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- Corius nations.
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- The Seven Noble Cities of Aldor
- Seven large city states that have allied each-other, and marked their territory by walling off the cities, and then building walls in between each-other (when they are close enough). The cities are purposefully built in zones that are rich in Arenas, and they make great use of the Battles, as an election process, or to solve disputes. However, most citizens live relatively free lives, with the leaders of the cities still being bound by a number of laws.
- The cities are clean of dream force, except around the arenas, due to it's overuse causing a number of epidemics in the past. The surroundings of the SNC are large plantations that provide the food supply for the cities. The areas around them are surprisingly calm, the Nightmare Beasts avoiding coming any close. The entire territory of the SNC is contained within the region of Aldor.
- Most cities also have variations of legislation. Ask the DM for more specifics. Most of the technology here is slightly primitive, compared to the Neo-Pandorian Empire or Zias.
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- Zias Corporation
- The Zias Corporation's rise to power was marked by the discovery of a certain crystal, that after being processed could help transmit dream force and put it to use as energy. With this very efficient energy source, they brought the city of Zias into it's golden age, and begun expanding into the surrounding area, the border of the Alpine, Abora and Erilya regions.
- They also established commercial and diplomatic relations with almost all other noteworthy organizations, becoming a neutral and protected dominion. In order to secure themselves from the dangers of the wilderness and the Nightmare Beasts, they
- hired the H.A.T, and are currently enjoying the status of a veritable paradise, hard to get into but wonderful once you are in.
- The city mayor and corporation C.E.O is a man called Frank Marvolia.
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- H.A.T
- An united "army", a gathering of warriors and specialists from any and all ethnicities, nationalities and backgrounds, fighting as brothers, to consolidate their power, and to earn profit. They are loyal to none but each-other, and obey only their own codes. They prefer to avoid fighting other factions, as well as bringing about casualties, and thus stray away from Summoning Battles.
- Currently employed by Zias, most of their forces are situated in the border line of Erilya and Abora, as well as the city of Zias. Their numbers are few, but their members are potent users of the Dream Arts, and occasionally possessing one or two elite summons. When they have to engage in summoning battles, they fight by summoning themselves, and their allies into the field, after sealing their own bodies in Gems.
- Lead by a mysterious man named "Han".
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- The Neo-Pandorian Empire
- The mysterious Emperor Web, and his twelve followers, gathered the exiled villagers of the Alpine region, who had suffered under the attacks of the bandit and pirate clans, and begun rebuilding the glory of old Pandoria. Their first settlement was erected atop the ruins of the old Pandorian capital, and it only went up from there. They possess the largest territory out of any other organization in Cord, even if a lot of it is empty.
- Most forms of conventional crime are not a problem in Pandoria, however, a new form of gambling, using Summoning Battles, and Arenas to enforce payment from the losers has been growing rampant, and is only playable in Pandoria as well. Near the center of the empire, most people live normally, although the government closely oversees large businesses.
- Outposts are far more militarized, due to the risks of the desert (Nightmare Beasts, and nasty traps from the Ancient's time), as well as the expansionist policies of Neo-Pandoria, which luckily have yet to step in any toes.
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- The Summoner's Sanctuary
- A large settlement built around the tower of Abora, it is open to any and all summoners, who wish to learn more of the art, or trade, as well as hone their skins through battle. The Sanctuary is peaceful and takes no sides, offering shelter to anyone as long as they are a summoner. The most significant building in the entire settlement however, is the Arkwell College of Summoning.
- As an institution it endured the cataclysm and disappearance of the Ancients incredibly well, very little shifting at the time, and in the passing years, returning to almost the exact same state it had before the catastrophe. It offers to teach Summoning, through a variety of classes. At the end of each year, Summoning Trials are announced, for all those who have studied for a certain time, and to continue into more advanced matters, must pass.
- Currently headed by Chancellor Penelope Arkwell.
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- The Malenid Dynasty
- A nation that is built all over the Meleen Archipelago, and welcomes any races, as long as they are native. The sheer variety of islands, offers the Dynasty almost any and all resources they need. Their cities are usually small, and mostly wooden, built amidst forests. Their ancient capital, Rania, hosts the massive Malenid family, the ones being groomed to rule the entire nation.
- The nation is well defended, by the ancient tools and protections the Ancients left. Among the people of the Dynasty, almost all of the races are accepted with equal rights. The nation is deeply spiritual as well, respecting the legacy of the Ancients, as well as the rite of Summoning. They are home to a large Dreambound population as well.
- A lot of areas are forbidden to enter by the Dynasty, including at points, whole islands. Currently lead by Archdynast Obel IV.
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- The Shattered Moon
- A bowl shaped floating island, above the center of Erilya, ancestral home to the Zessian species. The upper half was broken in the cataclysm, the pieces filling the open space pf the lower half, as floating islands. On the surface, train-like vehicles of Zessians travel along, and only stop to resupply. Each vehicle, or sometimes two or three, are lead by a single family, and it's capable fighters are named Knights.
- Generally they protect their vehicles, manage supplies and govern the population. The center of the Shattered Moon, bears the largest floating object, houses a "central government" which is more powerful than the average vehicle clan, but nowhere near strong enough to subdue them all. The Royal Knights, only watch over the area surrounding the Palace.
- The King and Queen, possess equal power. Currently, they are the couple Kador I and Nephyria III.
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- The Winter Front
- An organization of humans, Frostbloods, and even Daemons, that are situated onto a fortunate locale within the Cold, a ring of land, that surrounds the ancient Maze of Nefrigas. They make sure that nothing enters or leaves, and to this purpose have built an entire array of cities, temples, palaces and villages. The weather in this ring is much calmer, and thus, life can somehow grow.
- There is no need for leadership, since there is only a single mission of those living here. At 20 one may decide to either leave the Winter Front or join it's effort in keeping watch over the Maze. Once every four or six months depending on the group, a procession makes it's way to the borders of Cold, and trades for the many resources they need.
- There are many separate leaders of separate types of regimes, with equal power and rights among one another in the Front.
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- The Nox Revolt
- A large gathering, of primarily Chaos Beings, humans, and the occasional Frostblood, situated in the borders of Nox. Most of them are three or even four generations apart from their sentenced ancestors, and are technically blameless. They want to be allowed out, into any other territory, yet many other nations refuse to give access, due to fear of them being just like their parents... And some rumors about the use of forbidden magics.
- There is little real leadership, whoever is the most charismatic and influential at the time, is listened to the most. They have slightly better living conditions than inner Nox, even if communication between the Revolt and the inner side is quite common. The Revolt seems to, so far be peaceful, and is mostly gathered into one of the four duchies of Nox, the one closest to the border.
- Currently, the Duchess Yorelle, is also the biggest benefactor, and de facto leader of the Revolt. Their main enemy seems to be the Neo-Pandorian Empire, which largely ignores the Revolt.
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- Numerous city states.
- There is a large number of veritable powers in Cord, presented as city states, or allied cities, not enough to form a nation.
- Orun and Katha, are the northernmost example, two large cities, located at the border of central Cord, snd the Cold, atop a pair of nearby large hills. Both cities are quite rich and control the trade between the two parts of Corius, as well as serve as a frontier against whatever may crawl down from the North. They keep good relations with the Winter Front.
- Akhia, is a similarly large city, located within Aldor, yet quite close to Erilya. Akhia is known as an entertainment center, ran by the ambitious mogul Oren Yogol, which is recognized as a significant vacation spot, full of investment opportunities, generating revenue for and from SNC and Zias Corporation and even the distant Neo-Pandorian Empire.
- Yuruk and Issia, are two cities in the northern and and southern shores of Bered respectively, established, both by locals and Cordian settlers, who have opened the island up to the rest of the world. However, some of the locals still detest their building, and thus, these two cities often run into problems.
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- Numerous tribes and organizations
- The Protection Corps, are a thinly spread group of volunteers who are nonetheless very well trained, to protect people, and settlements that lack their own army, or cannot afford the assistance of mercenary groups like the H.A.T. The Corps take their job very seriously, and do it quite respectably, which has earned them respect and recognition from many larger groups, and even the H.A.T.
- Bandit clans and pirate fleets are common gatherings, especially with the advent of convertible airships, which can switch from transversing the seas, to soaring in the skies. Around the Alpine area, where hiding and escaping is easy to do, these outlaw gatherings are common. The wilderness is this, considered a dangerous area to transverse on your own.
- Salamander tribes, are gatherings of the few remaining members of the once venerable race, who dwell by places with volcanic, or geyser activity. Similarly, phoenixes, and other elementals are rarely ever seen, but likely follow similar patterns, while elves have retreated into their ancestral mist covered homes, the valleys, the depths of Erilya, and even the Bered jungles.
- Information on specific tribes:
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- The Red Knights/Adventuring Guilds
- An order of warriors, known for using enchanted items and dream force based abilities, considered borderline magical by others. They were established and served under the old and new Pandorian Empire, only to be recently disbanded by the Empire, in favor of new research and techniques, that would further empower the empire. Without a nation, these formerly envied warriors became vagrants and wanderers, with little purpose.
- That was until a former member of the Knights, Yagor Keter, sought out a number of his fellow warriors, and founded the first Adventuring Guild, which are exactly what the name suggests they are. Keep in mind that a lot of Cord is unexplored or untouched, and there are further opportunities at sea, formerly dismissed by the less courageous as not worth the effort.
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