Instead, councils, families, and guilds battle for control in an endless game of deception and assassination.
- Culture: Art, philosophy, and commerce thrive, but so does corruption. There is no clear distinction between legal and illegal—if it has power, it is allowed to exist.
- Military: A network of private armies, assassins, and enforcers, each loyal to different factions. War in Namani is fought in whispers as much as in blood.
- Relations: Remains aloof from the Tear-Aquaish/Sosouse rivalry, choosing instead to manipulate from the shadows. Prefers Ayluoy’s stability but exploits its resources.
- Fauna:
- Dagger Rats – Small rodents with jagged, needle-like teeth capable of chewing through stone. Their bite contains a mild neurotoxin that causes paralysis.
- Shadow Moths – Large, nocturnal insects with iridescent wings that reflect patterns designed to confuse predators (and assassins).
- Flora:
- Silksnare Vines – A plant that produces incredibly fine, near-invisible strands of silk-like fibers, often used in traps or for weaving armor.
- Gloomthistle – A plant that thrives in low-light ruins, secreting a mild hallucinogen that affects those who brush against its leaves.
Ayluoy – The Architects of Tomorrow
- A highly developed, structured, and efficient city, focused on innovation and civil engineering.
- Known for its massive irrigation networks, architectural wonders, and disease-free environments.
- Home to the giant beavers, which work alongside engineers to create and maintain the city's advanced water systems.
- Governance: A council of scientists, builders, and medical experts, where decisions are based on logic, progress, and sustainability.
- Culture: Highly health-conscious and technologically advanced, its people live longer, healthier lives.
- Military: Not as aggressive as other conurbations, but defensively untouchable. Its fortifications and city walls are unmatched.
- Relations: Prefers neutrality but finds itself constantly pressured by Tear-Aquaish and Sosouse. Namani exploits it for resources, while Qyrmmary respects its advancements.
- Fauna:
- Beavox – Giant beaver-like creatures with reinforced teeth that can chew through stone, working in tandem with architects to construct waterways.
- Plague Swallows – Birds that instinctively hunt disease-ridden insects, making them natural disease preventers.
- Flora:
- Ambergrain – A resilient crop that produces golden, nectar-filled seeds with natural antimicrobial properties.
- Marrowbark Trees – Trees whose inner sap hardens into a resin-like material, perfect for construction.
Qyrmmary – The Warriors of the High Courts
- A rigidly structured society where warriors and nobility are one and the same.
- Its fortress-like cities are built to withstand any siege, and its people live by a strict honor code.
- Home to the Qyrnmerrie and Qyrn, elite warrior castes who have perfected both combat and governance.
- Governance: A feudal hierarchy, with power divided among noble warlords. To rule, one must not only be politically skilled but also a warrior of great renown.
- Culture: Honor, tradition, and combat define the people. Duels, martial tournaments, and military displays are a way of life.
- Military: One of the most formidable forces in Aarde, specializing in both elite swordplay and strategic warfare.
- Relations: Respects Tear-Aquaish's legacy, views Sosouse as reckless, sees Namani as dishonorable, and values Ayluoy’s knowledge.
- Fauna:
- Crown Rams – Massive, four-horned goats used in ceremonial duels, bred for their sheer brute strength.
- Glarehounds – Lean, sharp-eyed canines bred for combat, capable of detecting small movements from miles away.
- Flora:
- Tidebone Cactus – A plant that absorbs moisture from the air and hardens into bone-like structures, used for shields and armor.
- Sablegrass – Dark, fibrous grass that grows in thick clumps and can be woven into rope stronger than iron.
Linsia
Conin'rotha – The Unyielding Bastion
- The oldest civilization in Linsia, built upon mountain fortresses and deep-rooted traditions.
- Founded by the Chorr'rotha, who descended from the Magcronin ancestors—ancient warriors who mastered stoneworking and defensive warfare.
- They hold an extreme mistrust for all non-ape species, allowing only their own engineered creations to live among them.
- Their cities are massive citadels, carved directly into cliffs and mountains, forming the most impregnable defenses in Aarde.
- Governance: A strict theocratic order, where the Elders of the Magcronin rule by divine right. Their word is absolute law, and questioning them is seen as heresy.
- Culture: Worshippers of Magic, believing that all things are shaped by the unseen forces that govern reality. They are masterful enchanters and artificers, embedding runes into architecture, tools, and even weapons.
- Military: Defense is their greatest strength. Their armies rarely leave their mountains, but their fortifications have never been breached. If war comes, it is fought through siege warfare, magic-infused weapons, and ambush tactics in the mountains.
- Relations: Deeply distrusts outsiders, rarely making contact with other Conurbations. They view Cael’titha as misguided allies, but regard Cuh’datha as a dangerous threat to their way of life.
- Fauna:
- Stonebacks – Massive, slow-moving reptilian beasts covered in layered rock-like plates, used for transport.
- Gale Crows – Birds capable of mimicking human speech, often trained to deliver messages within the fortress.
- Flora:
- Rune Thorns – Plants that grow in geometric patterns, believed to hold ancient magical properties when harvested correctly.
- Cavern Apples – Fruit that grows only in darkness, containing luminescent seeds used in medicine.
Cael'titha – The Sanctum of Stone
- A civilization that has built its entire existence around stone, earth, and balance.
- Their cities blend seamlessly into the mountains, caverns, and valleys, creating a natural, flowing architecture that coexists with the land.
- Unlike the rigid isolation of Conin'rotha, Cael’titha follows a philosophy of endurance and slow, deliberate progress.
- They are master stonemasons, architects, and engineers, crafting buildings that last for millennia.
- Governance: Led by the Stonewardens, a council of architects, builders, and earth-shamans who interpret the will of the land.
- Culture: They worship the Stone, believing it is the foundation of all life. To shape stone is to understand the past and control the future.
- Military: While not as militant as their neighbors, their fortresses are nearly impossible to breach, and their warriors are master tunnel fighters and siege engineers.
- Relations: Respected by Conin’rotha but not fully trusted, as their faith is seen as less "pure." They have a strong partnership with Cuh’datha, supplying them with materials and craftsmanship.
- Fauna:
- Chasm Serpents – Long, burrowing snakes that move through rock like water, capable of sensing movement through vibrations.
- Lantern Beetles – Bioluminescent insects used in underground farming.
- Flora:
- Echo Moss – A strange moss that absorbs sound, often cultivated for stealth-based architecture.
- Amber Cactus – A plant that stores water within its translucent, golden flesh, used in both medicine and potion-making.
Cuh'datha – The City of the People
- A massive trade and cultural hub, standing in stark contrast to its isolationist neighbors.
- Unlike Conin’rotha and Cael’titha, which revere magic and stone, Cuh’datha believes in the power of the collective will of the people.
- They have embraced multiple species, creating one of the most diverse and cosmopolitan cities in Linsia.
- Their cities are well-planned, highly organized, and meticulously maintained, functioning like massive living machines fueled by labor and governance.
- Governance: A democratic structure, where leadership is determined by merit, skill, and public service rather than bloodline or faith.
- Culture: Holds faith in the People, believing that history, destiny, and society are shaped by the collective rather than divine forces or fate.
- Military: Highly organized and well-trained, though not as defensively focused as its neighbors. Their strength lies in logistics, supply chains, and strategic planning, making them excellent at long-term warfare.
- Relations: Despised by Conin’rotha, who see them as an abomination of unnatural alliances. Respected by Cael’titha, who acknowledge their vision but worry about their rapid expansion.
- Fauna:
- Hearth Boars – Domesticated animals bred for both food and labor, known for their docile nature and rich meat.
- Market Drakes – Small, lizard-like creatures that steal shiny objects and hoard them in market districts.
- Flora:
- Waxwood Trees – Produces wood with naturally water-resistant properties, essential for trade ships.
- Kiteweed – A fast-growing crop that produces starchy, high-nutrition fibers, feeding large populations.
Tonica
- A civilization of engineered perfection, where the people have undergone generations of selective breeding, adaptation, and minor biological augmentation to refine their physical capabilities.
- Known for hyperevolutionary traits, making them elite athletes, soldiers, and survivalists.
- Their pet moles, bred for tunneling and combat, wield Sonic Claws—capable of cutting through stone and metal.
- Their architecture is highly functional, favoring efficiency over grandeur. The city itself is a mix of underground networks and towering, wind-resistant structures that adapt to the region’s extreme weather.
- Governance: Led by the Council of Advancement, a merit-based system where only the most physically capable and scientifically innovative may lead.
- Culture: They see the body as a blueprint for progress—training, genetic enhancements, and physical mastery are not just goals, but expectations. Art and philosophy exist, but are secondary to physical and intellectual refinement.
- Military: Known for their speed and tactical adaptability, their soldiers possess spring-loaded joints for enhanced movement, superior reflexes, and regenerative cell treatments for amputees.
- Technology: Mastery of firearms, physics, and precision engineering. Their rifles, though rare, are among the finest in Aarde.
- Relations: Respected by Casgalurkin for their efficiency but viewed as unnatural. Often at odds with less technologically advanced civilizations, seen as elitists or out-of-touch with natural warriors.
- Fauna:
- Sonic Moles – Underground mammals with hardened claws that vibrate at high frequencies, cutting through stone.
- Spring Stalkers – Quadrupedal predators with spring-like tendons, allowing them to leap great distances.
- Flora:
- Glassbloom – A plant with crystal-like leaves that magnify sunlight into laser-thin beams, often grown as natural defenses.
- Boulder Grain – A thick, nutrient-dense plant that grows in rocky soil, eaten by warriors for stamina.
Casgalurkin – The Nomadic Lords of War
- Once a mighty empire that ruled most of Tonica, now fractured but still a major power.
- Unlike Irmenurkis, which thrives on genetic and technological superiority, Casgalurkin prides itself on warrior traditions and adaptability—it is said their people can live anywhere and master any battlefield.
- They are legendary horseback archers, able to fire accurately while moving at full speed.
- Their nomadic past still influences their city’s structure—Casgalurkin itself is a massive, shifting stronghold, built to relocate rather than remain static.
- Governance: Led by a council of war-chiefs, where leadership is earned through battle, strategy, and survival feats.
- Culture: Honor is gained through feats of endurance, marksmanship, and survival. They believe a person is only as strong as the hardships they have endured.
- Military: Their warriors are trained to live off the land, strike swiftly, and disappear before retaliation. They are masters of ambush tactics, feigned retreats, and psychological warfare.
- Relations: Views Irmenurkis as cold and unnatural, believing that strength should be earned through struggle, not engineered. However, they respect their craftsmanship and occasionally trade weapons with them. They have influenced many other cultures with their tactics and nomadic lifestyle.
- Fauna:
- Ridge Runners – Agile, six-legged lizards bred for long-distance travel across harsh terrain.
- Havoc Hawks – Birds trained to disrupt enemy formations by diving at riders and foot soldiers.
- Flora:
- Thornvine Brambles – A fast-growing barrier plant used for fortifications.
- Saltgrass – A plant with leaves that retain nutrients for survival in deserts and harsh plains.
Quaishiin
Tibolia – The Land of the Forty-Eight Tribes
- Once a land of scattered, warring tribes, united through conquest and diplomacy by Arban Shhunoogarga, the Honest Tibol.
- The mountains, valleys, and steppes of Tibolia shape its people—resilient, honorable, and deeply tied to the land.
- Governance: A Council of Tribes, where each of the forty-eight great clans sends a representative. The strongest and wisest leaders hold the most sway, but decisions must be collective.
- Culture: Rituals, oaths, and ancestor veneration play a significant role. Breaking one’s word is seen as a fate worse than death.
- Military: Known for their cavalry and long-ranged combat, Tibolia’s warriors favor hit-and-run tactics, endurance warfare, and highly mobile formations.
- Relations: Views Silloman as too focused on empire-building, sees Korind as a kindred spirit, admires Pana’s patience, and respects Tnaporia’s survival instincts.
Silloman – The Seat of the Merchant-Lords
- A merchant empire, blending trade, military, and religion into a single, wealth-driven theocracy.
- Built upon coastal strongholds, sprawling markets, and grand temples, Silloman is a city of prosperity and excess—but also hidden conflicts and underhanded dealings.
- Governance: A Merchant-Theocratic Council, where the wealthiest merchant-priests hold power. Gold, faith, and influence determine one’s status.
- Culture: Wealth and faith are intertwined—one must be prosperous to prove their devotion to the divine order.
- Military: A strong naval force, controlling major trade routes. Their warriors are elite shock troops, trained for decisive, overwhelming engagements rather than prolonged warfare.
- Relations: Respects Pana’s discipline, seeks to dominate Korind’s markets, finds Tnaporia’s guerrilla fighters troublesome, and sees Tibolia as a wild land in need of guidance.
Korind – The Garden of Scholars
- A land of philosophers, artisans, and spiritualists, known for its ancient wisdom, poetry, and meticulous craftsmanship.
- Its cities are woven into nature, built around serene rivers, sacred forests, and intricately planned gardens.
- Governance: Led by a philosopher-king or council of sages, selected through intellectual and spiritual merit rather than bloodline or wealth.
- Culture: The pursuit of knowledge, balance, and self-perfection is valued above all. Art, science, and combat are seen as extensions of the same truth.
- Military: Korind’s warriors blend martial skill with strategy, favoring precision strikes, misdirection, and psychological warfare rather than brute force.
- Relations: Holds mutual respect with Tibolia, dislikes Silloman’s materialism, admires Pana’s structure, and views Tnaporia as unpredictable but necessary.
Pana – The Masters of Order
- One of the most disciplined and structured civilizations, with a focus on long-term strategy, law, and military might.
- Their city is a fortified, meticulously planned marvel, with perfectly structured roads, towering walls, and highly trained officials overseeing every aspect of governance.
- Governance: A bureaucratic monarchy, where rulers are selected based on bloodline and administrative ability rather than conquest or wealth.
- Culture: Values discipline, honor, and the perfection of the self. One’s duty to society is paramount, and selfishness is seen as weakness.
- Military: Unmatched in strategy and logistics, Pana’s armies are patient, methodical, and nearly impossible to outmaneuver. They favor long sieges and overwhelming control over swift victories.
- Relations: Finds Tibolia honorable but disorganized, respects Korind’s wisdom, sees Silloman as corrupt, and views Tnaporia as reckless.
Tnaporia – The Warriors of the Jungle
- A civilization forged in the densest, most dangerous jungles, where survival is a constant struggle and only the strongest endure.
- Their cities are built within canopies, swamps, and deep riverways, making them nearly impossible to invade.
- Governance: A fluid warrior-democracy, where leaders are chosen through personal combat, tactical brilliance, and survival ability rather than lineage.
- Culture: Adaptability is everything. No single way of life is sacred—if it does not work, it is discarded. Their people are resourceful, pragmatic, and fiercely independent.
- Military: Guerrilla warfare masters—ambushes, sabotage, and deception are their primary weapons.
- Relations: Respects Tibolia’s resilience, sees Korind as wise but naïve, avoids direct confrontation with Pana, and views Silloman as a dangerous parasite on the world.
Newargun
Ronipt – The River-Kings of the Endless Delta
- One of the oldest and most influential civilizations in Aarde, born along a massive braided river system that feeds their grand conurbation.
- Known for its merchant fleets, naval power, and sacred water rites, Ronipt thrives as both a trade hub and a spiritual center.
- The river is worshiped as a living entity, believed to guide destiny and dictate the rise and fall of dynasties.
- Governance: A theocratic monarchy, ruled by the Living Vessel, a ruler who is believed to be the river’s chosen representative. A council of priest-administrators oversees the conurbation’s affairs.
- Culture: Gold, textiles, and gemstones are symbols of divine favor, and the people adorn themselves with intricate jewelry and garments to reflect their status.
- Military: Naval superiority and river warfare—Ronipt’s warriors are trained to fight from boats, use the tides to their advantage, and ambush enemies along the waterways.
- Relations: Acanzo is both an ally and a rival, as both vie for control over Newargun’s maritime trade. They hold deep cultural ties to the unnamed Indus-based Conurbation, as their ancestors once shared a common root.
- Fauna:
- Reef Striders – Amphibious predators that use their webbed claws to navigate shifting tides.
- Glintfish – Bioluminescent fish with scales that reflect light like mirrors, used for signaling on the river.
- Flora:
- Delta Reeds – Fast-growing reeds that purify water, used in Ronipt’s filtration systems.
- Glowfruit Trees – Their luminescent sap is often used in trade.
Acanzo – The Stone Bastion of the Highlands
- Built into high cliffs and plateaus, Acanzo is a fortress-city that has resisted countless invasions.
- Unlike Ronipt, which relies on river wealth, Acanzo has perfected the art of warfare, defensive architecture, and self-sustaining economies.
- Its people are known for their unyielding discipline, oral histories, and structured warrior traditions.
- Governance: A warrior-aristocracy, where leadership is earned through combat, loyalty, and the ability to command armies. The Council of Warlords rules through consensus, though internal power struggles are common.
- Culture: Every person has a duty to defend their people, whether through combat, storytelling, or maintaining infrastructure. History is passed down through epic recitations, songs, and carved stone records.
- Military: Masters of siege defense and terrain warfare, they can turn even the most desolate landscape into an impenetrable fortress.
- Relations: Respects Ronipt for its longevity but considers it decadent. They see the southern Conurbation (Zimbabwe/South Africa/Madagascar) as rivals, due to constant border conflicts.
- Fauna:
- Crested Warhorns – Massive, horned quadrupeds used for shock charges in battle.
- Sky Drakes – Small, gliding reptilian creatures that cling to cliffsides.
- Flora:
- Ironwood Trees – Trees with rock-like bark, highly resistant to fire.
- Stonebloom Flowers – Hardened blossoms used in dye-making and alchemy.
[Unnamed Conurbation] – The Market Lords of the Great Crossroads
- The beating heart of commerce and trade, this Conurbation controls the vast overland trade networks that stretch across Newargun.
- Built upon ancient trade routes, it has been a melting pot of cultures, goods, and traditions for generations.
- Known for its textiles, dyes, spices, and craftsmanship, its markets are said to sell anything and everything.
- Governance: A Merchant-Kingdom, where power shifts between the wealthiest merchant dynasties who fund the city’s infrastructure and military.
- Culture: Commerce and diplomacy are the lifeblood of the people—alliances and rivalries are made and broken in the marketplace as much as on the battlefield.
- Military: Relies on mercenary forces and elite caravan guards, as its strength lies in economic influence rather than military power.
- Relations: Closely tied to Ronipt through trade and shared ancestry but wary of Acanzo’s militaristic ambitions. They view the southern Conurbation as a growing power but have yet to determine whether they are friend or foe.
[Unnamed Conurbation] – The Land of Stone and Storms
- A Conurbation of fortified stone cities, coastal harbors, and vast hunting grounds, where independence and self-sufficiency are valued above all.
- A land of towering ruins from forgotten civilizations, which its people have reclaimed and repurposed into thriving settlements.
- Governance: A Council of Elders and Chiefs, where authority is shared among leaders of different regions, ensuring a balance of power between coastal traders, warrior clans, and spiritual leaders.
- Culture: Survival is seen as the ultimate test of one’s worth, and those who can hunt, trade, or build thriving communities are honored.
- Military: A balance between highly skilled rangers, naval warriors, and coastal raiders who can strike swiftly and disappear just as fast.
- Relations: In a constant struggle with Acanzo over territory and resources, they see Ronipt’s wealth as both tempting and dangerous. They trade with the merchant lords of the north but do not fully trust them.