Sahl

The world is young. It is the year 3012 under Sahlen's light. With the exception of some rumored ancient Quai, no one living recalls the beginnings of the world of Sahl. Smatterings of warfare have scarred the history of Sahl. Great wars between humans and Quai, dwarves and gnomes, Red Isle minotaurs and anyone stupid enough to set foot on their island have come and gone, and kingdoms have risen and fallen like the tide, sometimes quietly, sometimes violently. Now is a time of relative peace. The last of the great wars ended some ten years previous. Tensions are still high between many groups, and while trust may be low, trade and travel is on the rise, and many of the larger cities on the larger continent are becoming more cosmopolitan,

Humans control the West and Southeast coasts of Sahl proper, most notably Luidwyn Bay in the East. Humans also raise crop and have territory in smaller islands both in and just outside the bay, providing rich exports to the entire world. While humanity as a whole may control these areas, as a species they tend to squabble over control of smaller portions within the whole, leading to constant conflict with ones neighbors and weakening what would otherwise be a strong grip on the world. The strongest of the Kingdoms is Estrayne in the East, led by King Stoneroot, which rules the great port city of Raufel, where our heroes will begin their journey.

In the South is a land dubbed “Quarry,” which is a human kingdom that remains officially unaffiliated with any other group, including other humans. It’s true name is Gaela. Their main export is a rare clay found only on their land. The kingdom is shrouded in mystery and an impenetrable wall made of the same clay they export. Even the Quai sing the praises of Quarry's clay. No outsider has ever been beyond the walls, save for scouts and spies who never returned to report. They are friendly to all visitors, but all trade and hospitality is provided outside the walls in Rimtown where there are inns, taverns, and a rich market.

The Quai, as they always have, control the distant Green Isles to the West, and are divided among themselves, neatly and respectably. The exception being the whispered Quai-Lem ("Ghost Elves"), those who were banished by the Quai to the Glasslands. The Green isles provide evergreen produce, mythical animals, flawless textiles and crafted items, enchanted objects, and vast knowledge, which are veritable commodities anywhere. It is rare that the Quai wish to share their goods, often deeming the other races as "lesser" and often only trade to either gain news of the mainland or out of severe need of an item or information, though one would be hard-pressed to read need on their stoic faces.

The Plains Minotaurs are a placid people by nature, and they reside in the Herald Plains and hills in the Northeast. Herbivores and gentle, they tend to the land as a whole. When they eat a vegetable or fruit, it is custom to plant a seed from each item eaten after their meal to maintain the balance. While they are not outwardly aggressive, they are ferociously protective of their land, their young, their flock, and their plants. Every flower is as good as a person to them, every tree as wise as an elder, every goat or sheep as good as their children. They often commune with the trees and plants, but none are truly certain if the plants talk back. They trade cheese and occasionally fruits and vegetables (with stipulations).

The Red Isle Minotaurs, as they always have, control their own Red Isle, or "KrulKator" in the minotaur language. The multi-tiered island is an active volcano with a ring of lush greenery and wildlife in the lower tiers and edges of the island. The Four Kings coexist in a respectful balance. Red Isle minotaurs are omnivorous, excessively large, and extraordinarily violent. They are self-sufficient and do not trade with anyone but each other. Any visitor who sets foot on the Red Isle is viewed as someone looking to challenge their strength, often resulting in the visitor's death by fighter's pit or direct slaughter. Children deemed "runts" of their race are banished to the coast, where they are expected to die. Some observant and resourceful sailors caught wise to this tradition and began to offer the minotaurs a second chance at life aboard their ships, so there are a vast number of Red Isle Minotaurs sailing the seas, and occasionally settled in harbor towns. Their navigational skills are second to none and as good as the most seasoned Quai navigators.

The Gnomes control two Kingdoms. One in the Southern Mountains of Hortiel's Crop (the distinctive triangular mountain range that covers much of Sahl), and a smaller Eastern mountain range called Lothlen's Attempt. The Western Kingdom is industrious and called Copperforge. The eastern kingdom of Aurel is more interested in unlocking the secrets of the world and is home to great spiritual advisors, enchanters, and weavers of magic. What their western cousins do with machines, the Aurel do with magic.

Two proud species of Dwarves exist. The Ridge Dwarves, ruled by King Thrunn, reside in the Steamhook Mountains, the mountain ridge separating the mainland of Sahl from the mysterious Glasslands. Ridge Dwarves have thicker hide, are physically larger than their Southern counterparts, and are among the most plentiful of the races. Their skills with a hammer is rivaled by none. The Southern Dwarves are ruled by Queen Gelina Springwater, interact with the other races much more often and are less mountain-bound than their Northern kin. They like to travel and learn as much as they can, and they are tremendous artisans, taking inspiration from all the talented races around them.

Orcs are marauders, ride on boarback and take whatever they can from any village. They have cheiftans, but very few last long. Their greatest living Chieftan, Kurluk, has led his clan for twenty years, which is unheard of in Orcish society. Challenges to Orc leadership happen almost daily, and Kurluk has held his title all this time. Rumor has it he has his eyes of establishing his own kingdom "somewhere delicious."

Most Halflings live among the humans in the various cities, but a few proud families cling to the old ways and reside in the hills of the East, mostly keeping to themselves and occasionally breaking bread with Plains Minotaurs in the east. Both of their peoples have a fondness for life and food, so they have little to fight over. These families include the Burrots, the Clivells, and the Seeds.