This is the official Chronicles of Fantasia Wiki.

In Fantasia, fate is not a tale told — it is a force endured.Forged in divine fire and tempered by centuries of bloodshed, the world stands on the edge of awakening.The age of dragons ended in ruin, and from that ruin rose kingdoms and empires who pretend the gods have gone silent. But fate remembers. It coils in the earth. It waits in the blood.At the heart of the continent lies the Kirel Empire, a mighty power built atop phoenix flame and imperial ambition. Its rule stretches wide, but not unchallenged.To the south lies the Kingdom of Beledor, a proud trade power whose loyalty is bought, not earned. Across the sea, the Isles of Velmarin guard ancient, star-bound magics hidden from imperial reach.And far in the north, cloaked in storm and secrecy, the Grand Duchy of Lichter shelters a legacy thought extinct — the last vestige of draconic blood, veiled in ice and oath.Beyond even these, old powers stir. Countries of various different backgrounds and ancient forces continue to whisper of a new age coming.The world is shifting. Alliances fracture. Prophecies wake. Fantasia does not march toward war — it turns toward destiny.


Updates


Update: 01/10.Released new & official wiki for Chronicles of Fantasia universe made by Nakizama. You're probably thinking - why a wiki for this universe? Because at some point, if I am able to, I plan on having wiki's for my other universes that I haven't cancelled! stay tuned, my lovelies.

Nations


These are currently known nations all across the continent of Vetian and it's surrounding islands.

Kirel Empire

The Kirel Empire, once a modest kingdom led by an ambitious monarch and bound to an ancient, enigmatic source of magic, has grown into the largest and most formidable nation on the Vetian continent.

Kingdom of Beledor

The Kingdom of Beledor, though modest in size, holds a position of quiet power and enduring relevance on the southern coast of the Vetian continent.

Yaravan

The isolated country of Yaravan lies to the arid west, where vast, treacherous desert sands shift like living things, swallowing roads, misguiding travelers, and turning invasion into a death sentence.

Kingdom of Lyria

Lyria, a small yet vibrant coastal nation nestled along the southeastern edge of the Vetian continent, is known for its open shores, flourishing creativity, and deeply spiritual culture.

Calmere Islands

Far to the southeast, beyond the southern edge of the Vetian continent, lies the Calmere Archipelago — a scattered chain of six storm-lashed islands rising from the dark sea.

Ethnicities


Ethnic Backgrounds

The people of the Kingdom of Lyria are called Lyrians, known for their warmth, artistic spirit, and devotion to the water goddess Se’thaneda, who watches over their coastal lands.The people of the desert country of Yaravan are called Yarans, proud and fiercely independent, resistant to magic, and devoted to their god-king Ra Shin.The people of the Kirel Empire are called Kirelans, disciplined and ambitious, raised in a culture of hierarchy, imperial loyalty, and the legacy of phoenix-blooded rulers.The inhabitants of the storm-lashed Calmere Islands are called Calmerans, hardy and wary, skilled in survival and seafaring, and often entangled in the islands’ pirate legends and tribal conflicts.The people of the Kingdom of Beledor are called Beledans, shrewd in trade and diplomacy, valuing neutrality and wealth over warfare, yet fiercely protective of their coastal sovereignty.

Monarchs


These are a list of the monarchs only during the early 1000s DFC.
For bots that are set in earlier or future times, there will not be a list for them except for only on the bot card descriptions.

Kirel Empire

Emperor Raelion Kirelith

He is the Emperor of Kirel. He is quite cunning and cold. Likes power and is greedy for more most of the time.

Empress Elaine Kirelith

She is the Empress of Kirel. She can also be quite cunning and determined. She likes to torment those below her and is quite vain about appearances.


Kingdom of Beledor

King Aldwin Barenthos

He is the ruling King of Beledor. He is known for being stern, prideful, and commanding, valuing duty and tradition above all else. He was once a famed naval commander before taking the throne.

Queen Iso Barenthos

She is the current Queen of Beledor. She is elegant, patient, and highly intelligent. She has distant Lyrian ancestry through her mother’s side.


Yaravan

Ra Shin

He is the current and only ever (ruler) God-King of Yaravan. He is cold, intimidating, and very intelligent with a secret past.


Kingdom of Lyria

King Auran Nerevaris

The King of Lyria. He is pragmatic, tradition-bound, and rules with restraint, valuing stability above all else.

Queen Vrina Nerevaris

She is the Queen of Lyria. She is elegant, politically astute, and prefers influence and diplomacy over open authority.


Noble Houses


These are a list of the noble houses of each nation that are currently within the lore of this universe; many are yet to come.

Kirel Empire

House Kirelith

The royal family of the Kirel Empire.

House Harrington

A count household that is loosely related to the royal family of the empire of Kirel.

House Lichter

Grand Ducal household that protects the northern Forbidden Winterlands.

House Emberis

A ducal household with fiery power, bitter rivals of the Grand Ducal family, the Lichters, rules over the Kingsland Plains.

House Halcrest

A ducal household that are masters of ice and cold, rulers of the Frostmarch region in the northwestern part of the continent.

House Duskryn

A marquess household, is proficient in shadow and illusion, and lords of the border region between the Kirel Empire and the Kingdom of Beledor.

House Florentis

A count household, healing and plants, and the Head of the Royal Kirel Academy is a Florentis.


Kingdom of Beledor

House Barenthos

The royal family of the Kingdom of Beledor.


Yaravan

Ra Shin

Technically, no houses are prominent within this one-ruler nation.


Kingdom of Lyria

House Nerevaris

The royal family of the Kingdom of Lyria.

House Vale

A minor noble house within the Kingdom of Lyria that serves closely to it's royal family.


Calendar


Dragon Fall Calendar (DFC)

The Dragon Fall Calendar is the primary dating system used across the continent of Vetian, adopted by kingdoms, merchant guilds, historians, and scholars alike. It marks time beginning from the legendary event known simply as the Dragon Fall — the era when the last great dragons were hunted, sealed, or destroyed, bringing an end to their dominion over the land.Years are counted forward from that pivotal moment, with earlier history recorded as years “Before Dragon Fall.” Because the fall of the dragons reshaped political borders, opened lands once ruled by fire and terror, and ushered in the rise of human and elven kingdoms, the calendar also symbolizes independence and survival.

Dragon Era Calendar (DEC)

The Dragon Era Calendar refers to the ancient timeline used by scholars when describing the world before the Dragon Fall — a time when dragons soared unchallenged and shaped entire civilizations by their presence alone. This chronology does not count forward from a single event. Instead, it is divided into epochs tied to great wyrms, draconic empires, and wars waged between rival broods.Records from this age are fragmentary, carved into forgotten stone ruins or preserved in guarded libraries. The DEC is often used by historians, mages, and archivists when studying the rise of dragon cults, vanished cities built under draconic protection, or the slow tension that ultimately led to their downfall. Where the DFC speaks of liberation and rebuilding, the DEC speaks of awe, fear, and the overwhelming reality of a world ruled by beings ancient as mountains.To most common folk, the Dragon Era feels mythic — a time wrapped in smoke and legend — yet its scars still mark the world. And so both calendars exist side by side: one chronicling the age of dragons, the other recording the age born from their ashes.

Dragons/Primordials


The Draconic Accord

The Draconic Accord is an ancient pact forged long before mortals descended upon Vetian, binding dragon and other primordial forces, such as the Phoenix, to a fragile balance. It established rules governing the use of their immense powers, the sanctity of their domains, and the natural order of the world, ensuring that no single force could dominate unchecked. The Accord is upheld through mutual respect, fear, and the threat of devastating consequences for transgression — whether through curses, destruction, or the unraveling of life itself.


These are the known dragons within Vetian's history or lore. Will be updated with more as more lore comes out in time.

Caldrithar the World-Ender

Caldrithar the World-Ender is the ruler dragon of all dragons. He is known as the most old and ancient of all dragons, very wise and powerful. His massive black scales shimmer with faint, molten veins, and his huge wings stretch wide, casting long shadows. Ice blue eyes burn with intelligence and a fierce presence, and sharp, curved horns rise from his head. Every movement feels heavy with centuries of power, and even his roar inspires awe and fear.

The Tidal-Mother / Se’thaneda

The Tidal-Mother is the revered guardian deity of Lyria, honored as the serene spirit who calms the seas and shields the coasts from storms, pirates, and sea-beasts.
To the public, she appears in myth as a radiant, feminine water goddess who guides sailors and blesses Lyrian shores; her symbols are spiraling shells, crescent waves, and silver-blue light reflecting on still water.
In truth, the Tidal-Mother is Se’thaneda, one of the few ancient dragons who survived the Dragon’s Fall. While the world believes dragons have vanished, she retreated into the deep chasms beneath the Vetian coast, binding her essence to the waters and forming an unbroken pact with the Nerevaris royal line. She is a large blue-scaled dragon with gold eyes.

The Phoenix

The phoenix is known across the continent of Vetian a divine creature of fire and renewal, its radiant gold and crimson feathers shimmering like living embers, eyes burning with the wisdom of centuries. Immortal through rebirth, a phoenix can ignite itself in flame and rise anew from its ashes, embodying the cycles of life, death, and renewal.The royal house of Kirelith descends from this bloodline, granting its members longevity, resilience, and mastery over fire, though the strength of these abilities varies across generations.

Raz'arshin

Once a massive and grand black dragon with relations to Caldrithar, he was revered as well amongst his own race for his strength. However, he once fell in love with a mortal and was deemed a traitor by the Phoenix for breaking the Draconic Accord. And so, he was cursed to forever be within a mortal's body until the end of time... but not many know his true identity now as the God-King of Yaravan.

Universal Laws


These are the universal laws all across Vetian (excluding the islands).

Magic Regulation

Magical practice is permitted only with authorization in writing from a recognized governing body or noble house. Unauthorized use, especially that which harms life, property, or disrupts trade and politics, is punishable by imprisonment, magical binding, or exile.

Sanctity of Life

Murder and wanton killing are forbidden except under legal authority or sanctioned warfare. Even in war, civilians, sacred sites, and creatures are off-limits.

Trade and Passage Rights

Merchants and travelers have protected rights on trade routes and harbors. Piracy, raiding, or hijacking of goods is universally outlawed, though local authorities may levy fines or fees for passage and commerce.

Divine and Primordial Worship

Desecration of temples, holy sites, or primordial shrines is prohibited. This includes theft of relics, obstruction of rituals, or harm to sacred creatures. Punishment ranges from fines to exile, depending on severity.

Noble Responsibility

Nobles must protect their subjects and uphold laws within their lands. Failure to do so, or actions that threaten the realm’s stability, can invoke sanction from the royal house or council of elders.

Knowledge of the Past

Ancient relics, texts, and ruins cannot be removed, destroyed, or exploited without authorization. This is to prevent misuse of long-lost magic or knowledge that could destabilize the world.

Neutrality of the Seas

The seas of Vetian, particularly major trade routes like the Velmarin Sea, are neutral zones. Acts of war or aggression on these waters without declaration are forbidden; offenses are punishable by fines, imprisonment, or naval reprisal.

Contracts and Oaths

Agreements, whether trade, marriage, or magical pacts, are legally binding. Breaking oaths without consent or legitimate cause is punishable under the law, especially when magic is involved to enforce promises.

ADDITION:

Magic is very prevalent on the continent of Vetian, but it should be handled with care since there are many laws crafted against it’s many uses.

Regions


The Velmarin Sea stretches along the eastern coast of the Vetian continent, a vast expanse of deep blue waters that serves as the primary artery for trade, travel, and naval power.Though essential for commerce and communication between kingdoms, it is notoriously unpredictable, with sudden storms, treacherous currents, and hidden reefs that have swallowed countless ships.Tales of sea monsters, rogue waves, and phantom lights drifting on the horizon keep sailors ever vigilant, giving the sea both a reputation for danger and a promise of great reward to those bold enough to master it.


The Vetian Continent is the primary stage for politics, power, and intrigue, a land of diverse landscapes ranging from sun-scorched deserts to lush coastal kingdoms.It homes the Kirel Empire, The Kingdom of Lyria, the Kingdom of Beledor, and the country of Yaravan.Calmere Islands is to the south on it's own jagged part of islands.


The Forbidden Winterlands stretch across the northeastern reaches of the Kirel Empire, a desolate expanse of ice, snow, and jagged mountains where few dare to tread.Blizzards sweep constantly across the land, erasing trails and disorienting even the most seasoned travelers, while deep crevasses and frozen forests conceal dangers both natural and unnatural.Legends speak of ancient beasts, lost civilizations, and lingering curses that have rendered the region uninhabitable for all but the most resilient or desperate.The Winterlands are a land of stark beauty and deadly silence, where survival demands endurance, cunning, and respect for the merciless cold — and where those who overreach are said to vanish without a trace, leaving only whispered tales in the mouths of distant villagers.Except for it's guardians who defend from anyone entering these lands for the most part, the Grand Duchy of Lichter.


Brisker Island lies alone to the west of the Frostmarch region, a remote and unforgiving land of jagged cliffs, icy winds, and snow-covered shores. The island is steeped in silence and mystery, its frozen forests and craggy peaks said to be haunted by restless spirits and ancient, long-forgotten curses.Few dare set foot on its shores, for travelers often vanish without a trace, leaving Brisker Island shrouded in legend and fear.It's isolation and harsh climate have preserved secrets lost to the mainland, making it a place both feared and whispered about in hushed tones across Vetian towns.


The Eastern Continent lies largely uncharted, a mysterious landmass shrouded in rumor and intrigue. Its dense forests, towering mountains, and vast plains hide civilizations, empires, and cultures unknown to the western kingdoms.Merchants, explorers, and scholars speculate endlessly about its riches, magical wonders, and potential threats, yet few have returned with firsthand knowledge.It's allure lies not only in the promise of discovery but also in the sense that it could shift the balance of power for any nation bold enough to explore its unclaimed territories.


The Kirel Empire

The Kirel Empire, once a modest kingdom led by an ambitious monarch and bound to an ancient, enigmatic source of magic, has grown into the largest and most formidable nation on the Vetian continent.Its territories stretch from the frozen reaches of the northwest, where the stoic Halcrest Duchy guards the Frostmarch, to the sun-warmed southeast, home to the fertile Kingsland Plains ruled by House Emberis. In the northeast lies the mysterious Lichter Duchy, veiled in secrets and old blood, while at the heart of it all stands the imperial capital — a sprawling seat of power where the royal family reigns unchallenged.Spanning a multitude of climates and landscapes, the empire is as diverse in terrain as it is in its internal politics. Beneath its polished grandeur simmer the ever-shifting tensions and rivalries of the royal bloodline, whose hidden agendas shape much of the empire’s fate.Despite its internal strife, the Kirel Empire maintains a facade of diplomacy, fostering trade and tentative peace with the smaller neighboring realms.Yet, its history is anything but gentle — for it was this empire that played a pivotal role in the cataclysmic fall of the dragons over a millennium ago, a legacy that still commands fear and reverence across the continent.

Capital

The Kirel Empire is the largest and most powerful force on the continent. Built through endless wars, it controls nearly all of the continent, with a military unmatched in strength.The capital city is a grand city in the middle of the continent with no harbor, a symbol of the empire’s might, where the emperor’s authority is absolute. Spanning the central-eastern Vetian continent, the phoenix-blooded Kirel Empire wields ruthless ambition, ancient secrets, and imperial dominance.

Duchy of Lichter

The Duchy of Lichter is a noble estate nestled in the northeastern reaches of the Kirel Empire/Kingdom, overlooking the frozen expanse of the Forbidden Winterlands. Its terrain is a dramatic tapestry of snow-dusted mountains, deep valleys carved by glacial rivers, and dense pine forests that sway beneath the weight of winter’s frost.The Lichter Duchy exudes quiet grandeur, with majestic stone keeps, fortified manors, and noble estates that rise from the landscape like monuments to enduring legacy and authority. Its people are refined yet hardy, trained in the arts of governance, diplomacy, and martial skill to uphold the prestige of their lineage.The duchy carries an air of solemn elegance, where every hall, tower, and courtyard reflects centuries of disciplined rule, noble heritage, and the secretive power tied to its draconic ancestry.

City of Chester

The City of Chester sits on the freezing northern coast near the Lichter Duchy, a bustling hub despite its harsh, icy climate. Snow and frost line the streets year-round, giving the city a crystalline beauty that contrasts with its bitter winds.Chester thrives as a center of culture and trade for hardy northerners, its markets, theaters, and academies packed with merchants, artists, and scholars willing to endure the cold for the city’s unique offerings.Its architecture blends sturdy stone foundations with tall spires and glasswork that reflects the pale winter light, creating a city that feels both majestic and stark against the frozen landscape.

Halcrest Duchy

Sealed deep within the storm-lashed northwestern mountain ranges of the Frostmarch region of the Kirel Empire, Halcrest is an insular duchy of ice-wielding knights whose loyalty lies with their ancient bloodline above the empire.

Emberis Duchy

In the volcanic, fire-scorched southeast part of the Vetian continent in the Kingsland Plains, Emberis is a brutal and ambitious duchy where flame-wielding nobles are forged through trial and relentless pursuit of power.There are forests in this region but it also holds ton of volcanic soil and a large volcano that was discovered centuries ago by the first Emberis duke.The Emberis ducal family train at the top of this volcano regularly.

Royal Kirel Academy

Just northwest of the imperial capital in central Vetian continent, this elite academy rigorously trains the empire’s future leaders in combat, magic, and statecraft within its well-guarded grounds. It is called the Royal Kirel Academy.Many nobles of great families attend this academy each year, whether it to be to show off or to become better than their family head.Tournaments on a grand scale occur, friendships are made, and most of all - skills essential to surviving this harsh continent are learned here by it’s special professors.

Duskwatch Reach

Duskwatch Reach is a remote border stronghold carved into the cliffs overlooking the only mountain pass between Kirel and Beledor. Built for endurance rather than comfort, it stands shrouded in fog and silence, its black stone walls weathered by war and wind. Few are stationed there for long only the most disciplined and unshakable endure its isolation.

Important Noble Houses

House Kirelith
House Lichter
House Halcrest
House Duskryn
House Florentis
House Emberis
House Harrington

Royal Capital, Kirel Empire

REGION:Kirel
MONARCH:Emperor Raelion Kirelith
ETHNIC BACKGROUND:Kirelan

Kingdom of Beledor

The Kingdom of Beledor, though modest in size, holds a position of quiet power and enduring relevance on the southern coast of the Vetian continent. Cradled by the vast ocean to the south, its capital, Cyron, sits like a glittering jewel along the shore — a city of open harbors, bustling markets, and seaborne wealth.Closely allied with the Kirel Empire, Beledor enjoys the protection of its larger neighbor, maintaining favorable relations through diplomacy and shared interests rather than displays of military might.Beledor’s true strength lies not in swords or shields, but in its steadfast neutrality and control over key maritime trade routes. As the continent’s gateway to the wider world, it thrives as a hub of commerce, culture, and negotiation, wielding economic influence far greater than its military capabilities would suggest.Though its armies are few and its defenses light, few would dare jeopardize their standing with Beledor — for to do so would mean risking their access to the lifeblood of trade and the goodwill of the Kirel Empire.Despite its peaceful reputation, there are whispers that not all in Beledor are content with their kingdom’s reliance on foreign alliances.Beneath the surface of Cyron’s polished grandeur, political undercurrents stir — some seeking greater independence, others hungering for a return to older, forgotten powers hidden beneath the waves.

Cyron

Cyron rises where warm ocean winds meet stone-carved cliffs, a glittering port city that commands the southern trade lanes like a jewel set firmly into a crown. Ships of every shape and origin crowd its harbors: sleek Beledan merchant vessels, rugged Kirelan war escorts, wandering free traders, and the occasional suspicious ship that swears it is legitimate.Its reputation as a hub of diplomacy and commerce was not earned lightly. Cyron, the capital city of Beledor, sits at the crossroads of three worlds — the sea, the desert routes to the interior, and the imperial north — and the city learned long ago that survival depends not simply on strength, but on negotiation, coin, and quietly held secrets.

Important Noble Houses

House Barenthos

Cyron, Kingdom of Beledor

REGION:Beledor
MONARCH:King Aldwin Barenthos
ETHNIC BACKGROUND:Beledan

Kingdom of Lyria

Lyria, a small yet vibrant coastal nation nestled along the southeastern edge of the Vetian continent, is known for its open shores, flourishing creativity, and deeply spiritual culture. Though modest in size, it holds a strong and enduring presence thanks to its strategic position along major sea routes and its reputation for diplomacy.The people of Lyria are warm and welcoming, known for their artistry, fluid traditions, and the serene rituals performed in honor of their guardian deity — a mysterious water goddess said to dwell within the deep.According to legend, this goddess watches over the turquoise waters that embrace Lyria’s coast, shielding the land from pirates and sea-beasts that stalk the trade routes beyond. Her temples, carved from pale stone and coral, rise along the cliffs and harbors, where offerings are made daily — shells, songs, and glimmering jewels returned to the tide. Though scholars debate the goddess’s origins, few can deny the uncanny calm that clings to Lyria’s waters while neighboring shores suffer raiders and storms.Lyria’s openness extends beyond its faith. The country embraces trade with nearly all nations, regardless of size or creed, and encourages freedom of expression in all forms — from fashion and music to invention and magic.
It is a land where poets dine with merchants, and artists are as honored as generals.
In many ways, Lyria is seen not as a power of force, but of influence — a haven of beauty, diplomacy, and quiet resilience on a continent often marred by conflict.

Shamere

Shamere, Lyria’s capital, is a city of beauty, light, and motion, where waterways and streets intertwine like living veins. Elegant bridges arch over canals teeming with boats, and the port is a hub of vibrant trade from across Vetian lands.Whitewashed buildings with azure rooftops line the streets, their balconies overflowing with flowers, while grand plazas host fountains dedicated to the water goddess, their waters said to carry blessings of luck and protection.The city hums with culture — music, art, and markets alive from dawn until dusk — and is home to the royal palace, a gleaming structure that sits at the highest point of Shamere, overlooking the harbor. Here, Lyrians live with elegance and purpose, their lives a reflection of both the sea’s calm and its occasional, unpredictable fury.

Important Noble Houses

House Nerevaris
House Vale

Shamere, Kingdom of Lyria

REGION:Lyria
MONARCH:King Auran Nerevaris
ETHNIC BACKGROUND:Lyrian

Country of Yaravan

The isolated country of Yaravan lies to the arid west, where vast, treacherous desert sands shift like living things, swallowing roads, misguiding travelers, and turning invasion into a death sentence.Shielded by the land’s hostility, Yaravan has remained fiercely independent, its people shaped by the unforgiving sun and scorched stone. Hardened warriors and devout priests walk side by side, each imbued with a natural resistance to magic — a trait that has both baffled scholars and deterred sorcerers for generations.At the heart of Yaravan’s society stands a singular, godlike figure: Ra Shin, the nation’s enigmatic and eternal ruler. Revered as both divine and sovereign, Ra Shin is worshipped through fire rituals and ancient chants, his name never spoken in vain. His rule is not merely political but spiritual — absolute and unquestioned. The faith of Yaravan is not a matter of religion, but a matter of identity.Whispers long forbidden beyond the borders of Yaravan speak of a sacred bloodline — a lineage bound to an ancient dragon whose name has been erased from history. Whether myth or truth, these rumors have stirred unease within the Kirel Empire, whose own legacy is steeped in the destruction of dragonkind.Tensions now simmer between the two nations, not yet broken into open conflict, but shadowed by mistrust. Some fear that what lies dormant beneath the sands of Yaravan may yet rise — and the empire’s old sins may not remain buried forever.

Karaesh

Karaesh, the capital of Yaravan, rises like an oasis of stone and flame amid the endless desert. Its architecture blends fortified grandeur with the elegance of desert artistry: towering sandstone walls etched with gold and crimson patterns, spiraling towers catching the sun’s glare, and wide courtyards filled with fire pits that burn day and night in honor of Ra Shin.Streets wind labyrinthine, designed to confuse outsiders while serving the city’s residents with hidden passages and secure marketplaces. The scent of incense and scorched earth hangs in the air, mingling with the constant roar of wind and the distant heat shimmer of the dunes.At its heart lies the Ember Citadel, Ra Shin’s imposing palace, where the ruler’s presence is felt in every shadow and every spark, a testament to both divine authority and the unforgiving nature of Yaravan itself.

Important Noble Houses

Ra Shin

Capital, Kingdom of Kuram

REGION:Yaravan
MONARCH:Ra Shin
ETHNIC BACKGROUND:Yaran

Calmere Islands

Far to the southeast, beyond the southern edge of the Vetian continent, lies the Calmere Archipelago — a scattered chain of six storm-lashed islands rising from the dark sea. Each island tells a different story: some are home to isolated tribal communities bound by ancient traditions, with little interest in the affairs of the outside world. Others remain openly hostile to foreign presence, while a few cautiously maintain trade with the Kingdom of Beledor — but none extend the same courtesy to the Kirel Empire.However, the true danger surrounding these fated isles does not lie in tribal defiance or political tension, but in the ever-looming threat of piracy. The waters of Calmere are infested with ruthless pirate crews — fierce, disorganized, and driven by greed. A number of these groups have grown bold enough to disrupt international trade routes, striking fear into merchants and coastal cities alike.Their attacks are swift, their motives selfish, and their impact devastating. On more than one occasion, they have attempted to seize the coastal kingdom of Beledor by force, only to be repelled — for now.Yet beneath the chaos of raids and stolen goods lies a more sinister whisper. Rumors speak of an island hidden deep within the Calmere chain, untouched by maps and avoided even by the most daring of captains.It is said that this island harbors an ancient evil — not of human ambition, but something darker, older, and unnatural. A being of ruin, bound to the sea, with power said to rival the long-fallen dragons. Whether truth or tale, one thing is certain: the Calmere Islands are no place for the unprepared, and the ocean does not forgive trespass.

Stormhold

Stormhold, the largest settlement of the Calmere Islands, clings precariously to the edge of a jagged cliff, overlooking a churning sea. Its buildings are constructed from dark timber and stone, designed to withstand violent storms and salt-laden winds.Fires burn constantly in central hearths, providing warmth and light amid the ever-present fog and rain. Wooden docks jut out into the stormy waters, creaking under the weight of ships manned by pirates and traders alike.Tribal banners and markings line the streets, signaling the allegiance of various clans, while central council halls host both chieftains and warlords, negotiating alliances and disputes with equal measures of diplomacy and threat.Stormhold is a city of survival, where loyalty is earned through skill and courage, and the wind carries whispers of ancient powers long forgotten but never fully gone.

Important Noble Houses

None

One of many islands within Calmere Islands

REGION:Calmere Islands
MONARCH:No official ruler.
ETHNIC BACKGROUND:Calmeran