Welcome to the lands of Faernyr! A land of Gothic Horror and adventure. These lands are from an outsiders perspective a harsh an unforgiving place, home to; Volcanic swamps and wastelands, eternal winters above a land controlled by dead things more powerful than many choose to admit, disease, famine, betrayal and...Well as you can see Faernyr is not for the faint of heart! But, within these craggy shores of snowcapped mountain ranges and volcanic deserts, live people with a rich and wonderful culture.
The first children of Faernyr, the Hett or Dwarves as they are known to those who only speak in trade tongues, were the first people to have a civilization upon the continent. Religious and industrious they have built monuments and wonders out of their snowy mountain homes. They, unbeknownst to the others of Faernyr and in many cases those of other continents, have waged a silent war of attrition against the undead hordes that claw and gnash at the Hett holds deep below the mountains in the groaning darkness. These people see this as a duty to their Gods and homeland. A simple promise, "Finish what has been begun, save their souls; both living and dead"
Humanity (not to be confused with Huemanity) on Faernyr were the next in the line of cavillations. Though they started as warring tribes and small nameless nations of alike peoples, they have throughout the many generations become almost as industrious as the Hett. But, sadly no less warlike. There are three nations of man along the west coast of Faernyrs white sand shores:
The Empire of Naultia, a nation built on the backs of war, conquest, and slavery. This large empire was -and still is by many accounts- the strongest human nation on the continent of Faernyr. They have built massive walking tanks they use to wage war attaching large weapons to the arms of these Mech-Knights or having a weapon entirely replace an arm. Over the course of many wars and conflicts both domestic and foreign the lands around their ancestral homes have become black with oil and ash. Disease though common is handled by doctors and other magical and medical technologies.
The Conclave of Iiros or simply the Conclave saw their creation after the Rise of the Naultian Empire by simple fact that all the regions of the conclave were at one time vassal states or slave states to the Empire. Each of the current city-states that exist within the conclave's borders share that history of being at one time or another under the yolk of the Naultians. They have adapted the pain and disgrace of that into a powerful republic of city-states, their technology though has kept pace with Naultia however. As they know should their weaponry ever not be enough to fend off their once slave masters, it would not be long till they found themselves again under their "rule".
Lumeria being the last mentioned and the smallest of the three in no way means it has the least influence or power. Simply power from a different source. As Iiros and The Empire gain their strength from technology and science primarily, Lumeria is by their own words, "Protected by a Knight of Divine Light" as they draw their strength from a more magical source. Like the Hett, Lumeria uses the power of not only their industry but the power of their God to protect themselves. It also doesn't hurt that Iiros and the Naultians care more about attacking each other and that a large Woodland lies in between the three.
Goblins possibly the most intelligent peoples on the continent have survived by a combination of determination, adaptation, and technology. The Sulfurous swamplands that surround some of the more active volcanoes upon the continent was a task that many hoped would have killed off the small peoples. But, each year they grew stronger, each generation made their knowledge grow, their homes sturdier, their will like iron and a fire inside to harden it. They do not have gods, but they revere those of their people who have become something to aspire to, Paragons! Goblins are also the race that made trade between races possible using their knack for adaptation and being a neutral third party for almost all peoples on Faernyr.
Lastly are the half-dead, the cursed, Dhampir. These peoples are nomadic keeping to the Ash Wastes in small communities known simply as "families". The tragic offspring of vampire and the living they have largely been outcast by other civilized society. They do not hold enmity towards the others. They know their parentage well, the mistrust is understandably placed though truthfully they wish it were not the case. They are nomadic keeping to themselves and only venturing close to other civilization to trade.