Nations of Arcanthea

I’ve been to most of these places, either for quests, diplomatic obligations, or because I was fleeing from something I’d accidentally broken. Here’s the real adventurer’s guide to not embarrassing yourself (as much as I have):


Celestine Isles (High Elf Coalition)

Celestine Isles (High Elf Coalition)

CapitalStarspire
RulerImmortal Ancestral Spirits
GovernmentSky Island Coalition

Home. Sort of. Maybe.

Sky island coalition ruled by the immortal spirits of all elven ancestors merged into one soul. Sounds mystical until you realize it means every decision gets debated by centuries of dead relatives with strong opinions.

Individual islands governed by High Elf Princes scattered globally, connected via teleportation rings.

  • Flag: Silver dragon atop golden spire, flanked by ancient trees
  • Entry Requirements: Special permission, purity standards maintained
  • Slavery: Absolutely forbidden, slavers executed without trial
  • Notable Location: Valandor, my childhood home under Prince Eldenyr and Princess Saphielle

Drachenkaiserreich

Drachenkaiserreich

CapitalAltenburg
RulerDrachenkaiser Adrian
GovernmentImperial Bureaucracy

Drachenland’s entire continent under imperial rule, governed by Drachenkaiser Adrian von Baden-Schönhausen—though he’s terminally ill and succession politics are getting interesting. Everything runs with bureaucratic efficiency that’s both impressive and terrifying.

  • Flag: Red double-headed eagle on black with four white stars
  • Slavery: Officially illegal, underground markets thrive
  • Technology: Aegis Frames, advanced engineering, excellent prison architects
  • Heir: Crown Prince Lucien (questionably competent)

Provinces of Kaiserreich

Look, I’m not going to sugarcoat it—Kaiserreich’s provincial system is basically “conquered kingdoms wearing new names while quietly resenting everything.” The empire carved up Drachenland like a Genevieve cake, renamed the pieces, and called it unity.

  • Eisenkrone: Imperial core around Altenburg. Where “Kaiserliche” sounds patriotic instead of like an insult. Factories, propaganda, and the only people who actually like being part of the empire
  • Grenzfeste (Velska): Eastern breadbasket that refuses its imperial name. Rich soil, richer resentment
  • Grauwald: Northern shipyards where grey everything meets more grey. Builds the empire’s navy while ancient sea-spirit traditions persist in fishing villages
  • Juwelenküsten: Northeastern alpine jewel—cosmopolitan, wealthy, dangerously independent-minded. Home to the Duchy of Neuschwanstein, where “honor guards” look suspiciously like small armies
  • Glutmark (Miravia): Southern conquest that refuses to stay conquered. Sun-soaked, foreign-tongued, worships Solaris with enthusiasm that makes northern priests uncomfortable. Calls itself Miravia when soldiers aren’t listening, which is often
  • Nebelmark: Western fog-frontier where imperial authority dissolves into mist alongside sanity. Monsters, rebels, deserters, and things without names. Supply convoys vanish. Patrols return smaller. Nobody wants stationed here

Duchy of Neuschwanstein

Alpine jewel within Kaiserreich’s Juwelenküsten province—former royal house demoted to duchy status but maintaining enough wealth and independence to make Altenburg nervous. Ruled by Duchess Elise von Neuschwanstein, who at twenty-two manages to be simultaneously the empire’s darling and a political headache wrapped in expensive silk.

  • Capital: Schwanenfurt—alpine trade hub at an ancient ford
  • Population: ~100,000-150,000
  • Ruler: Duchess Elise von Neuschwanstein (age 22, orphaned at 14)
  • Flag: Silver swan on deep blue, crowned with white mountain peaks
  • Wealth Source: Mountain trade routes, cosmopolitan port access
  • Ducal Guard: 800-1,200 troops (officially “honor guard,” actually small army)
  • Local Legend: The Silver Swan Knight—ancient protector who appeared at the ford when valley folk needed defending, then vanished into mountain mists

Kingdom of Vaillancourt

Kingdom of Vaillancourt

CapitalGenevieve
RulerKing Gilles de Lumière
GovernmentConstitutional Monarchy

Land of magic, chivalry, and deliberate technological stagnation. Ruled by King Gilles de Lumière alongside a Council of ancient mage bloodlines who think steam engines are vulgar innovation.

  • Flag: White stag with gold antlers on deep blue
  • Slavery: Only legal for non-humans (moral distinctions that don’t make it better)
  • Technology: Basic steamboats and locomotives only
  • Guild Contact: Yuri, fox Ajin with supernatural patience

The kingdom that thinks tradition is always better than innovation. They have excellent cuisine, beautiful architecture, and a magical aristocracy that makes High Elf snobbery look subtle.


Republic of Valoria

Republic of Valoria

CapitalAlbia
RulerArchduchess Rezalia II
GovernmentMercantile Republic

Mercantile paradise ruled by Archduchess Rezalia II and a Council of Merchants where gold flows faster than blood. The Valorian Trading Company runs everything that matters.

  • Flag: Gold sea serpent on dark red
  • Slavery: Legal but socially frowned upon (moral theater)
  • Special Forces: VTC private army, “privateer” navy
  • Guild Contact: Celia, sophisticated damage control specialist

Umbraqueth (Dark Elf Alliance)

Umbraqueth (Dark Elf Alliance)

CapitalUmbraqueth
RulerMatriarchal Council
GovernmentAlliance of Port Cities

The Pact of UmbraquethDark Elf port cities weathering perpetual storms. I’ve never been there personally, but something about the descriptions makes my chest tight with inexplicable longing.

  • Flag: Obsidian anchor wrapped in webs against raging storm
  • Weather: Violent monsoons, tornadoes, tsunamis as natural defense
  • Slavery: Legal and thriving (the moral stain that ruins everything)
  • Navy: World’s most formidable fleet

Fyrie plays melodies that sound like sea shanties mixed with lullabies whenever we discuss the Shrouds


Irontide

Irontide

CapitalIrontide (floating fortress)
RulerCouncil of Twelve
GovernmentDemocratic Engineering Council

Largest dwarven sea fortress, a metropolis-sized engineering marvel floating between waves. Ruled by the democratically elected Council of Twelve, positions held until death or disgrace. True meritocracy through machinery where other races are tolerated for trade but never trusted beyond commercial necessity.

  • Slavery: Only for criminals and war prisoners (even dwarven pragmatism has limits)
  • Specialty: Magic-technology fusion with gnomish partners

Visited twice; their mechanical innovations are poetry in steam and steel. Democracy built on gears and calculations, they’ve earned the sea’s respect through superior craft.


Free States of Rokhesh

Free States of Rokhesh

CapitalNone (tribal territories)
RulerTribal Chiefs / Rokhesh Rangers
GovernmentLoose Confederation

Loose Orc confederation in southwestern Orin’s Grey Marches, maintaining independence through guerrilla warfare expertise. These “Free Orcs” use harsh terrain as their weapon, led by various tribal chiefs coordinating through the legendary Rokhesh Rangers.

  • Location: Grey Marches (arid wasteland where nothing thrives easily)
  • Specialty: Guerrilla warfare, liberation raids
  • Philosophy: Freedom purchased through constant vigilance

Their dedication to liberation humbles me. Harsh land breeds harder people, and they chose survival over submission.


Confederated Tribes of Berruth

Confederated Tribes of Berruth

CapitalGeothermal settlements
RulerTribal Councils
GovernmentCoalition of Tribes

Arctic Orc coalition beyond civilization’s reach in the frozen north. Known as “Ice Orcs,” they preserve pure Orcish culture free from outside influence, establishing territory around geothermal hot springs for essential heat and power.

  • Location: Arctic north, around geothermal springs
  • Goal: Cultural preservation and rebuilding
  • Philosophy: Chose frozen exile over chains

They fled to the world’s edge seeking freedom to exist unmolested. The cold shields what chains couldn’t break.

Fyrie plays respectful melodies when discussing Orc resistance: she approves of their determination


Minor Nations and Special Territories

Principality of Rosencourt

Tiny but wealthy nation bordering Vaillancourt, famous for luxury goods monopoly. Known for perfumes and fashion—frivolity transformed into fortune. Small nations survive by selling what larger powers desire, and vanity always finds buyers.

Free City of Haven

Neutral city-state strategically positioned between Vaillancourt and Valoria, profiting from both sides while committing to neither. Where I get most of my Guild assignments from Willow at headquarters.

Sacred Valleys

Demi-human theocratic nation nestled in the Adamantine Range, ruled by an order of monk-astronomers who read divine will in celestial movements. Faith and starlight govern equally in these mountain-protected valleys.

The Frostmark League

Alliance of northern trading towns maintaining profitable relations with Arctic Orcs through regular commerce. Where others see frozen wasteland, they see trading opportunities.

The Asuka Clan

Mysterious Wood Elf clan predating recorded history, architects of demi-human settlement in Great Yuria Forest. Renowned for warrior monks and philosophers whose teachings shaped entire cultures.

  • Distinction: Members live twice normal Wood Elf lifespans through unknown means
  • Influence: Small population, vast cultural impact on Ajin civilization
  • Access: Village accessible only to those earning forest spirits’ favor
  • Legacy: Traditions echo through generations they never meet