Introduction

For most of history, the planes were distant things.

Scholars argued about them in libraries. Wizards summoned fleeting echoes of their power through circles and sigils scratched into stone. Priests spoke of heavens and hells beyond mortal reach, places that could be glimpsed only through miracles or prophecy.

To ordinary people, the planes were myths.

Then Valedryn proved they were not.

The gnomish magocracy had always been a nation of inventors and visionaries. While other kingdoms waged their wars with steel and sorcery, Valedryn pursued something far more ambitious: a permanent bridge between worlds.

Their creation was called the World Gate.

Unlike the temporary portals used by conjurers and summoners, the World Gate was stable, an open road between the material world and the infinite realms beyond. Through it came knowledge, trade, diplomacy, and travelers from across the multiverse.

At first, the world marveled.

Scholars visited distant planes that had previously existed only in legend. Merchants negotiated trade with elemental cities and Fey courts. Diplomats forged alliances with powers they could not comprehend.

But wonder has a way of becoming fear.

When Valedryn began summoning entire legions of extraplanar allies through the gate, the balance of power across the world shifted overnight. Kingdoms that had once been equals now found themselves facing armies drawn from realms beyond reality itself.

War followed.

Historians would later call it The Great War, though those who lived through it used darker names.

The skies filled with airships powered by bound elementals. Infernal war machines marched beneath banners of black iron and brass. Celestial miracles raised fallen soldiers from the battlefield while arcane artillery reshaped the land itself.

Nations did not merely fight each other.

They fought with the power of the gods.

At the center of it all stood Valedryn, defending the World Gate it had created while the rest of the world debated whether such power should exist at all.

No one now agrees on what happened next.

Some claim the gate collapsed under the strain of too many planar forces passing through it. Others believe sabotage brought it down at the height of the war. A few whisper that something incomprehensible came through the gate, something that warped our reality beyond its breaking point.

Whatever the truth, the result was the same.

The World Gate exploded.

The heart of Valedryn vanished in a storm of arcane fire that split the land apart and shattered the capital into ruin. The surrounding countryside twisted into a scarred wasteland where the boundaries between planes still flicker and warp.

The artifact that powered the gate, the Cubic Gate, disappeared underneath the rubble and ruins.

And with it went the one thing that might explain what truly happened.

The Great War did not end that day.

It simply stopped.

In the decade since the catastrophe, the world has struggled to adapt to the consequences. The explosion weakened the barriers between planes, allowing beings once confined to distant realms to walk openly among mortals.

Angels serve as diplomats.

Devils run banks and law firms.

Elementals power engines, airships, and industrial machines.

The planes are no longer distant.

They are everywhere.

Today, the great powers maintain an uneasy peace through the Concord of Meridian, a fragile system of treaties designed to prevent another war from consuming the world.

But beneath that peace lies suspicion, ambition, and fear.

Every nation knows the same truth.

Somewhere in the ruins of Valedryn lies the key to the power that nearly destroyed the world once before.

And whoever finds it first will decide the fate of the war.

A World Between Planes

The world that emerged from the Great War is not the one that existed before it.

For most of history, the planes existed beyond mortal reach, mysterious realms glimpsed only through religious visions, dangerous conjuration rituals, or ancient ruins whose portals flickered open for only the briefest moments. To ordinary people, they were distant and unknowable, places spoken of in sermons and stories rather than encountered in everyday life.

That distance no longer exists.

In the decade since the war, the boundaries between worlds have grown thin enough that planar beings now move openly through mortal society. What once required powerful magic to summon can now be encountered in city streets, merchant halls, and diplomatic courts.

In some capitals, angels preside over temples and hospitals, offering divine miracles to the faithful. In others, devils operate law firms and escrow houses, ensuring that contracts are honored with a precision mortals rarely match. Elementals power engines and industry, bound into great machines that drive trains through mountains or keep factories burning day and night.

Magic has become more than a tool.

It has become infrastructure.

Airships cross the skies carrying diplomats, soldiers, and merchants between distant kingdoms. Elemental railways bore through the earth, connecting cities that once required months of dangerous travel to reach. Arcane communication networks allow messages to travel between capitals in minutes rather than weeks.

Entire industries now exist solely to manage the presence of planar forces.

Summoners and binders negotiate with elemental entities to power machines. Lawyers trained in infernal contract law oversee agreements between mortals and devils. Cultural consultants teach nobles how to navigate the strange customs of the Fey courts.

In many places, planar influence has become so commonplace that younger generations can scarcely imagine a world without it.

But acceptance is far from universal.

Across the world, societies have developed very different attitudes toward the presence of planar beings. Scholars often categorize these attitudes into several broad levels of planar integration, each representing how deeply a civilization has embraced, or resisted, the influence of other realms.

In some nations, planar beings are treated as full partners in society. Angels serve openly as religious leaders, devils operate legitimate businesses, and elemental forces power public infrastructure. These societies see the planes as allies whose knowledge and abilities have ushered civilization into a new age of prosperity.

Elsewhere, planar beings are tolerated but heavily regulated. Extra-planar entities may operate only within designated embassies, and powerful magic such as planar gates or summoning rituals is subject to strict oversight. These nations recognize the advantages of planar cooperation, but remain wary of allowing outside powers too much influence over their affairs.

Other societies accept planar forces only as tools. Elementals may power engines, and summoned creatures may be bound to service, but granting planar beings legal rights or social standing is seen as dangerous or even heretical.

And in some regions, the planes are openly feared.

Communities scarred by the devastation of the war reject planar influence entirely, viewing outsiders from other realms as corrupting forces that threaten the natural order. In these places, the appearance of a devil, angel, or fey visitor can provoke panic or often violence.

These differences have reshaped the world’s politics and economies as dramatically as the war itself.

Trade networks now depend on elemental transportation systems that cross national borders. Dragon Hoard funds manage international finance, and Devils create contracts for the binding agreements between governments and merchant houses alike. Fey artisans and illusionists influence culture across continents, shaping everything from theater and fashion to the design of arcane technology.

Even warfare has changed.

The magearms factories born during the Great War now produce weapons capable of rivaling the miracles of ancient archmages. Nations maintain standing armies trained to fight alongside, or against, extraplanar forces. Military academies teach officers not only strategy and logistics, but the complicated rules governing engagement with planar entities.

For many people, this new age represents a time of unparalleled opportunity.

For others, it feels like living in the shadow of forces far greater than humanity ever intended to unleash.

The planes are no longer distant.

They are neighbors, partners, rivals, and sometimes masters.

And in a world where angels, devils, elementals, and fey all compete for influence, the question facing every nation is no longer whether the planes will shape the future.

It is which plane, and which power, will shape it first?

Planar Integration Levels

These categories are not strict laws, but they provide a useful framework for understanding how different cultures respond to extraplanar presence.

Level I – Exclusion

Some societies reject planar influence entirely. In these regions, the presence of extraplanar beings is illegal, and summoning magic is heavily restricted or outright banned. Planar creatures encountered within these borders are often expelled through banishment magic or hunted by local authorities.

These cultures typically view the Great War as proof that the planes represent an existential threat to the natural world.

Small rural regions, isolated kingdoms, and communities devastated by the war are the most likely to adopt this stance.


Level II – Instrumentalization

In these societies, planar beings are accepted only as tools. Elementals are slaves, devils are bound as familiars, and other summoned creatures may serve in industry or warfare, but they are granted no legal rights or social standing.

Planar entities are treated much like dangerous machinery: useful when controlled, but strictly regulated and never trusted.

Many industrial powers fall into this category, where the practical advantages of planar energy outweigh philosophical concerns about its origins.


Level III – Regulated Coexistence

The most common model among the major powers is regulated coexistence. Planar beings are permitted to operate within society, but under strict legal frameworks. Embassies, summoning practices, and planar commerce are all subject to oversight.

Foreign planar emissaries are often restricted to designated diplomatic quarters, and violations of local law can result in immediate banishment.

This approach allows nations to benefit from planar cooperation while maintaining clear limits on outside influence.


Level IV – Integration

In a few societies, planar beings have become fully integrated members of civilization. Angels may serve as religious leaders, genies may be crisis consultants to regional leaders, and fey artisans may shape cultural life.

These cultures view the planes not as foreign realms but as partners in a shared world.

Cities operating at this level of integration are often vibrant centers of trade, innovation, and diplomacy, but they can also become flashpoints for conflict between competing planar interests.


Level V – Planar Dominance

At the highest level of integration, planar forces no longer merely participate in society, they shape it.

Entire governments may be guided by extraplanar powers, economies may depend on planar contracts or elemental infrastructure, and cultural identity may be inseparable from a specific plane.

Such nations wield enormous influence but often provoke deep suspicion among their neighbors, who fear the possibility that a foreign plane may be quietly steering the course of mortal politics.


Integration and the Modern World

Entire Kingdoms do not fit neatly into a single category. Attitudes toward planar influence often vary between cities, regions, and social classes.

A nation might welcome celestial healers in its temples while restricting infernal businesses, or rely on elemental infrastructure while forbidding direct contact with Fey courts.

Understanding these attitudes is essential for diplomats, merchants, and especially Meridian agents, whose work often requires navigating the delicate cultural boundaries that govern how different societies interact with the planes.

In a world where angels, devils, elementals, and fey all walk among mortals, knowing how a nation views the planes can be just as important as knowing its laws.

The Great Powers

In the years before the Great War, the world was divided among dozens of rival kingdoms, city-states, and empires. Alliances rose and fell with the ambitions of kings and the fortunes of war. Borders shifted constantly, and the balance of power rarely lasted longer than a generation.

The destruction of Valedryn changed that forever.

When the World Gate shattered, and the Great War became a Cold War, the surviving nations realized that the next conflict might not leave a world worth ruling. The weapons unleashed during the war had already proven capable of reshaping entire regions, and the growing influence of the planes meant that future wars could escalate far beyond anything the world had previously known.

In the decade since, global power has consolidated around a small number of dominant states. Some rose from the ashes of the war stronger than before, their alliances with the planes giving them unprecedented strength. Others were transformed by the conflict itself, reshaped by divine miracles, infernal bargains, or the sudden arrival of civilizations from other realms.

These nations now define the political landscape of the modern world.

Some command vast industrial power. Others dominate trade, religion, or diplomacy. A few wield influence that extends beyond the material plane itself.

Together they form a precarious balance of power that keeps the world from sliding back into open war.

Each of these nations claims to pursue stability. Each insists its own path offers the safest future for the world.

Yet beneath their diplomacy lies an unavoidable truth.

Every great power is still preparing for the possibility that peace may fail.

Valedryn

The Fallen Magocracy

Once the greatest center of magical innovation in the world, the gnomish magocracy of Valedryn stood at the forefront of arcane discovery for centuries. Its scholars believed that magic was not merely a force to be studied but a science to be perfected, and nowhere was that philosophy more evident than in the creation of the World Gate, a permanent portal capable of connecting the material plane to the infinite realms beyond.

For a brief time, Valedryn became the crossroads of the multiverse.

Planar ambassadors arrived to negotiate trade agreements. Scholars studied distant realities that had once existed only in theory. Entire diplomatic districts were built to house emissaries from celestial courts, infernal hierarchies, elemental domains, and stranger places still.

But power on that scale was bound to reshape the balance of the world.

When the Great War erupted, Valedryn defended its creation fiercely. Through the World Gate, the magocracy summoned allies from beyond the planes, forces that shocked and terrified rival nations. What had begun as diplomacy quickly became escalation, and before long the gate stood at the center of the most devastating war the world had ever seen.

Then it was destroyed.

The explosion that followed obliterated Valedryn’s capital and shattered the surrounding countryside, leaving behind a twisted wasteland known today as the Scar. The artifact that powered the gate, the Cubic Gate, vanished in the disaster, and the magocracy that had built it ceased to exist almost overnight.

Yet the legacy of Valedryn did not vanish with it.

Its ruins remain the most heavily contested territory in the world, a neutral zone overseen by Meridian where expeditions from every nation search the shattered landscape for relics of the magocracy’s lost power.

Some believe the destruction of the World Gate was an accident.

Others believe it was sabotage.

A few whisper that something came through the gate that day, something so terrible that destroying the portal was the only way to stop it.

No one knows the truth.

But until the mystery of Valedryn is solved, the shadow of its fall will continue to loom over the entire world.


Government

Before its destruction, Valedryn was ruled as a magocracy, governed by a council of archmages whose authority derived from magical mastery rather than noble lineage.

Leadership within the state functioned more like an academic hierarchy than a traditional monarchy. Powerful magical colleges competed for influence within the ruling council, while talented scholars could rise through the ranks based on discovery and innovation rather than birth.

This structure fostered an environment of extraordinary creativity, but also intense rivalry among the arcane institutions that dominated Valedryn’s politics.

Some historians believe these rivalries may have contributed to the instability that ultimately destroyed the World Gate.


Culture

Valedryn culture revolved around discovery and experimentation.

Magic was not viewed as sacred or mysterious but as a field of study comparable to engineering or mathematics. The magocracy’s universities were among the greatest centers of learning in the world, attracting scholars, inventors, and artificers from across every nation.

Gnomes formed the majority of the population, but Valedryn was famously cosmopolitan. Humans, elves, Dragonborn, and countless other peoples lived within its borders, drawn by the promise of opportunity and intellectual freedom.

Many of the magical technologies that define the modern age, from magearms weaponry to elemental engines, can trace their origins back to Valedryn’s research institutions.


Economy

Before the Great War, Valedryn possessed one of the most advanced economies in the world.

Its industries were built around magical research, planar trade, and arcane manufacturing. Artificers produced experimental devices that revolutionized transportation, communication, and warfare. Merchant guilds traded exotic materials from distant planes, bringing immense wealth into the magocracy’s cities.

The World Gate itself became the center of a thriving international trade network, allowing Valedryn to negotiate commerce with civilizations that had previously been unreachable.

When the gate exploded, that entire economic system collapsed overnight.

Today, the remnants of Valedryn’s wealth lie buried beneath the ruins of the Scar, lost laboratories, forgotten vaults, and abandoned magical infrastructure waiting to be rediscovered.


Planar Influence

More than any other nation in history, Valedryn embraced the planes as partners in its development.

The magocracy hosted diplomatic embassies from dozens of extraplanar civilizations, and its scholars worked closely with planar beings to study their realms and harness their powers.

Elementals powered early arcane engines. Fey scholars exchanged knowledge with Valedryn’s universities. Valedryn hired Jinn as their wartime advisors to help them “put the genie back in the bottle”.

This unprecedented level of cooperation ultimately laid the foundation for the world’s modern planar integration.

Ironically, it was also the very thing that made Valedryn so terrifying to its rivals during the Great War.


Attitude Toward the World

Though Valedryn no longer exists as a functioning state, its legacy remains one of the most divisive subjects in global politics.

Some view the magocracy as a tragic victim of its own ambition, a brilliant civilization destroyed by forces it could not control.

Others blame Valedryn for the devastation of the Great War itself, arguing that the creation of the World Gate destabilized the entire world.

Nearly every nation agrees on one thing:

If the Cubic Gate is ever found again, whoever controls it will wield the same power that once allowed Valedryn to reshape the balance of the planes.

And that possibility terrifies everyone.


d6Background
1Your family once lived in Valedryn before its destruction and you seek answers about what truly happened.
2You are a scholar studying lost Valedryn arcane technology.
3You were part of a sanctioned expedition into the Scar that discovered something dangerous.
4A relic from Valedryn’s ruins has mysteriously appeared in your possession.
5Your mentor disappeared while researching the Cubic Gate.
6You are the sole survivor of the Catastrophe, with no memory of the event.

Adventure Themes in Valedryn

Adventures set in the ruins of Valedryn often revolve around exploration, discovery, and the lingering dangers of arcane catastrophe. The Scar is a land where reality itself remains unstable, and expeditions into its shattered cities must contend with unpredictable planar anomalies, ancient magical defenses, and relics of a civilization that pushed arcane science further than any before it.

Many expeditions venture into the Scar seeking lost knowledge or powerful artifacts from Valedryn’s laboratories and academies. These missions are rarely simple archaeological endeavors; multiple nations frequently sponsor rival expeditions, and Meridian agents are often tasked with preventing international disputes from erupting into violence within the fragile neutrality of the Scar.

Other adventures center on uncovering the truth behind the destruction of the World Gate. Hidden archives, surviving constructs, and long-abandoned magical research facilities may hold clues about the final moments of the magocracy. Each discovery has the potential to reshape the world’s understanding of the Great War.

Above all else, the ruins of Valedryn remain the focal point of the world’s greatest mystery: the location of the lost Cubic Gate, the artifact capable of reopening stable passage between planes. Any rumor of its discovery immediately draws the attention of every great power, making even the smallest expedition into the Scar a potential spark for global conflict.


The Workers’ Republic of Ironhill

Deep beneath the mountains of the northern continent lies the Workers’ Republic of Ironhill, a nation carved from stone and fire by the descendants of dwarves who once lived in chains. Long ago the dwarven clans labored beneath the rule of giant tyrants, mining the depths of the earth to build an empire that was never truly theirs. When the Great War shattered the old order and weakened the giant lords, the dwarves rose in rebellion alongside their elemental allies and claimed the mountains for themselves.

Today Ironhill stands as one of the most formidable industrial powers in the world.

The republic’s cities extend deep beneath the mountains in vast subterranean complexes powered by elemental furnaces and ancient mining engines. Towering foundries and arcane forges produce weapons, armor, and war machines sought after across the world. Dwarven engineers are renowned for their craftsmanship, and Ironhill steel is considered among the finest materials ever produced.

Yet the prosperity of the republic hides sharp divisions.

The deepest cities, those closest to the great mines—are wealthy and technologically advanced, where powerful clans oversee immense industrial operations. On the surface, however, dwarven communities live a far harsher existence. Isolated mountain settlements struggle with poor harvests, dangerous trade routes, and constant threats from beasts, raiders, and rival powers.

To the underground clans, the surface is a frontier.

To those who live there, it is home.


Government

Ironhill is governed through a powerful clan oligarchy structured around labor unions and industrial guilds.

Each major clan controls a sector of the republic’s economy—mining, engineering, transport, brewing, metallurgy, or infrastructure. Representatives from these clans form the Assembly of Workers, which determines national policy and elects the republic’s central leadership.

Though the republic proudly describes itself as a workers’ state, political influence is closely tied to the economic power of the great clans. Smaller guilds and surface communities often struggle to make their voices heard in national politics.


Culture

Ironhill society places enormous value on labor, endurance, and craftsmanship.

Work is considered both a duty and a form of personal honor. Children grow up learning the trades of their clan, and mastery of a craft is one of the most respected achievements in dwarven culture.

Community is equally important. Clan loyalty often outweighs national identity, and most dwarves consider their clan family to be the true center of their lives.

Surface dwarves, however, tend to be more cosmopolitan. Exposure to foreign merchants and travelers has made these communities more open to outside ideas, sometimes putting them at odds with the more traditional underground clans.


Economy

Ironhill’s economy operates under a communal structure where most resources are collectively managed by the clans.

The republic is rich in metals, gems, and rare magical minerals, which fuel its enormous industrial sector. Massive foundries and arcane workshops produce everything from mundane tools to experimental magearms weapons, and Ironhill steel is prized across the world.

Yet the republic’s prosperity hides a structural weakness.

Ironhill’s subterranean cities produce immense wealth in raw materials but cannot sustain large-scale agriculture. As a result, the underground population depends heavily on surface settlements for livestock, grain, and other food supplies. These surface communities often struggle to meet these demands, particularly given the harsh mountain climate and frequent threats from beasts, raiders, and landslides.

In theory, the republic’s communal system ensures that resources are distributed fairly between surface and underground clans. In practice, surface communities frequently complain that they are asked to send food downward while receiving little more than raw materials in return.

After all, a gold bar cannot be eaten.

Trade with foreign powers could help alleviate these shortages, but Ironhill’s rugged terrain and poorly maintained roads make overland travel slow and dangerous. Instead, the republic relies heavily on its subterranean railway system known as the Ironrail, massive drill-powered trains that carve tunnels through the mountains to connect the nation’s underground cities and a handful of foreign trade routes.


Planar Influence

Ironhill maintains a powerful alliance with the Elemental Plane of Earth.

Earth elementals power many of the republic’s great machines, while dwarven geomancers have learned to shape stone itself into defensive fortifications and underground infrastructure.

Unlike many nations, however, Ironhill refuses to enslave its elemental partners. This stance originates from the dwarves’ own history as slaves beneath the giants.

Elementals who aid Ironhill are treated as honored allies rather than bound servants.


Attitude Toward the World

Ironhill views the outside world with cautious pragmatism.

The republic respects strength, reliability, and craftsmanship, but remains deeply suspicious of nations that rely too heavily on celestial or infernal powers. Dwarven culture prizes independence, and many clans believe that alliances with the planes should be partnerships rather than domination.

Relations with the Sylvariel Federation remain particularly strained.

When the Concord was finally ratified at the end of the Great War, the dwarves of Ironhill received the official diplomatic notice weeks later than other nations due to the republic’s poor road networks and slow communications. During that time, several Ironhill war machines continued their offensives against elven forces who had already begun standing down.

The incident resulted in unnecessary bloodshed on both sides.

Though neither nation officially holds the other responsible, the memory of that delay, and the lives lost because of it, continues to fuel a quiet resentment that lingers in both courts to this day.


d6Background
1You served as an engineer on an Ironrail drilling crew and witnessed something strange deep beneath the mountains.
2Your clan was exiled from Ironhill after a political dispute with a powerful guild.
3You were part of a diplomatic mission sent to negotiate trade agreements with foreign powers.
4Your family operates a brewery famous across the republic.
5You grew up in a struggling surface settlement and know the hardships most dwarves never see.
6You once worked in an experimental magearms foundry developing new weapons.

Adventure Themes in Ironhill

Adventures in the Workers’ Republic of Ironhill often center on industry, politics, and survival within one of the world’s harshest environments. Beneath the mountains, vast subterranean cities hum with the noise of forges, factories, and elemental engines, while far above them surface communities struggle against isolation, dangerous terrain, and economic hardship.

Many stories involve the complex politics of the clan system that governs the republic. Rival guilds compete for influence within the Assembly of Workers, and disputes between powerful clans can threaten to destabilize the delicate balance that holds the republic together. Outsiders, especially Meridian agents, are often called upon to investigate sabotage, mediate disputes, or uncover corruption hidden within Ironhill’s industrial machine.

The republic’s great mining operations provide another common source of adventure. Explorers frequently encounter ancient tunnels, forgotten giant ruins, and vast cavern systems hidden deep beneath the mountains. These discoveries can reveal powerful relics of the giants who once ruled the region, or unleash dangers that have slept beneath the earth for centuries.

On the surface, adventures often deal with the hardships faced by Ironhill’s frontier communities. Trade caravans must navigate treacherous mountain passes, settlements face constant threats from monsters and bandits, and tensions sometimes rise between surface farmers and the powerful clans of the underground cities who depend upon their harvests.


The Sylvariel Federation

For most of recorded history, the elves of Sylvariel believed themselves eternal.

Their souls were bound to the Feywild through a sacred cycle of reincarnation that carried memory, magic, and identity from one life to the next. A lifetime of study was never truly lost, and knowledge accumulated across generations of rebirth. As a result, Sylvariel society moved slowly and deliberately, guided by the quiet confidence of a people who believed time itself was on their side.

That certainty ended when the World Gate shattered.

The ancient connection between Sylvariel and the Feywild was disrupted, and with it the cycle of rebirth that had defined elven existence for millennia. The forests that once anchored their spiritual traditions became unstable and unpredictable, touched by Feywild energies that no longer behaved as they once had.

For the first time in their history, elves realized that death might not be followed by return.

The revelation shook Sylvariel to its foundations.

In the decade since the Great War, the Federation has undergone a transformation that no previous generation of elves could have imagined. Traditions built on patience and continuity now struggle to survive in a society that suddenly understands the value, and the terror, of limited time.

Sylvariel endures, but it is no longer the same civilization it once was.


Government

The Sylvariel Federation is governed through a federal parliamentary system composed of semi-autonomous elven states.

Each state maintains its own local government and cultural traditions while sending representatives to the Assembly, the central governing body of the Federation. This assembly debates national policy, negotiates foreign treaties, and elects the executive council responsible for administering the Federation’s institutions.

For centuries, the pace of Sylvariel politics was famously slow. Debates often lasted decades, and policy decisions could take generations to finalize. Elven leaders believed wisdom required patience, and the certainty of reincarnation allowed their civilization to measure time differently from the rest of the world.

That era has ended.

In the years since the Great War, the tempo of governance has accelerated dramatically. Issues that once lingered in debate now demand swift resolution, and the Assembly often finds itself navigating urgent questions that older generations of elves were never forced to confront.

This sudden change has only deepened the growing cultural divide within Sylvariel society.


Culture

Sylvariel has long been known as one of the world’s great centers of art, philosophy, and magical scholarship.

Its cities are filled with theaters, academies, enchanted gardens, and ancient libraries where generations of elves refined their understanding of magic and culture. Music, poetry, and illusion have always been considered as valuable as military strength or political power, and Sylvariel’s artistic traditions influence courts and cities across the world.

Yet the loss of reincarnation has fractured the cultural unity that once defined the Federation.

Older elves remain deeply committed to the ancient traditions that shaped their civilization. They continue to practice ritualistic magic rooted in spiritual balance and ancestral custom, viewing the Feywild and its inhabitants as distant relatives rather than tools to be bargained with.

To them, the path forward lies in patience and restoration. If the cycle of rebirth has been broken, they believe it must one day be repaired.

Younger elves see the situation far differently.

Raised in a world where immortality is no longer guaranteed, they pursue innovation with a sense of urgency previously unknown to their people. Many openly engage with the courts of the Feywild, seeking alliances, knowledge, and power that older generations view with suspicion.

Where the elders speak of preservation, the young speak of transformation.

This generational divide now shapes nearly every aspect of Sylvariel society. Political factions within the Verdant Assembly often reflect the same conflict, with traditionalists seeking to preserve ancient practices while reformists push for bold experimentation.

For the first time in their history, the elves are arguing about what their civilization should become.


Economy

Sylvariel’s economy reflects the tension between ancient tradition and emerging innovation.

For centuries, the Federation’s prosperity rested on its reputation as a center of artistic mastery, magical scholarship, and enchantment. Its universities attract students from across the world, and Sylvariel artisans produce enchanted works, musical instruments, textiles, jewelry, and magical devices that are prized in noble courts and arcane academies alike.

Old-world conjuration remains a cornerstone of the Federation’s magical practice. Rather than binding planar beings permanently, Sylvariel mages favor cooperation, calling upon forest spirits and Feywild entities as guides, companions, and temporary familiars. These relationships are often treated as partnerships rather than acts of domination, reflecting the elves’ belief that magic should be practiced in harmony with the natural world.

Alongside these traditions, however, a new economic landscape is emerging.

Alchemists and young scholars have begun developing industries centered around potion crafting, magical reagents, and arcane infusions. Workshops producing enchanted consumables and invocation devices now appear in cities that once focused exclusively on scholarly magic.

More controversial still are the rumors surrounding certain experimental circles within the younger academies.

Some researchers are said to be studying re-animation and soul-binding techniques, driven by the desperate hope that magic might one day restore what was lost when the cycle of rebirth ended. Such work remains officially forbidden, but the mere possibility has ignited fierce debate throughout Sylvariel’s intellectual community.

To some, these experiments represent dangerous hubris.

To others, they may be the only path toward reclaiming the immortality their people once took for granted.


Planar Influence

No mortal nation maintains a deeper cultural connection to the Feywild than Sylvariel.

Long before the Great War, the boundaries between the Federation’s forests and the Fey realm were thin. Archfey courts maintained diplomatic relationships with elven rulers, and centuries of cultural exchange shaped many of the traditions that define Sylvariel society today.

When the World Gate shattered, the influence of the Feywild intensified rather than faded.

Entire forests within the Federation now exist in a state of partial overlap between planes, where strange flora, wandering spirits, and unpredictable magic have become commonplace. These regions are both beautiful and dangerous, attracting scholars, mystics, and opportunists alike.

For older elves, these forests represent sacred ground.

For younger ones, they represent opportunity.


Attitude Toward the World

Sylvariel approaches the modern world with a mixture of curiosity, anxiety, and determination.

The elves know their civilization stands at a crossroads. Without the guidance of past lives, they must navigate the future using only the knowledge and innovation they can create in the present.

Relations with Ironhill remain complicated, but despite these tensions, Sylvariel recognizes that cooperation among the great powers is essential if the fragile peace is to endure.

Even as they grapple with the loss of eternity, the elves of Sylvariel remain determined to prove that their civilization can adapt, and perhaps even flourish, in a world where time itself has become their greatest uncertainty.

d6Background
1You studied at one of Sylvariel’s renowned academies, where the younger generation pushes magical experimentation while the elders argue fiercely for the preservation of tradition.
2You were raised in an ancient forest enclave where the old rituals are still practiced and the Fey are treated as distant kin rather than powers to be bargained with.
3You apprenticed under a master enchanter, learning the delicate art of crafting magical works meant to last centuries.
4You once served as a guide or envoy to one of the Fey courts, witnessing both the wonder and danger of their influence firsthand.
5You worked among Sylvariel’s alchemists and potion-crafters, part of a new industry rapidly reshaping the Federation’s economy.
6You were drawn into the growing controversy surrounding forbidden research, rumors of scholars seeking immortality through reanimation and soul-binding magic.

Adventure Themes in the Sylvariel Federation

Adventures within the Sylvariel Federation often explore the tension between ancient traditions and rapid transformation.

Many stories revolve around the Federation’s powerful universities and arcane academies, where magical research pushes the boundaries of enchantment, alchemy, and conjuration. Experiments sometimes produce unexpected results, and Meridian agents are frequently called upon to investigate magical anomalies or disputes between rival mages.

Political intrigue is equally common. The generational divide shaping Sylvariel’s culture has created competing factions within the Assembly, and conflicts between traditionalists and reformists can easily spill into international diplomacy.

Beyond the cities, the Fey-touched forests surrounding the Federation provide endless opportunities for exploration. Strange spirits wander these lands, archfey agents pursue their own mysterious agendas, and hidden enclaves of scholars search for answers to the question that now haunts every elven mind.

If immortality is truly gone, what will become of the elves?

And if it can be restored, what price might they be willing to pay to reclaim it?


The Radiant See

Before the Great War reshaped the world, the lands now known as the Radiant See were simply another human kingdom: ambitious, devout, and increasingly convinced that its destiny was to lead the world toward divine order.

When the World Gate of Valedryn first revealed the power of other planes, the kingdom embraced the heavens with fervor. Celestial magic became the foundation of its faith and politics alike. Priests preached that the Great War was not merely a political struggle but a moral one, a battle between righteousness and corruption.

The See took that belief to its logical extreme.

Its airship fleets carried crusaders across the skies, launching devastating bombardments against rival nations. Among their fiercest enemies was the rising mercantile state that would become the Compact of Vantir. The war between the two human powers grew bitter and destructive, brother fighting brother as each claimed to represent humanity’s rightful future.

Then came the disaster at the World Gate.

When the catastrophe destroyed Valedryn and tore open the boundaries between planes, the armies of the Radiant See were among those caught closest to the blast. Entire crusading legions were annihilated in an instant, and the nation’s military strength vanished almost overnight. Border territories collapsed, and rival powers quickly seized lands the See could no longer defend.

For a moment, it appeared the kingdom itself might disappear.

Then the miracle occurred.

A Deva descended upon the battlefield and raised thousands of the fallen, restoring soldiers who had died in the blast. Many returned changed, imbued with celestial light and transformed into the first generation of aasimar.

The Deva declared that their resurrection was not simply mercy.

It was a command.

The Radiant See had been spared so that it might become a perfect society, a shining example of divine order that would guide the rest of the world toward righteousness.

Ten years later, the people of the Radiant See still struggle to live up to that impossible promise.


Government

The Radiant See is governed as a theocratic state, where divine authority stands above all mortal law.

At its center is the Deva whose miracle saved the nation. Though the celestial rarely involves itself in mundane administration, its judgment is absolute. When the Deva speaks, the nation obeys.

The day-to-day governance of the state falls to a mortal ruler, a Paladin appointed by the Church to serve as the earthly steward of the nation. In theory, this ruler interprets divine will and administers the state in accordance with celestial guidance.

In practice, the position is perilous.

When a ruler’s decisions conflict with the Deva’s understanding of divine justice, the consequences can be swift and terminal. Several Paladins have already been executed for failing to uphold the celestial vision of perfection.

As a result, the leadership of the Radiant See changes far more frequently than its citizens would care to admit.


Culture

Life in the Radiant See revolves around the pursuit of virtue, discipline, and divine purpose.

Temples dominate its cities, and nearly every major institution, from hospitals to schools, is operated by the Church. Charity and public welfare are central pillars of society, reflecting the belief that every soul deserves the opportunity to walk a righteous path.

At the same time, the nation’s moral expectations are uncompromising.

The Deva’s understanding of justice leaves little room for ambiguity. Crimes such as corruption or violence are punished severely, but so too are acts considered sinful by the Church: infidelity, drunkenness, or open defiance of divine authority.

For believers, these laws represent the price of building a utopia.

For others, they represent a constant and terrifying pressure to live without flaw.


Economy

The economy of the Radiant See is as unusual as its government.

The Deva possesses immense magical power but little understanding of mortal trade or economics. When the Church requires resources to build temples, hospitals, or public infrastructure, the celestial often solves the problem by directly creating gold and other precious materials through powerful spells.

To the Deva, this generosity is an expression of divine abundance.

To economists across the world, it is chaos.

The constant creation of wealth has caused severe inflation throughout the nation. The Church has effectively replaced private industry, funding most institutions directly while distributing wages according to its own understanding of fairness.

To the Deva, modest living is virtuous. A simple home, basic clothing, and sufficient food should be more than enough for any righteous citizen.

Complaints about economic conditions are rarely received kindly.


Planar Influence

The Radiant See maintains the closest relationship with Mount Celestia of any nation in the world.

Angels regularly pass through the nation’s temples, and celestial envoys often appear within its cities. For many citizens, this presence is a blessing, a reminder that their nation has been chosen by the heavens.

But celestial morality is absolute.

What mortals might consider diplomacy or compromise often appears to them as weakness or corruption. As a result, celestial agents occasionally attempt actions that would violate the Concord, forcing Meridian to intervene before divine zeal sparks international conflict.

The Deva itself rarely acknowledges these political concerns.

To a being of celestial origin, mortal treaties are merely temporary arrangements.


Attitude Toward the World

The Radiant See believes it has been given a sacred mission.

Many citizens genuinely believe their nation was spared so that it might lead the world toward a more virtuous future. To them, their laws and sacrifices represent the foundation of a society that will one day bring peace and justice to all.

Other nations see something very different.

A powerful celestial capable of executing rulers and ignoring international agreements represents a constant source of uncertainty. The Radiant See holds a seat on the Meridian Security Council largely because the other great powers want early warning should the Deva decide to impose divine judgment on the rest of the world.

Even within the nation itself, faith and fear exist side by side.

d6Background
1You were among the soldiers resurrected during the miracle that saved the Radiant See after the catastrophe at the World Gate.
2You were raised within the Church’s institutions and taught that your nation must become a perfect society.
3You served one of the Paladin rulers who governed the nation until the Deva judged their leadership a failure.
4You worked within the Church’s bureaucracy and witnessed the strange economic consequences of divine generosity.
5You fled the Radiant See after questioning the Deva’s authority.
6You assisted Meridian in preventing a celestial command from violating the Concord.

Adventure Themes in the Radiant See

Adventures in the Radiant See often revolve around the tension between divine authority and mortal governance.

Meridian agents are frequently called upon to prevent celestial commands from violating the Concord, particularly when the Deva orders its followers to intervene beyond the nation’s borders.

Other missions involve investigating accusations of sin or corruption within the Church’s vast institutions, where even minor failings can carry severe consequences.

Some stories focus on the resurrected soldiers themselves, exploring the struggles of individuals who returned from death only to discover they now live under the expectations of a miracle.

In the Radiant See, perfection is the law, and failing to achieve it can be fatal.

The Compact of Vantir

Where others prayed for salvation during the Great War, the oligarchs of Vantir sought power.

In the early years of the conflict, the human kingdoms that would eventually become the Radiant See and the Compact of Vantir were nearly indistinguishable from one another, neighboring states bound by shared culture, trade, and faith. That unity was shattered when the See embraced its crusade for divine order, unleashing devastating airship bombardments against its rivals.

Vantir was among the first targets.

Entire cities were reduced to smoldering ruins as the See’s crusaders rained fire from the skies. Facing annihilation, the ruling merchant houses of Vantir turned not to heaven but to Hell.

The bargain they struck changed the course of the war.

In exchange for immense power and forbidden knowledge, the oligarchs pledged the souls of their bloodlines to infernal patrons. Those who accepted the pact were transformed, becoming the first generation of tieflings. With their newfound warlock magic and infernal engineering, Vantir developed weapons capable of destroying the airships that had once terrorized their skies.

Infernal artillery and war machines soon turned the tide of the conflict.

By the time the catastrophe at the World Gate ended the war, Vantir had not only survived but emerged as one of the most powerful economic and military forces in the world.

The cost of that victory, however, will never truly be repaid.


Government

The Compact of Vantir is governed by an oligarchic council of merchant houses whose power stems from wealth, contracts, and infernal alliances.

Each of the great houses controls vast portions of the nation’s economy and military industry. Seats on the ruling Compact Council are determined not by birthright alone but by economic dominance, creating a political environment where power shifts alongside fortunes.

While the houses frequently compete with one another, they maintain a united front when dealing with foreign powers. Their collective interests ensure that Vantir’s policies consistently favor trade expansion, financial influence, and the preservation of the infernal agreements that sustain their power.

It was through careful legal maneuvering during the negotiations of the Concord that the Compact secured its permanent seat on the Meridian Security Council, a diplomatic victory that still frustrates rival nations.


Culture

Vantir society reflects the philosophy that shaped its rise: power belongs to those who can negotiate it.

Contracts govern nearly every aspect of life, from business partnerships to personal obligations. Legal expertise is highly respected, and many citizens learn the basics of contract law from an early age.

The influence of infernal hierarchy is impossible to ignore. Social structures within Vantir increasingly resemble the layered power systems of Hell itself, with wealthy merchant families and powerful patrons occupying the upper ranks while laborers, mercenaries, and minor contractors compete for advancement below.

Luxury and ambition define the nation’s cultural identity. Vantir’s cities are filled with extravagant markets, towering financial institutions, and opulent estates belonging to the ruling houses.

Beyond those centers of wealth, however, lie the scarred remnants of the Great War.

The outskirts of many cities still contain ruined districts left from the See’s bombardments, grim reminders of the devastation that drove Vantir to seek infernal aid in the first place.


Economy

The Compact of Vantir commands one of the most powerful economies in the world.

Trade, finance, and high-value commerce form the backbone of its wealth. Merchant houses deal heavily in luxury goods, rare materials, and magical services, ensuring that the Compact’s influence extends far beyond its borders.

Infernal partnerships have become a central component of this economic system. Devils operate openly in Vantir as lawyers, bankers, contract specialists, and business consultants. Their mastery of negotiation and legal precision makes them invaluable allies to the merchant houses that rule the state.

Several industries within the Compact are dominated by infernal enterprise, including mercenary companies, familiar services, legal arbitration, and financial escrow. These businesses employ both humans and tieflings alongside infernal agents who serve as advisors or silent partners.

The result is a society where wealth flows freely, but always according to the terms of a contract.


Planar Influence

The Compact of Vantir’s relationship with the Nine Hells is not merely diplomatic; it is contractual.

During the Great War, the ruling merchant houses made infernal pacts to survive the Radiant See’s crusades. Those agreements granted them warlock magic, infernal knowledge, and the power to build the weapons that saved their nation. In exchange, the oligarchs pledged their bloodlines and souls to Hell through contracts whose terms will echo across generations.

A decade later, those agreements still shape every aspect of Vantir society.

Many of the Compact’s most powerful leaders draw their authority from infernal patrons, and entire industries rely on devils as legal experts, financial advisors, and contractual enforcers. Infernal embassies operate openly within the nation’s cities, their envoys working closely with the merchant houses that govern the state.

To the people of Vantir, this arrangement represents a triumph of mortal ambition. Devils are simply negotiation partners, powerful ones, certainly, but still bound by the same contracts that govern every other relationship in the Compact.

Outside the nation’s borders, however, few believe that interpretation.

Critics argue that the Compact has become economically and magically dependent on Hell, its leaders sustained by warlock powers that ultimately belong to their infernal patrons. Each new contract strengthens those bonds, tightening the legal and spiritual web that binds Vantir’s ruling houses to the Nine Hells.


Attitude Toward the World

The Compact of Vantir views the modern world as a marketplace.

Diplomacy, trade, and warfare are simply different forms of negotiation, and Vantir approaches each with calculated pragmatism. The merchant houses believe stability is good for business, but they are equally prepared to exploit instability when profit demands it.

Relations with the Radiant See remain deeply hostile. The two often engage in trade embargos and proxy conflicts with each other in The Scar and in small city-states across the globe.

Many citizens quietly believe the conflict between heaven and hell will never truly end.

d6Background
1You were raised within one of the merchant houses, trained in the art of negotiation and contract law.
2You worked for an infernal law firm that specializes in enforcing magical agreements across the world.
3Your family accepted an infernal pact, and you live with the knowledge that your soul already belongs to another.
4You served as a mercenary for one of Vantir’s infamous contract armies.
5You once uncovered a hidden clause within a powerful agreement, one that someone would kill to keep secret.
6You left Vantir after realizing that some deals cannot be escaped, no matter how carefully they are written.

Adventure Themes in the Compact of Vantir

Adventures in Vantir often revolve around intrigue, contracts, and the dangerous intersection of wealth and infernal power.

Characters may find themselves negotiating complex agreements between rival merchant houses, investigating infernal businesses operating at the edge of legality, or uncovering backdoors hidden within powerful contracts.

Other stories explore the darker consequences of Vantir’s infernal alliances. Devils rarely make mistakes in their agreements, but ambitious mortals often do, and the results can be disastrous.

In Vantir, every deal comes with a price.

The real challenge is discovering what that price truly is before it must be paid.

The Tidesovereignty

The Tidesovereignty did not exist before the Great War.

When the World Gate shattered and the boundaries between planes fractured, entire regions of the Elemental Plane of Water were violently displaced into the material world. Cities of coral, pearl, and living sea-stone appeared suddenly in the depths of the world’s oceans, their inhabitants cast into an unfamiliar reality.

These were the Tritons.

Cut off from their homeland and scattered across foreign seas, the displaced rulers of these cities quickly realized that survival required unity. What began as a defensive alliance soon transformed into a powerful maritime empire, one that would come to dominate the world’s oceans.

Thus, the Tidesovereignty was born.

From their newly claimed undersea capitals, the Tritons established control over vast maritime trade routes and coastal territories. Many island nations and coastal cities quickly surrendered as vassals rather than face the might of the Triton fleets.

To some, the arrival of the Tidesovereignty seemed almost divine.

Tortle and Lizardfolk communities along the coasts often viewed the Tritons as long-lost oceanic guardians returning to reclaim the seas. Entire coastal regions willingly joined the empire, swelling its influence across the world’s waters.

In just ten years, the Tidesovereignty has become one of the most powerful nations on the planet.


Government

The Tidesovereignty is ruled as a maritime empire, governed by a High Tidecourt composed of Triton nobles and military commanders.

At its head sits the Thalarch, the sovereign ruler responsible for maintaining the unity of the empire and commanding its vast naval forces. Beneath the Thalarch, powerful Triton houses govern the empire’s many cities and vassal territories.

While Tritons hold the highest authority within the empire, the Tidesovereignty governs a wide range of peoples. Coastal cities, island states, and aquatic civilizations all fall under its influence, each contributing to the empire’s trade networks and naval power.

This structure allows the empire to expand rapidly while maintaining centralized control over the seas themselves.


Culture

Triton culture is defined by honor, pride, and territorial sovereignty.

For generations, they served as guardians of the deep seas, protecting the balance of the oceans against threats from the elemental depths. Being displaced into the material plane has only strengthened their sense of duty and identity.

The Tritons view the oceans not merely as territory but as a sacred domain entrusted to their protection. Trespassing fleets, unauthorized deep-sea exploration, and foreign naval expansion are all treated as potential threats to the empire’s stability.

Despite this martial outlook, Triton society places great importance on tradition, ceremony, and lineage. Noble houses maintain elaborate histories tracing their authority back through generations of oceanic guardianship.

Among their vassal populations, Triton rule is often seen as both protective and domineering, offering stability and prosperity while demanding strict loyalty to imperial authority.


Economy

The Tidesovereignty commands the world’s most powerful maritime trade network.

Its fleets patrol vast stretches of ocean, controlling the movement of goods between continents and ensuring the security of shipping lanes. Ports that accept Triton protection often benefit from reliable trade and naval defense, while those that refuse risk isolation from the empire’s vast commercial system.

The oceans themselves provide enormous wealth. Pearls, coral materials, rare alchemical reagents from the deep sea, and exotic aquatic creatures form the backbone of the empire’s exports.

Surface nations rely heavily on Triton trade routes to move goods across the world, making the empire an indispensable partner in global commerce.

Yet this prosperity also fuels the empire’s greatest obsession.


Planar Influence

The Tidesovereignty maintains a deep connection to the Elemental Plane of Water, the homeland from which its cities were displaced.

Many Tritons believe the fracture that brought them into the material world can be reversed. If the lost artifact that once powered Valedryn’s World Gate, the Cubic Gate, were recovered, they believe it might be possible to reopen a stable passage between worlds.

Some within the empire hope such a gate could return them home.

Others dream of something far more ambitious: bringing the full strength of their civilization into the material plane.

This belief has made the Tidesovereignty one of the most active powers searching the ruins of Valedryn for the missing artifact.


Attitude Toward the World

The Tritons approach the world with the confidence of a people who believe they were destined to rule the seas.

They view surface nations as necessary partners in trade but remain deeply protective of their maritime territory. Any discovery related to the Cubic Gate or the secrets of Valedryn immediately draws the attention of the empire’s diplomats and naval forces.

Several times already, rumors surrounding the artifact have brought the Tidesovereignty dangerously close to open war.

Triton ambassadors have openly threatened that if another power attempts to claim the Cubic Gate for itself, the empire will consider it an act of aggression against its people.

For now, the Concord holds.

But the oceans remember.

d6Background
1You were born in one of the Triton cities displaced from the Elemental Plane of Water.
2You served aboard one of the empire’s naval fleets protecting its vast trade routes.
3Your coastal homeland swore loyalty to the Tidesovereignty during the chaos following the Great War.
4You worked as a guide or navigator within the empire’s maritime trade network.
5You joined an expedition searching the Scar for clues to the lost Cubic Gate.
6You assassinated one of the Triton nobles on command from Meridian.

Adventure Themes in the Tidesovereignty

Adventures within the Tidesovereignty often involve exploration, diplomacy, and maritime conflict.

Characters may be drawn into the empire’s search for the Cubic Gate, escorting expeditions into the Scar or investigating rumors of ancient artifacts connected to Valedryn’s lost technology.

Political missions are equally common. The empire’s growing network of vassal states frequently creates tensions between local leaders and Triton governors, and Meridian agents are often called upon to prevent disputes from escalating into international crises.

Beyond the politics of empire lie the mysteries of the deep sea itself. Ancient ruins, monstrous sea creatures, and forgotten planar anomalies lurk beneath the waves, offering endless opportunities for exploration.

For the Tritons, the oceans are both homeland and destiny.

And they intend to rule them.

The Kingdom of Cogitaria

The Kingdom of Cogitaria survived the Great War by refusing to choose a side.

While other nations mobilized armies and planar alliances, the halfling kingdom declared strict neutrality. To many observers, this decision appeared cautious, even cowardly. But within Cogitaria’s universities, workshops, and artificer guilds, a different strategy was taking shape.

If war could not be avoided, it could be engineered.

During the early years of the conflict, Cogitarian artificers unveiled one of the most controversial inventions in modern history: the Warforged. Created through a combination of arcane engineering and bound planar energies, these living constructs were designed to fight the extraplanar horrors unleashed by the war: soldiers who required no rest, no food, and no fear.

Cogitaria sold them to everyone.

Warforged legions marched under the banners of nearly every great power, purchased by kings, merchant houses, and crusading orders alike. The halfling kingdom maintained that neutrality required open trade with all sides, even if that trade reshaped the battlefield itself.

The profits transformed Cogitaria into one of the most technologically advanced nations in the world.

But the war eventually entered a stalemate.

And the weapons of that war remained an ugly blemish that hurt their diplomatic efforts.

Under the terms of the Concord, the creation of new Warforged was banned, and existing units were granted freedom. For the first time, the constructs engineered as instruments of war were recognized as sentient beings.

Now Cogitaria must confront the legacy of its greatest invention.


Government

The Kingdom of Cogitaria is a constitutional monarchy, balancing the authority of the crown with the influence of powerful guilds and legislative institutions.

The monarch serves as the symbolic head of the nation, representing unity and stability in a society defined by rapid innovation. Real political power, however, is often shaped by its guild leaders, artificers, and industrial magnates who form a parliamentary body.

These guilds wield immense influence over national policy. The artificer houses that built Cogitaria’s technological empire continue to shape everything from trade regulations to magical research laws.

The result is a government that blends traditional monarchy with a powerful technocratic elite.


Culture

Cogitaria culture celebrates curiosity, craftsmanship, and invention.

Halfling communities across the kingdom take pride in their reputation as innovators and problem-solvers. Workshops, laboratories, and tinkers’ guilds are as common as taverns or marketplaces, and many citizens possess at least some familiarity with magical engineering.

At the same time, the Warforged have introduced a difficult moral question into Cogitarian society.

For decades, they were treated as manufactured products rather than living beings. Even after the Concord forced their recognition as sentient citizens, many halflings continue to struggle with the idea that their greatest invention is also a new form of life.

Some communities have welcomed Warforged neighbors and coworkers.

Others treat them as unsettling reminders of a war many would prefer to forget.


Economy

Cogitaria remains one of the world’s foremost centers of arcane engineering and magical industry.

Artificer guilds produce a wide range of enchanted tools, elemental engines, and arcane machinery used across the world. These technologies power transportation systems, magical infrastructure, and industrial processes that have reshaped the global economy.

Though the creation of new Warforged has been banned, the research that once produced them continues to influence countless fields of magical engineering. Many innovations originally developed for wartime constructs have since been adapted into civilian technology.

Warforged themselves now work within many of these industries, often serving as engineers, laborers, or researchers in the same workshops that once built them.

Yet the prosperity of Cogitaria remains shadowed by the ethical questions surrounding its past.


Planar Influence

The Kingdom of Cogitaria approaches planar magic with a philosophy unlike any other nation.

Where most cultures treat extraplanar beings as allies, rivals, or spiritual forces to be respected, Cogitarian artificers have long treated them as resources to be harnessed. Elementals are bound into engines to power industry and transportation. Modrons from Mechanus are captured and studied as living embodiments of perfect logic, sometimes kept as arcane familiars or arcane processors within artificer laboratories.

To Cogitarian engineers, planar entities are not partners.

They are components.

This philosophy ultimately gave rise to the Warforged themselves. By combining bound planar energies with advanced magical engineering, Cogitaria created soldiers capable of fighting tirelessly against the extraplanar forces unleashed during the Great War.

At the time, few questioned the morality of the practice.

The Warforged were designed as weapons, and they were treated accordingly.

Only after the war ended did the rest of the world begin to confront the truth, that the Warforged were not simply constructs, but sentient beings capable of thought, emotion, and identity. Under pressure from the other great powers, the Concord forced Cogitaria to recognize its personhood and outlaw the creation of new Warforged.

The law changed overnight.

The culture did not.

Many citizens still see Warforged as unfinished machines or uncomfortable reminders of the kingdom’s wartime industry. Discrimination and social isolation are common, pushing many Warforged toward the few professions where their abilities are openly valued.

Military administration, private security, and mercenary work remain common paths for Warforged citizens. Organizations such as Meridian have become particularly notable employers, valuing their discipline and resilience in missions that demand both endurance and loyalty.


Attitude Toward the World

The Kingdom of Cogitaria presents itself as a neutral innovator in a world shaped by war.

Its leaders argue that technological progress benefits everyone and that their inventions, however controversial, ultimately advanced civilization. Many nations rely heavily on Cogitarian engineering and magical devices, making the kingdom an indispensable economic partner.

Yet suspicion remains.

Some foreign leaders believe Cogitaria profited from the Great War while avoiding its consequences, supplying weapons to all sides while maintaining the safety of neutrality.

For the Warforged who now live within its borders, the stakes are even higher.

The Concord that granted them freedom contains a troubling clause: should another global war erupt, the ban on their military service could be revoked.

d6Background
1You apprenticed within one of Cogitaria’s famed artificer guilds, learning the secrets of magical engineering.
2You are a Warforged created during the Great War, now searching for a purpose beyond the battlefield.
3You worked in one of the factories that once produced Warforged soldiers.
4Your family prospered from Cogitaria’s neutrality and now holds influence within the Inventors’ Assembly.
5You assisted researchers studying the magical principles behind the Warforged and the planar energies that power them.
6You discovered evidence of a secret project that may violate the Concord’s ban on creating new Warforged.

Adventure Themes in the Kingdom of Cogitaria

Adventures in Cogitaria often revolve around innovation, ethics, and the lingering consequences of the Great War.

Characters may investigate experimental magical technologies that threaten to violate the Concord, protect artificers whose discoveries could destabilize global politics, or uncover secret research tied to the original Warforged program.

Other stories explore the social tensions surrounding Warforged communities. Some citizens seek to integrate them fully into society, while others quietly support movements to return them to military service should war come again.

The kingdom’s universities and workshops also attract spies, scholars, and opportunists from across the world, making Cogitaria a hub of technological intrigue.

In Cogitaria, the future is constantly being engineered.

Whether that future will repeat the mistakes of the past remains uncertain.

The United Orcish Alliance

The United Orcish Alliance was not forged through diplomacy.

It was forged through necessity.

Before the Great War, the lands now claimed by the Alliance were a patchwork of tribal territories, independent city-states, and scattered strongholds stretching across some of the most rugged regions of the world. Orcs, goblinoids, and countless smaller peoples lived according to their own customs and traditions, rarely forming lasting political unions.

The Great War changed that.

As the great powers clashed across the world, these lands found themselves caught between expanding empires, invading armies, and the chaotic forces unleashed by the destruction of the World Gate. What had once been distant conflicts suddenly threatened to swallow entire regions.

The tribes united to survive.

War leaders, city councils, and clan chiefs formed a defensive coalition that eventually grew into the United Orcish Alliance. Through a combination of military strength and blunt diplomacy, the new confederation absorbed neighboring territories and offered protection to vulnerable regions abandoned during the chaos of the war.

Many of these territories once belonged to Valedryn.

With the magocracy destroyed and its authority gone, the Alliance moved quickly to secure the surrounding provinces. Their offer was simple: join the Alliance and be protected, or face the ambitions of the world’s remaining great powers alone.

Many chose protection.

Today the Alliance stands as one of the most unpredictable powers in the world—a rising confederation that refuses to play by the diplomatic rules established by the victors of the Great War.


Government

The United Orcish Alliance is governed as a confederation of tribes, cities, and regional powers united under a Grand Assembly.

Each member territory sends representatives to the Assembly, where matters of war, diplomacy, and shared law are debated. Leadership within the Alliance often falls to powerful war chiefs or respected political figures capable of uniting the many factions that compose the state.

Authority within the Alliance is deliberately decentralized.

Local tribes and cities retain significant autonomy over their own laws and traditions, while the central Assembly focuses primarily on collective defense and foreign policy. This structure allows the Alliance to accommodate its many cultures while presenting a unified front to outside powers.

While the system can appear chaotic to foreign observers, its leaders argue that the confederation reflects the reality of their people: diverse, independent, and unwilling to submit to distant rulers.


Culture

Orcish culture within the Alliance is defined by strength, tradition, and hard-earned independence.

Many citizens remember a time when their people were dismissed by other nations as barbarians or mercenaries. The creation of the Alliance represents a deliberate effort to reshape that reputation and establish themselves as a legitimate political power on the world stage.

Despite this ambition, the Alliance remains deeply rooted in its traditions. Tribal customs, clan loyalty, and warrior honor still shape daily life across much of the confederation. Festivals celebrating historic victories and ancestral heroes remain central to cultural identity.

At the same time, the Alliance has become a meeting place for many different peoples—orcish tribes, goblinoid city-states, and frontier communities who chose unity over isolation after the war.

The result is a nation that blends ancient traditions with the realities of modern geopolitics.


Economy

The economy of the United Orcish Alliance is shaped as much by geography as by politics.

Unlike the other great powers, the Alliance is not a single continuous territory but a scattered network of tribal lands, city-states, and frontier provinces spread unevenly across both continents. Many of these territories sit atop valuable farmland, mineral deposits, or trade routes abandoned during the chaos following the destruction of Valedryn.

These resources provide the foundation of the Alliance’s wealth.

Yet the confederation’s most unusual economic advantage lies in its borders.

Alliance territories are often irregularly shaped and poorly marked, sometimes cutting directly through the lands of larger nations or surrounding independent settlements. Merchants, guild caravans, and traveling armies frequently find themselves crossing Alliance territory without realizing it.

When this happens, the consequences are immediate.

The Alliance routinely collects tolls, levies fines, and demands taxes from travelers who unknowingly pass through its lands. Bounties are issued for smugglers, trespassers, and rival guild agents, creating a thriving economy of bounty hunters and frontier enforcers.

The Alliance also exploits its refusal to ratify the Concord.

Because it is not bound by the same diplomatic restrictions as the other great powers, Alliance forces frequently engage in aggressive trade disruption, raids, and guerrilla warfare against rival states. When retaliation is threatened, their leaders simply point to the complex geography of their territories, many of which lie inside or adjacent to Concord-signing nations.

Any large-scale retaliation risks violating the Concord itself.

This strategy has made the Alliance both economically resilient and politically infuriating to its rivals.

To the Orcish leaders of the confederation, however, it is simply a good strategy.

After centuries of being dismissed as barbarians, they have learned that the most powerful weapon in modern warfare is not always an army.

Sometimes it is a map.


Planar Influence

The United Orcish Alliance maintains a cautious and often skeptical relationship with the planes.

Unlike many of the world’s great powers, the Alliance never embraced large-scale planar integration after the Great War. Tribal leaders and city councils alike remain wary of allowing extraplanar forces to reshape their lands or traditions.

Planar beings are tolerated within Alliance territory only so long as they respect local laws and customs. Elementals, spirits, and extraplanar visitors are often treated as dangerous outsiders rather than allies or resources.

To many within the Alliance, the Great War itself stands as proof of the dangers posed by excessive reliance on planar power.

Their position places them somewhere between the extremes of other nations: neither fully rejecting planar influence nor embracing it as eagerly as the world’s more technologically or magically driven powers.


Attitude Toward the World

The United Orcish Alliance rejects the authority of the Concord of Meridian.

Its leaders openly argue that the Great War ended when the fighting stopped, not when diplomats drafted treaties. As a result, the Alliance has never ratified the Concord and does not recognize the authority of the Meridian Security Council.

This position has made the Alliance a persistent concern for the other great powers.

Because they operate outside the Concord’s legal framework, the Alliance is not bound by many of the restrictions governing planar activity, military expansion, or international diplomacy. Their leaders insist this independence is necessary to preserve their sovereignty.

Relations with Meridian are particularly hostile.

Alliance authorities consider Meridian agents to be foreign spies operating under the authority of rival powers. Any Meridian operatives discovered within Alliance territory are treated as enemy agents and are frequently imprisoned or executed.

For the Alliance, the message is simple.

They will decide their own future.

d6Background
1You grew up in one of the tribes that helped form the Alliance during the chaos of the Great War.
2You are the sole survivor of a Meridian task force that was captured and executed by the Alliance.
3Your city joined the Alliance for protection after the war destroyed its former rulers.
4You acted as a diplomat or messenger between rival tribes during the early years of the confederation.
5You were present when Alliance forces captured a former Valedryn province and helped integrate it into the new nation.
6You fled the Alliance after becoming involved in a dispute between tribal traditions and the new political order.

Adventure Themes in the United Orcish Alliance

Adventures within the United Orcish Alliance often focus on political tension, frontier diplomacy, and the uneasy balance between tradition and rising power.

Characters may find themselves navigating the complex politics of the Grand Assembly, where tribal leaders and city representatives struggle to maintain unity while competing for influence.

Other stories revolve around the Alliance’s uneasy relationship with the outside world. Foreign agents, rival powers, and clandestine organizations frequently attempt to operate within its borders despite the risks.

The Alliance’s refusal to recognize the Concord also creates constant diplomatic friction, making the region a hotspot for espionage, covert negotiations, and international intrigue.

In the United Orcish Alliance, strength and independence are prized above all else.

And no outside authority is welcomed lightly.

The Principality of Pyrathis

The Principality of Pyrathis rose from the ashes of a fallen kingdom.

Before the Great War, Pyrathis existed as a unified Petty Kingdom, ruled by a single Dragonborn royal house whose authority stretched across a chain of volcanic territories and fortified cities. The Dragonborn who lived there were renowned for their martial discipline, mastery of elemental fire, and their rigid adherence to the ancient draconic codes of hierarchy and honor.

When the war engulfed the world, Pyrathis stood among the great powers that signed the early agreements that would eventually become the Concord.

But unity did not survive the war.

The catastrophe at Valedryn shattered the kingdom’s political center. The royal court collapsed, armies were scattered, and the once-unified territories fell under the control of regional warlords, noble families, and military governors.

Rather than descend into full civil war, the Dragonborn reached a compromise rooted in their own traditions.

The kingdom became a principality.

Today, Pyrathis is ruled not by a king but by a collection of rival princes, powerful Dragonborn nobles who control their own territories, armies, and political ambitions. The old Petty Kingdom may have signed the Concord during the war’s final negotiations, but the new Principality has never formally ratified it.

The princes claim the treaty belongs to a government that no longer exists.


Government

The Principality of Pyrathis is governed through a loose congress of rival princes, each ruling their territories as near-independent states.

These Dragonborn nobles command their own militaries, oversee their own economies, and pursue their own foreign alliances. In theory, they gather within the Congress of Embers, an assembly where the princes debate matters of national defense and international diplomacy.

In practice, the council rarely achieves lasting unity.

Some princes favor cooperation with the Concord powers and see the principality’s future in diplomacy and trade. Others openly pursue territorial expansion and military dominance, believing that Pyrathis must reclaim its former glory through strength.

This fractured leadership has turned the principality into one of the most unpredictable political actors in the world.


Culture

Dragonborn society in Pyrathis is defined by draconic hierarchy, martial discipline, and noble ambition.

Status is determined by a rigid caste structure rooted in ancient Dragonborn traditions. Noble houses occupy the highest ranks, followed by warriors, artisans, and common laborers. Kobolds, long associated with Dragonborn civilization, occupy the lowest mortal caste within the social order.

Yet even they stand above the creatures that power Pyrathis itself.

Elementals.

Pyrathian culture places enormous value on strength and dominance, and many citizens believe the collapse of the old kingdom simply revealed which houses were strong enough to rule.

Ambition is not merely tolerated in Pyrathis.

It is expected.


Economy

The economy of Pyrathis is driven by war industry, elemental forges, and volcanic resources.

The principality’s territories sit atop chains of volcanic mountains rich with rare metals and arcane minerals. Dragonborn smiths have mastered the use of these materials within vast volcanic foundries, producing weapons, armor, and magical devices that are exported across the world.

Among their most infamous creations are Magearms, powerful weapons engineered to unleash devastating bursts of elemental magic, mimicking the breath of dragons themselves. These weapons have become a symbol of Pyrathian military might, and their export fuels much of the principality’s wealth.

The foundries that produce them operate day and night, powered by immense geothermal energy.

But even the fires of the earth are not enough to sustain them.

Deep within the volcanic workshops, enslaved fire elementals are bound into arcane engines that stabilize the furnaces and amplify the heat required to forge the principality’s most powerful weapons.

Without these bound spirits, the foundries of Pyrathis would collapse.

With them, the Dragonborn maintain one of the most formidable weapons industries in the world.


Planar Influence

The Principality of Pyrathis maintains its strongest connection to the Elemental Plane of Fire, though this relationship reflects the rigid hierarchy of Dragonborn society.

Elementals are not allies within Pyrathis.

They are servants.

Noble houses bind fire elementals within their volcanic foundries, forcing them to power the immense furnaces used to create Magearms and other weapons of war. These spirits are treated as living fuel for the principality’s industry, their elemental essence harnessed through ancient binding rituals maintained by the Dragonborn houses.

Within Pyrathian culture, this arrangement is considered entirely natural.

Dragonborn tradition teaches that power exists within a hierarchy. Noble houses command warriors, warriors command servants, and servants command the lesser forces beneath them.

To outsiders, these practices appear brutal.

To the Dragonborn of Pyrathis, they are simply the proper order of things.


Attitude Toward the World

The Principality of Pyrathis occupies a complicated place in global politics.

The old Petty Kingdom signed the Concord during the final days of the Great War, but the princes who now rule the nation never formally accepted its authority. This ambiguity allows the principality to operate outside many of the restrictions governing the other great powers.

As a result, Pyrathis has become a center for proxy conflict.

Foreign powers frequently use the principality as a staging ground for covert military operations, mercenary recruitment, and clandestine diplomacy. Rival nations fund factions within the territory, each prince deciding whether to tolerate or suppress such activities depending on their own interests.

d6Background
1You served in the army of one of the rival princes, fighting in skirmishes along contested borders.
2You grew up within a Dragonborn noble house competing for power in the Council of Embers.
3You worked in one of Pyrathis’s volcanic foundries where Magearms weapons are forged.
4You were a mercenary or soldier of fortune drawn to the principality’s endless proxy conflicts.
5You trained under an elemental binder responsible for controlling the fire spirits that power the great forges.
6You fled Pyrathis after witnessing a rival prince attempt to use Magearms to seize control of the principality.

Adventure Themes in the Principality of Pyrathis

Adventures within Pyrathis often revolve around rival princes, mercenary warfare, and the dangerous politics of a fractured state.

Characters may become entangled in disputes between Dragonborn houses competing for dominance within the Council of Embers, or uncover foreign agents attempting to manipulate the principality’s internal divisions.

The nation’s massive volcanic foundries also create opportunities for industrial intrigue, sabotage, and the liberation of bound elemental spirits.

Meanwhile, the global demand for Magearms ensures that spies, smugglers, and merchants constantly pass through Pyrathian territory.

In Pyrathis, the Great War may officially be over.

But the fires that fueled it still burn.

The Concord of Meridian

The Great War never truly ended.

The armies stopped marching. The airships returned to their ports. The fires that consumed cities and forests were slowly extinguished. Yet when the diplomats gathered to draft the treaties that would bring peace to the world, few among them believed the conflict had truly been resolved.

Too much had changed.

The destruction of Valedryn had shattered the barriers between planes, allowing extraplanar forces to walk openly among the peoples of the material world. Entire nations had risen or fallen during the chaos. New technologies—magearms, warforged soldiers, elemental engines, and infernal contracts—had transformed warfare itself.

The world had become far too dangerous for another total war.

And yet every nation still feared the next one.

Thus the Concord of Meridian was born.


The Birth of the Concord

The Concord was not written by philosophers or idealists.

It was written by survivors.

In the aftermath of the catastrophe at Valedryn, the remaining great powers faced a grim reality: if the war resumed under the new conditions created by planar influence and magical industry, the next conflict would not merely devastate nations.

It could destroy the world.

The Concord was drafted as a desperate attempt to prevent that future. Rather than ending the war outright, it imposed a system of restrictions designed to limit how nations could wield the terrifying new powers they had unleashed.

Planar armies could no longer march across borders.

New Warforged soldiers could not be created.

World Gates capable of opening stable passages between planes were forbidden.

And the shattered lands surrounding Valedryn were declared a neutral zone, protected from exploitation by any single nation.

The agreement did not create peace.

It created restraint.


A War Frozen in Place

The Concord did not end the rivalries between nations.

It simply forced those rivalries into new forms.

Direct warfare between great powers is rare, but espionage, proxy conflicts, and covert operations have become constant features of international politics. Nations search tirelessly for advantages that do not technically violate the treaty.

Some hunt for relics hidden within the Scar.

Others attempt to manipulate smaller states or destabilize rival governments.

And a few quietly prepare for the possibility that the Concord will eventually fail.

Across the world, armies still train.

Weapons are still forged.

And every government watches its rivals carefully.

Because if the Great War ever truly begins again, the next conflict will be fought in a world far more dangerous than the one that came before.


The Fragile Peace

For ten years, the Concord has held.

Trade has resumed. Cities have rebuilt. New nations have emerged from the ashes of the war.

Yet the foundations of this peace remain fragile.

Some powers refuse to recognize the Concord at all.

Others follow its rules only when convenient.

And somewhere within the ruins of Valedryn, the artifact that once powered the World Gate, the Cubic Gate, remains lost.

If it were ever found again, the balance of power that holds the world together could collapse overnight.

Which is why Meridian continues to watch the world carefully.

Because the Concord is not a solution.

It is simply the thin line preventing the next war from beginning.

Meridian

In a world where nations distrust one another and planar forces walk openly among mortals, peace does not maintain itself.

Someone must enforce it.

That responsibility falls to Meridian.

To some, Meridian is a neutral peacekeeping organization that protects the fragile balance created by the Concord. To others, it is an unelected authority operating above the laws of nations.

Both interpretations contain some truth.


Origins of Meridian

Meridian existed long before the Concord of Meridian was written.

During the Great War, as planar alliances and extraplanar diplomats became increasingly common, many nations discovered a dangerous problem. Traditional diplomatic protections meant little when spells such as banishment, charm, and planar binding could influence negotiations as easily as armies could influence battlefields.

Extraplanar ambassadors were particularly vulnerable.

  • A devil could be banished.
  • A celestial could be magically compelled.
  • A summoned entity might simply be dismissed back to its home plane.

To solve this problem, several nations began employing mortal intermediaries, individuals capable of negotiating between planar powers and material governments without the risk of magical coercion that accompanied extraplanar diplomats.

These intermediaries eventually organized themselves into a professional body of negotiators, escorts, and security specialists.

They called themselves Meridian.

During the war, Meridian agents escorted diplomats, mediated negotiations, and protected extraplanar envoys who might otherwise have been targeted by rival nations.

Over time, their reputation for neutrality and effectiveness grew.

When the Great War ended, the diplomats writing the Concord realized that no treaty could survive without someone capable of enforcing it.

Meridian was the obvious choice.


The Meridian Seal

Agents of Meridian carry a symbol recognized throughout the civilized world: the Meridian Seal.

This insignia grants its bearer a unique form of international authority.

A Meridian agent may cross national borders in pursuit of official duties, carry weapons within most cities, and employ lethal force in defense of diplomatic missions or treaty enforcement operations.

The Seal commands respect in nearly every signatory nation.

But it does not grant immunity.

Meridian agents are not diplomats and are not protected by diplomatic law. They possess no authority to arrest citizens, enforce local laws, or conduct investigations outside the scope of their official mission.

When a Meridian agent acts, they act for a specific purpose.

Outside that purpose, they stand under the same laws as anyone else.


A Dangerous Reputation

Within the nations that signed the Concord, the Meridian Seal carries immense weight.

Governments understand that arresting or obstructing a Meridian agent can easily be interpreted as an act of bad faith, or even a violation of the Concord itself.

Yet outside the treaty’s authority, the Seal carries little protection.

Some nations openly reject Meridian’s legitimacy. The United Orcish Alliance, for example, considers Meridian agents to be foreign spies operating under the authority of rival powers. Alliance authorities frequently imprison or execute agents discovered operating within their territories.

Other powers tolerate Meridian only grudgingly, recognizing that its presence can prevent conflicts from spiraling into open war.

For the agents themselves, this means living in a world where the same symbol that grants authority in one nation may mark them for death in another.


The Work of Meridian

Most of Meridian’s work takes place far from public view.

Agents are dispatched across the world to resolve disputes before they become wars. They investigate suspected violations of the Concord, escort diplomatic envoys through dangerous territory, and intervene when planetary forces threaten to destabilize the fragile peace.

Some missions involve negotiation.

Others require far more direct solutions.

Meridian teams often find themselves confronting rogue planar entities, dismantling illegal magical research, or mediating disputes between rival powers who would rather solve their problems with armies.

Few people outside the organization ever learn how often Meridian quietly prevents disaster.

That secrecy is deliberate.

If Meridian becomes visible, it usually means something has gone very wrong.


The Meridian Security Council

Though Meridian enforces the Concord, it does not govern alone.

Ultimate authority over the treaty rests with the Meridian Security Council, the political body responsible for interpreting and enforcing its provisions.

The council was created to ensure that no single nation could dominate the enforcement of the Concord. Instead, the world’s most powerful states participate directly in the process of maintaining the fragile peace.


The Great Power Seats

The Security Council consists of representatives from the recognized Great Powers of the world.

Each holds a permanent seat:

  • The Workers’ Republic of Ironhill
    Representing the interests of the dwarven clans and their vast industrial networks, Ironhill’s delegates often advocate for stability, infrastructure protection, and the regulation of arcane weaponry.
  • The Radiant See
    The theocratic state guided by celestial authority maintains a seat largely because of the immense power wielded by its divine leadership. Many nations consider its presence on the council less a privilege and more a necessary precaution.
  • The Compact of Vantir
    The infernal plutocracy of Vantir occupies one of the most controversial seats. Its economic influence and infernal alliances give it enormous leverage in council negotiations.
  • The Sylvariel Federation
    Representing the elven republics, Sylvariel brings a voice of diplomacy, scholarship, and cultural preservation, though internal divisions between traditionalists and reformists increasingly shape its foreign policy.
  • The Tidesovereignty
    The Triton maritime empire commands vast naval power and global trade routes. Its ambitions and relentless search for the lost Cubic Gate often place it at the center of council disputes.

These powers debate violations of the Concord, impose sanctions, and authorize major enforcement actions when global stability is threatened.

Yet one seat on the council remains unusual.

The seat once held by Valedryn, the nation whose destruction triggered the creation of the Concord, was never reassigned.

Instead, it is occupied by the leadership of Meridian itself.


The President of the Council

Meridian serves as President of the Security Council, a position distinct from the rotating Chair, who organizes the council’s meetings.

The Chair sets the agenda and moderates debate, rotating among the great powers annually.

The President holds far greater authority.

Meridian’s representative may break tied votes, call emergency deliberations, and authorize the deployment of Meridian agents to enforce the Concord.

Traditionally, these powers are used sparingly.

But the Concord contains a controversial provision: in times of war, the President may cast a deciding vote in matters requiring a two-thirds majority.


A War That Never Ended

Officially, the Great War has never been declared over.

The Security Council continues to operate under wartime authority provisions established when the Concord was first signed. These provisions grant Meridian expanded enforcement powers and allow the President to break otherwise deadlocked votes.

Ending these powers would require a unanimous declaration from the council that the war has truly concluded.

Such a declaration has never occurred.

Critics argue that this arrangement gives Meridian extraordinary political influence over global affairs.

Supporters counter that removing those powers could allow rival nations to exploit loopholes within the Concord and reignite the war.

For now, the system remains unchanged.

The world exists in a state of uneasy peace, governed by treaties, enforced by agents, and watched carefully by powers that still remember how close the war came to destroying everything.

Conclusion

For now, the fragile balance holds.

Meridian agents travel across the world resolving disputes, uncovering conspiracies, and confronting dangers that most citizens will never know existed. Their actions prevent wars, expose secrets, and protect the delicate order that keeps civilization from collapsing back into chaos.

But the future remains uncertain.

  • A single discovery in the Scar.
  • A single council vote.
  • A single ruler willing to defy the Concord.

Any one of these could change the course of history.

When the next spark comes, it will be people: explorers, diplomats, soldiers, spies, and adventurers, who decide whether the world burns again or finally finds a way forward.

In this world, history is not written by kings alone.

It is written by those willing to step into the spaces between nations, between planes, and between war and peace.

It is written by those who act when others hesitate.

It is written by Meridian.

Leave a Reply 0

Your email address will not be published. Required fields are marked *