Humans are essentially your standard fare--though slightly more colorful than the real ones. Strange hues of hair and irises are not unheard of.
Name: Vaesolhom -- "Vaesol"
Capital: Aevino -- "The Angelic Palace," a sparkling city still under construction near the Eastern Sea.
Affinities: Light, Earth, Spirit
Culture: The Vaesol admire bravery, indulgence, and beauty in their heroes, and admire the aristocratic and sensual things in life. Despite this, they are fine warriors, with the elite among them riding winged horses native to their homeland's mountains as "Golden Knights," who defend the north from Vulghom raids. They are ardent devotees of their royal family, the Saerluesse, most of whom are women with strange, glowing gold eyes and naturally powerful magic.
Location: The Golden Mountains south of the Hrolvulgh Wastes are absolutely beautiful--so named for the strange, divine air that seems to naturally pervade them. Ancient abandoned cities are occasionally found in the peaks, but for the most part these are uncharted or used as outposts for Golden Knights. Southeastern Vaesolhom is generally temperate farmland and coastal villages, while the northern parts of the country are very similar to the Wastes.
Name: Isohom -- "Isohom"
Capital: Isohom -- "Stillhome," a massive city with a variety of cultures and races living together in relative peace.
Affinities: Spirit, Earth
Culture: Isohom possesses a huge variety of cultures on account of its status as a melting pot, though the central government is somewhat fractured and weak, while district leaders possess most of the politic power. For the most part, the city-state as a whole is quite accepting of all, though there is a small prejudice toward Craelhom's Church.
Location: Isohom is a rather prosperous city-state that lies west of Vaesolhom, east of Craelhom, and northwest of Fyraahom--as such, it serves as an important political neutral zone between the three countries. The land itself is mostly forest and plains, with the western peaks of the Golden Mountains separating the nation from the Wastes.
Name: Hrolvulghom -- "Vulghom"
Capital: Om-Hrolvulghom -- "The City of Black Ice," tremendous obsidian fortress carved from a dormant volcano deep in the northern wastes.
Affinities: Darkness, Water
Culture: The Vulghom are a rather morbid people, seeped in occultism, blood worship, ritual sacrifice, and nihilistic philosophy. They frequently raid and war with the nations to their south for resources and slaves, with the latter being sold to Silver Elves and Brute Hives. Elaborate death rituals are a large part of their religious customs, as they worship "Old Norh," a death-goddess most often depicted as a shrouded woman. They believe that they are descended from the bones of Old Norh, and made animate by said goddess' blood.
Location: The Hrolvulgh Wastes are a dangerous, icy tundra in the furthest northern reaches where all manner of dark creatures lurk. Despite being covered in ancient ruins, the land is rarely explored or raided for supplies and artifacts, as the resources and stamina required to brave the cold temperatures and lethal blizzards are enough to deter all but the most tenacious and powerful of treasure hunters. Hundreds of miles of tunnels wind beneath the snow, but these are infested with dangerous monsters or guarded by Hrolvulghom soldiers. Rumors of a subterranean Stalker Hive persist as well.
Name: Fyraahom -- "Fyraa"
Capital: Jyaarlom -- "The Lonely Castle," a large fortress located near both TzoCsaavhek and Fyraahom. Serves as a bastion against the denizens of TzoCsaavhek.
Affinities: Fire, Air, Void
Culture: Those unfortunate enough to truly inhabit Fyraahom are survivors, hardened against everything by loss and stress. The culture itself promotes suspicion of strangers and loyalty to one's friends and companions, as teamwork and cohesion is necessary to withstand the strange creatures that emerge from TzoCsaavhek. Soldiers and goods are supplied by a coalition between Isohom, Vaesolhom, and Craelhom.
Location: Fyraahom is less and a nation and more a buffer against TzoCsaavhek. The land itself is an arid grassland, while the waste and south is largely desert and arid badlands. There is little to offer here, but strange stone altars and crude temples dot the landscape.
Name: Daalluhom -- "Daallu"
Capital: None, but inhabit Yo-Daalluhom, "the Seafog Mountains," a wild and beautiful mountain range in the southern part of the world.
Affinities: Earth, Water, Air
Culture: The Daallu are a family-based people, whose nomadic lifestyle has made them suspicious to the point of xenophobia. They prefer subtly and reconnaissance to straight-out confrontations and interactions, and the few who choose to go into other lands are often considered shy and foreign. Part of their culture requires tattooing for every major life event--the older Daallu can be almost black with ink.
Location: Yo-Daalluhom is a gorgeous, virgin land to the south of Vo-Dryaam and is home to both men and elves. The mountains are both high and wild, and generally obscured in thick mists from the rain and sea. The fogs can last for days and even months, and the remnants of ancient civilizations can sometimes be found in the haze, slowly rotting away in the forests and swamps.
Name: Syaaggaelhom -- "Syaag"
Capital: Gaellhaalyhom -- "Light-Blessed City," a desert capital built from sandstone on white sands. Renowned for its beautiful architecture and masonry.
Affinities: Fire, Air, Light
Culture: The Syaag, like the Craelhom, are a deeply religious people who admire discipline and singularity. They almost rival Craelhom in size and influence, as their network of cities control much of the trade that flows between the north and the south--a matter that leads to conflict with the Yeorc. Criminals in Syaag society are brutally punished, and while the culture is militaristic, they do not like or appreciate violence.
Location: The northernmost part of the Great Desert, Yo-Dryaam, is an arid, white-sand desert dotted with the occasional grassland and oasis. There are few structures here save the cities of the Syaaggaelhom, but its proximity to TzoCsaavhek can lead to strange and mysterious events in the northeastern part of the country.
Name: Craelhom -- "Craelhom"
Capital: Saeo-Craelhom -- "High Whiteland," a beautiful city of marble. Craelhom's High Temple is located here.
Affinities: Light, Earth, Spirit
Culture: The Craelhom are exceptionally religious, have a natural inclination for war, and seek to expand their beliefs and economic influence to every nation, and have so far managed to become the largest and most influential country in the world. They are in a constant "rivalry" with Syaggaelhom, as the nations are split on religious differences, while Craelhom possesses most of the mines that supply the north with metal. Additionally, the nation as a whole is culturally supportive of war and expansion, as conflict is key to their religious beliefs, of which religious doctrine is law.
Location: Craelhom, being the largest and most populated of the northern nations, has a wide diversity of biomes. Frozen wastes lie to the north, while mountains rise to the south and east, and great swathes of forests and plains cover the landscape. Villages, towns, and even small cities dot the countrysides, but Saeo-Craelhom remains the largest city by far.
Name: Inornhom -- "Inorn"
Capital: Tol Inorn -- "Black Ghost Tower," a lonely castle at the south-easternmost tip of the continent.
Affinities: Darkness, Spirit
Culture: Those who inhabit, or really have spent any length of time in Inornhom, are spiritual, reflective, and seek knowledge and a deeper understanding of things. The "nation" is largely self sustaining, and due to its remotness and lack of contact with the swarming human populations of the north, the place is very peaceful. Scholars of all sorts come to Tol Inorn to study without interference.
Location: Inornhom is a strange land, near to some magic anomaly deep in the southern seas. The land itself is formed from jagged basalt cliffs, with nutrient rich soil trapped away in sheer valleys, and the skies at night swirl with strange colors and too-many stars. It is said that spending too much time in Inornhom can change a person, and the native inhabitants keep to themselves.