Casadia

One of the older realms of the empire, Casadia has long been a pillar of strength and stability within the empire. A warrior people with a religious missive to promote peace and order, this seemingly contradictory nature has helped Casadia endure outside attacks and pursue widespread peace and prosperity throughout the empire. With skilled warriors, deep coffers, and impressive infrastructure and fortifications, Casadia is a forced to be reckoned with.

Year founded: 209 A.I.

Capital: Ankylos

Estimated population: 101,867 (as of 621 A.I.)

Crest:

Map (as of 621 A.I.):

Origins

Casadians were originally a warrior tribe that lived in a desert in the continent of Alterra, which lies far to the west of the Mercurian Empire. Casadians used their prowess in combat to become quite rich as mercenaries and used their wealth to forge alliances with larger powers. Approximately 400 years ago, the continent of Alterra was overrun by a massive army of the undead known as the Horde. The Horde wiped out all civilization in its path, forcing Casadians and others to flee east. The surviving Casadians left the other survivors behind and began to build a new civilization. More than three hundred years ago, Casadians came in contact with the Mercurian Empire and decided to send colonists to join the empire. Casadia became a prosperous realm within the empire, eventually reaching duchy status. Contemporaneously with a period of turmoil in the Mercurian Empire known as the Unraveling, the Casadian colonists lost contact with their home cities. Contact with these cities has never been reestablished.

Major Events

7 A.P.I.: the Horde appears in the western settlements of Alterra and begin to spread rapidly throughout the continent.

4 A.P.I.: Casadians flee eastward from the continent of Alterra and settle on the western shore of a new continent along with tens of thousands of other refugees.

1 A.P.I.: As the survivors of the Alterran fleeing begin to lose cohesion and turn on their Casadian governors, Venethon chooses to lead those loyal to the original ideas of the new settlement eastward to found their own settlements.

1 A.P.I.: the new Casadian settlement Ancera is founded and becomes the capital of the Casadian home cities.

17 A.I.: the Altheri are formed to serve as the first line of defense against the Horde.

172 A.I.: the first interaction between Casadians and citizens of the Mercurian Empire occurs when explorers encounter one another just west of Bela Akvario.

207 A.I.: after much deliberation, Casadia decides to send colonists to join the Mercurian Empire and formally seeks entry.

209 A.I.: Casadian colonists arrive in the empire and settle on the southern coast of Kybalia.

216 A.I.: Casadia sends participants to the Imperial Games, with their champion falling to Vargon in the final round of combat.

218 A.I.: Teleros is founded in an attempt to secure the wilderness north of Casad Vokh.

221 A.I.: Construction begins on the Fire Keep in Casad Vokh.

225 A.I.: Messengers bring grim news from the Casadian home cities, prompting Pylos to lead a contingent of soldiers west.

225 A.I.: Antheron is named Guardian of Casadia.

226 A.I.: Casadia begins to open up to diplomacy under Antheron’s leadership.

227 A.I.: Casadia and Aletheia agree to a formal defensive pact.

229 A.I.: Casadia pledges funding to the newly formed Slayers Guild.

229 A.I.: Casadia signs the Treaty of Kybalia with Pia Xao, which lays out the territorial divisions of the two realms.

230 A.I.: Construction of the Fire Keep and The Maw is completed.

234 A.I.: the Vardum Sanctuary is founded to serve as a training ground for the Altheri.

235 A.I.: Casadian explorers uncover the use of black magic among northern settlers, who are promptly arrested and tried.

236 A.I.: Casadian travelers are the first victims of the bombings that preceded the Unraveling.

238 A.I.: Antheron rallies an army of Casadians, Sothisians, and Slayers to march against the Council, but decides to lead them west after learning that the Casadian home cities may have fallen.

238 A.I.: Meteran is named Guardian of Casadia in Antheron’s absence.

249 A.I.: Meteran reaches an agreement with Orcs from Pia Xao to resettle in Casadia.

252 A.I.: Galus is named Guardian of Casadia.

256 A.I.: Kacenik tribes raid settlements along the coasts, prompting several skirmishes between them and Casadian soldiers.

257 A.I.: the Vardum Sanctuary is sacked and destroyed by Kacenik raiders.

259 A.I.: Galus perishes in battle with the Kacenik raiders.

259 A.I.: Torvik is named Guardian of Casadia.

262 A.I.: Torvik makes peace with the Kacenik tribes.

270 A.I.: Casadian explorers join their imperial brethren in exploration efforts of the New World.

286 A.I.: Torvik resigns due to old age and names Thyrris Guardian of Casadia.

294 A.I.: Casadians help to establish the New World settlement of Coton.

299 A.I.: the settlement of Duras is founded.

302 A.I.: Casadia becomes the primary benefactor of the Slayers Guild.

303 A.I.: Thyrris creates the Shields of Teleros.

315 A.I.: Thyrris retires and names Kaeldron Guardian of Casadia.

327 A.I.: Vikhon is named Guardian of the Casadian Protectorate.

328 A.I.: the settlement of Voltau is founded in the Protectorate.

329 A.I.: construction of the Slayers Guild Hall in Voltau begins.

330 A.I.: Kaeldron places an emphasis on agriculture in Kybalia, leading to a number of new farms.

337 A.I.: Kaeldron succumbs to illness, Ersol is named Guardian of Casadia.

342 A.I.: Ersol leads an expedition westward to discover the fate of the home cities, but the trek is cut short due to bad weather.

349 A.I.: Ersol leads a second expedition west and discovers that the Casadian home cities have been abandoned; there is no evidence as to where the residents went.

361 A.I.: Ersol resigns and names Vendarrion Guardian of Casadia.

366 A.I.: Kacenik tribesmen seize hidden weapon caches in Pia Xao and begin to raid Kybalia.

370 A.I.: Vendarrion announces a new focus on trade between the Old World and New World.

372 A.I.: Casadians construct a Slayers Guild outpost in Concordia.

379 A.I.: raids by Kacenik tribes peak in intensity, Vendarrion calls for peace negotiations.

380 A.I.: a peace talk between Casadia and the Kacenik break down, resulting in the slaying of the Kacenik leader’s eight sons at the hands of Aurennis.

381 A.I.: Casadians launch an offensive against the Kacenik settlements in Pia Xao, winning a string of decisive victories.

382 A.I.: peace talks between Casadia and the Kacenik begin again with a tentative deal being reached.

383 A.I.: Kacenik ships appear ready to raid again, prompting Casadia to call for an imperial coalition to disarm the Kacenik for good.

384 A.I.: the Siege of Seled Gur occurs, during which Casadia and its imperial allies crush the Kacenik tribes.

384 A.I.: a permanent peace deal is reached between Casadia and the Kacenik, with the Kacenik being allowed to resettle on islands in the sea to the west of Kybalia.

386 A.I.: Aurennis named Guardian of the Casadian Protectorate.

386 A.I.: the settlement of Vontenos is founded in Kybalia.

387 A.I.: Casadia joins the ranks of the House of Dukes.

388 A.I.: the settlement of Secara is founded, with the intent of serving as Casadia’s capital in the New World.

390 A.I.: Vendarrion retires, naming Aurennis as Guardian of Casadia.

391 A.I.: construction begins on the infrastructure of the Protectorate, including a long road stretching throughout Casadia’s territory.

392 A.I.: the settlment of Imara is founded along the new road.

393 A.I.: the Casadian Protectorate is renamed to Torvea, after the late Guardian Torvik.

397 A.I.: the settlement of Kordosa is founded along the northern shore of Casadia’s jungle.

403 A.I.: Kordosa is washed away by a great storm, with few survivors.

413 A.I.: Aurennis sends Casadian laborers to assist in the construction of the Imperial City, who proceed to found Northtown.

421 A.I.: an Altheri soldier is found on the edges of the empire, who proceeds to recreate the Altheri.

431 A.I.: the settlement of Miradost is founded to meet the growing demand for minerals and ores.

441 A.I.: the Aletheian civil war spills over into eastern Kybalia, where raiders are defeated by Arkelai.

442 A.I.: the settlement of Avatarati is founded by Avalon.

445 A.I.: Aurennis succumbs to injuries from a creeper explosion, Arkelai is named Guardian of Casadia.

451 A.I.: the settlement of Two Rivers is founded.

454 A.I.: construction begins on Ankylos, with the intent of it serving as Casadia’s new capital.

461 A.I.: Arkelai sends a trio of Casadian soldiers disguised as a housewife and Slayers to protect Liserett’s child out of concern for a potential assassination attempt.

462 A.I.: Arkelai prevents the assassination of Liserett O’Kleefe by Freyr Eberhart after Liserett is found not guilty of murdering Freyr’s father.

467 A.I.: Casadia grants Avalon and his family the rights of imperial nobility.

478 A.I.: Arkelai falls ill from pneumonia, Haedren is named acting Guardian.

479 A.I.: Casadian explorers from Avatarati discovered the Zahar tribes, and the two peoples establish a pact of understanding and peace.

482 A.I.: Slayers and Casadians construct a fort on Isla Verga to use as a staging ground for an expedition into the End.

483 A.I.: Haedren joins the expedition into the End to slay the Ender Dragon and bring an end to the Endermen Crisis.

488 A.I.: the settlements of Risia and Katheara are founded, with the intent of developing the region of Aktia.

489 A.I.: Casadia’s application to join the Council of the Crowned is ignored, sparking a some anti-Council sentiment within Casadia.

490 A.I.: the independent Östron city of Arnum is incorporated into Casadia, along with much of the surrounding territory.

495 A.I.: Casadia grants the Östrons the rights of imperial nobility.

498 A.I.: the road between Duras and Anthi Laguna is renovated by laborers from Casadia and the GRHH to facilitate travel and trade.

515 A.I.: a Casadian army defeats Sejuk raiders that had been attacking southern tribes allied to Casadia.

519 A.I.: Haedren retires, names Cerydon Guardian of Casadia.

526 A.I.: the settlement of Aegirszitadel is founded by Kaprian tribes resettling in Casadia.

528 A.I.: Miradost undergoes a period of rapid agricultural expansion in order to meet the food needs of the realm.

530 A.I.: Casadian explorers encounter a previously undiscovered group of dwarves known as the Mittilari living in the jungles of Ygros; a cultural exchange begins.

532 A.I.: Construction begins on the Tower of Dawn in Ankylos.

532 A.I.: Casadia admonishes the actions of Laghima towards the Vulcite people, resulting in heightened tensions in the region for several years.

534 A.I.: Casadia sends soldiers to assist Erastil in the Pyrencian civil war.

537 A.I.: the settlement of Coelho is founded.

538 A.I.: construction of the Tower of Dawn is completed.

543 A.I.: Casadia allows Pyrencia to station soldiers and ships in Secara due to fears of Östron aggression.

544 A.I.: Casadia promises Cerdic of Östlond 3,000 men to help defeat Östlaed should the need arise.

544 A.I.: The monastery in Arnum is attacked by infiltrators believed to be working with Östlaed.

544 A.I.: Östlaed declares war on Casadia and other realms throughout the empire.

544 A.I.: Secara is sieged by the Östfleot, but the siege is lifted after imperial reinforcements arrive.

544 A.I.: the completion of the fortifications of Ankylos are hurried out of fear of an Östron invasion.

545 A.I.: the Casadian army joins with the armies of Östlond to combat Östlaed.

547 A.I.: Casadian soldiers return home from combat in Östlaed.

547 A.I.: construction of a Skyfire Guild hall is completed in Ankylos.

550 A.I.: Cerydon retires and names Delon Guardian of Casadia.

583 A.I.: Casadia sends an army of 6,000 to support the Perthian crown during the Perthian Civil War.

596 A.I.: Delon retires and names Arcel Guardian of Casadia.

Structure

Casadia’s government has two notable bodies: the High Council and the Council of Elders. The High Council (also known as the Master’s Council) is the executive and legislative body of the Casadian government. It is composed of the Guardian of Casadia and the various Masters of trade, labor, treasury, infrastructure, agriculture, laws, history, diplomacy, mining, and logistics. The Guardian serves as head of the council and has the final say in all matters, though most day-to-day matters are handled by the masters of those respective areas. Virtually all of the governing power in Casadia is vested in this body. When there is a vacancy or resignation, replacements are nominated by members of the High Council or Council of Elders and must be approved by a majority vote of the High Council. The Council of Elders is an advisory body composed of former Guardians and masters. Though it has little political power, it is a source of knowledge and wisdom for members of the High Council.

While these two bodies handle the large political matters of the realm, each region and settlement has a Guardian delegated power to deal with regional and local matters. The Guardian of each settlement is subordinate to the regional Guardian, who in turn is subordinate to the Guardian of Casadia. These Guardians are chosen in the same manner as new members of the High Council.

Judicial power lies in the hands of the Guardian, though the level of Guardian presiding over the trial depends on the importance of the proceedings. Almost all legal matters are handled by the Guardians of various settlements.

Casadia’s legal code is vague at best. The Code of Casadia, an ancient set of guiding principles laid out by the founder of modern Casadia, is used as a reference for legal proceedings and judgments, but it is far from a complete set of rules. When the Code is unclear, it is up to the presiding Guardian to determine the outcome.

Leaders

Pylos: 210 A.I. - 225 A.I.

Antheron: 225 A.I. - 238 A.I

Meteran: 238 A.I. - 252 A.I.

Galus: 252 A.I. - 259 A.I.

Torvik: 259 A.I. - 286 A.I.

Thyrris: 286 A.I. - 315 A.I.

Kaeldron: 315 A.I. - 337 A.I.

Ersol: 337 A.I. - 361 A.I.

Vendarrion: 361 A.I. - 390 A.I.

Aurennis: 390 A.I. - 445 A.I.

Arkelai: 445 A.I. - 478 A.I.

Haedren: 478 A.I. - 519 A.I.

Cerydon: 519 A.I. - 550 A.I.

Delon: 550 A.I. - 596 A.I.

Arcel: 596 A.I. - present

Vokh Anthreri: the civilian reserves of the Casadian military. they are only called upon in times of dire need, such as an invasion. The majority of Casadian adults, both men and women, are part of the Vokh Anthreri. Members of these reserves typically train as a unit at least once every few months, allowing them to be more effective fighters than typical conscripts. Due to their high number, the Vokh Anthreri are not as well armed and armored as Casadia’s professional soldiers. Typical equipment includes studded leather or scale armor, a spear, shield, and an axe or short sword. Many also train as archers, trading their spear and shield for a longbow.

The Vokh Anthreri has three main divisions: the First, Second, and Third Guards. The First Guard are the most skilled warriors among the Vokh Anthreri and make up 10%-15% of its total levies. The First Guard are chosen based on skill displayed during training with the Second Guard and are the first to be called to arms when needed. The Second Guard makes up the bulk of the civilian levies at 60%-70% of the total. The Second Guard is composed of your average reserves that lack the skill and enthusiasm to be selected for the First Guard. The Second Guard is only called upon in times of dire conflict. The Third Guard is the last division of the Vokh Anthreri and is largely made up of young trainees and older reserves. Membership in the Third Guard is generally a temporary assignment until one has completed several rounds of training and has proven oneself capable of serving in the Second or First Guard. Since this unit is composed mostly of green soldiers and older warriors, it is not expected to be called upon, except to serve as an emergency garrison.

Istrateri: the professional component of the Casadian military. It consists of swordsmen, archers, pikemen, and lancers. Casadia’s professional army is relatively large compared to its population, due in large part to its warrior heritage and religious mission. When not training, the Istrateri assist in infrastructure projects, such as Casadia’s network of roads. Swordsmen and pikemen are typically armored in heavy mail or coat of plates, with steel helmets and greaves. Archers have lighter armor, usually studded leather or light mail, and a longbow. Casadia’s lancers wear heavy armor, usually a layer of scales over mail.

Altheri: Casadia’s secretive religious warriors. Future Altheri are selected from the strongest of Casadia’s youth and undergo years of intense training to become Casadia’s first line of defense against the forces of chaos. The Altheri generally take no part in politically motivated conflicts, instead focusing their energy on preparing for cataclysmic events such as the Fleeing of old. They are armed and armored with the finest weapons and armor Casadian’s can forge. When in battle, they often consume bloodfire, a powerful potion that grants near-endless energy and a high tolerance for pain.

Shields of Teleros: an elite unit based out of Teleros. During the lengthy disappearance of the Altheri, the Shields of Teleros emerged as Casadia’s premier fighting force. Numerous Guardians rose to prominence as members of the Shields of Teleros, including Arkelai and Thyrris. They train extensively in guerilla warfare, becoming experts in stealth and single combat. They are armored in studded leather or light mail, allowing for swift and noiseless movement.

Economically, Casadia is best known for its mining and enchanting. Its prowess in these areas has made it quite wealthy, particularly through its production of dragonsteel. Casadians place great emphasis on communal success, and as such work to guarantee that everyone within their society has the means and resources to survive. Most Casadians live well, though few possess large sums of personal wealth. Casadians are quite cautious with their surpluses, choosing to use them to insure against future crises such as famine or war rather than expend them in the short term.

Casadia maintains minor trading partnerships with its neighbors on the Imperial Sea, but is not a major trading power as a result of its insular economic policy.

Customs

Casadian society is best defined as monastic-militaristic collectivism. Casadians believe it is their purpose to defend civilization against the Horde, and as such have organized their society to pursue this goal. The Altheri (also known as the Brotherhood) was an elite warrior order established by the Casadians with the expressed purpose of slowing the eastward progress of the Horde. During the aforementioned Unraveling, contact with the Altheri was lost, with many presuming that the Horde had destroyed the order. Unable to locate the Altheri, Casadians turned their efforts towards supporting the Slayer’s Guild. In 421 A.I., a member of the Altheri found their way to Casadia, leading to the reestablishment of the warrior order.

Casadians place great emphasis on community, believing that supporting one another is vital to their survival. This has led to systems of central resource distribution and land ownership, ensuring the equal prosperity of all Casadians. This system is incompatible with common systems of feudalism and nobility, which Casadians thoroughly detest. Casadians view rule by blood as a weak system and believe that no man or woman has the inherent right to rule over another. Casadians are fervent adherents to meritocracy, preferring to individual achievements to bloodlines.

Casadians are avid students of history, believing the study of the past to be crucial to their development as a society and to potential efforts to defeat the Horde should it return. Casadian scholars greatly value the accurate recording of history regardless of the resulting perception of Casadia, a byproduct of Casadia's cultural shame for past actions.

Languages

Nearly all Casadians speak the native Casadian tongue, which is an offshoot of the Alterran desert language Ishtek. While Casadian serves as a common language for citizens of the realm, Mercurian and Östron are also widely spoken, the latter especially in the eastern region of Östea.

The Path of the Unburnt

The Path of the Unburnt is based around fire worship and is the defining feature of Casadian society. Followers of the Path believe that there is an inner Fire within us all. Embracing one's inner Fire requires committing oneself to a higher purpose that supersedes one's own selfish ambition. The Fire rewards those who dedicate themselves to it with a number of benefits. The Unburnt are resistant, and in very rare cases immune, to fire. The Fire also grants devotees improved physical stamina, though this varies greatly from person to person.

In order to join the ranks of the Unburnt, one must pass the Fire Trials. The Trials consist of a number of tests of altruism, courage, and faith involving the use of fire. The final trial consists of walking into a pool of lava. Passing this trial is proof that one has embraced their inner Fire, as they will be granted immunity to the heat. The Fire Trials are a rite of passage for all Casadian youths, as well as any others that wish to join the ranks of the Casadians.

The Path of the Unburnt has two distinct sects separated by how they view the inner Fire. Some believe that the Fire is merely an inherent natural force like the wind or tides, while the majority believe that the Fire is given to the Unburnt by a god of order (or some sort of powerful magic being) to help them battle chaos. The latter sect's belief led to the creation of the Altheri, a warrior order dedicated to combating chaos and defending civilization. Casadian society has thus evolved to support and perpetuate this warrior brotherhood. Despite this fundamental divide, the sects are non-competitive and are able to peacefully coexist.

Kybalia

Kybalia was the original home of Casadians within the empire. Casadians made first landfall in the western desert, founding Casad Vokh at the southern tip of the desert. Settlers slowly spread throughout the rest of the region to make use of its varied resources.

Casad Vokh

The first settlement and original capital of Casadia. Founded on the southern coast of Kybalia along the Telar Strait, the settlement quickly flourished as more Casadian colonists arrived from the west. As the population grew, the city expanded to the island on the eastern side of the strait. The predominant feature of the city is the Fire Keep, a large fortress in the center of the island. The city is also home to the Maw, a holy site used for the Trials of Fire. Casad Vokh was supplanted by Secara and finally Ankylos as the capital of Casadia as the focus of Casadia and the empire shifted to New Hermertia.

Teleros

A decade after the settlement of Casad Vokh, the desire to expand beyond the dunes of the desert led to the foundation of the military outpost of Teleros. More of a military camp than a true settlement, Teleros was primarily used as a resting place for laborers bringing lumber from the surrounding forests back to Casad Vokh. As Casadia grew, it became the training ground for the Shields of Teleros, an elite group of guerilla-style fighters. During the conflict with the sea nomads, Teleros proved instrumental in preventing the raiders from surrounding Casad Vokh.

Vontenos

A small farming settlement in northern Kybalia, Vontenos was founded shortly after the end of the sea nomad conflict. While not expansive, Vontenos provided a lifestyle alternative to those tired of city life

Grand Duchy of Casadia

Consisting of the central mountainous region and the surrounding forests and plains, it is where Casadian colonists first sought to establish a foothold in the new world. Many consider the mountains to be one enormous fortification; with steep cliffs around its entire perimeter, the territory within is nearly impregnable. It is for this reason that Casadia's capital was constructed deep within this region.

Ankylos

Founded in 449 A.I. on the order of Arkelai, the plan was for Ankylos to become the new fortified capital of Casadia. The construction and development of the city was an expensive undertaking, as some vital materials like wood had to be hauled through the mountains. After nearly a century of construction, the fortifications were finally completed in 544 A.I. The city serves as the capital of Casadia, with the governing councils being housed in the Tower of Dawn. The city is also Casadia's diplomatic center, featuring a number of guild halls and embassies from realms throughout the empire. One of the richest mithril mines in the Empire lies below the city, feeding Ankylos' many forges and making it one of the premier producers of high end weapons and armor in the known world.

Duras

The first Casadian settlement in the new world, Duras has always been a rustic village. The village sits at the strategically valuable crossroads of the great Casadian road and the road north to Anthi Laguna, which has resulted in a large garrison being stationed there at all times.

Voltau

A scenic farming village nestled between hills and a river, Voltau is best known for the presence of the Slayers Guild hall. The fortress towers over the village and has been a boon to the village for hundreds of years.

Secara

The former capital of Casadia, Secara is Casadia's only major port. Founded by Aurennis to increase Casadia's access to naval trade, the city handles nearly all trade goods destined for the interior of Casadia. The city is divided into two major districts: a northern trade district and a southern agricultural district.

Risia

A quiet farming settlement in the middle of Aktia, Risia helps to provide food for the residents of Secara.

Kathaera

A quaint fishing town on the southern shores of Aktia, Kathaera's most notable feature is a strange shrine built to what the locals call “the fish lord”.

Miradost

The largest town in Ilothera, Miradost has humble beginnings as a mining town. As the realms demand for minerals and ores grew, so did Miradost. The town has experienced steady growth throughout the years, including the addition of a winery and a large number of farms.

Imara

The first settlement in Ilothera, Imara is a loose collection of farming households. The settlement was originally just a fort used during the construction of the great Casadian road, but soon grew as settlers moved into the new territory.

Shraek

A small town on the western edge of the Ilotheran swamp, Shraek is home to a community of Orcs. The town's economy is centered around fishing and the farming of rare plants that only grow in swamps, primarily the highly-prized ventus leaf. The town is largely built on stilts to avoid being washed away during a flood. A small fort is perched atop the hill overlooking the town and serves as a refuge in the event of an attack.

Avanoria

Located to the east of the grand duchy, the duchy of Avanoria was originally settled by a combination of Casadians and Path-following Östrons. It is a heavily forested region that produces a great deal of lumber used by the rest of the realm. It also acts as a barrier between the unruly Östron freeholds to the east and the heart of Casadia.

Two Rivers

Seated between a pair of tributaries that lend the settlement its name, Two Rivers is a prosperous farming and logging village. With access to fertile land and a large forest nearby, the town is a major exporter of agricultural goods and lumber.

Avatarati

Established to develop the far eastern reaches of Casadia, Avatarati is important as the first line of defense for eastern Casadia. A large fort looms over the town, warding off raiders from the east. The town features a wide variety of industries, from farming to mining to lumber production. The town also contains a memorial to the late Aurennis.

Sitari

A small farming settlement, Sitari was founded to make use of fertile lands in southeastern Ilothera.

Coelho

A secluded settlement deep within the forests of Ilothera, Coelho is best known for its shrine to rabbits.

Östean Protectorate

Home to a number of Östron tribes, the region was originally annexed in a deal with the leader of the settlement of Arnum (called Ernun in the local tongue). With large forests, winding rivers, and access to the Casadian Sea, the Östean Protectorate is home to a variety of flourishing settlements. After nearly one hundred years of direct Casadian rule, the realm was granted a significant level of autonomy by Arcel.

Arnum

The second largest settlement in Casadia, Arnum was originally an independent Östron settlement. The city's central feature is a Creeperism monastery, which sits on a hilltop above the city proper. Nestled along the wooded shore of a gentle river, the natural resources of the area have helped promote great economic prosperity in the town.

Aegirszitadel

Home to the Kaprian tribe, Aegirszitadel is built along the shores of the Casadian see. The town is built as one large fortification, with the buildings built upon great walled terraces. The town is also home to a cathedral to the Kaprian pantheon.

Mittilari Territory

Consisting almost entirely of vast stretches of jungle, the realm of the Mittilari has only a tenuous connection with Casadia due to the lack of Casadian colonists. The reclusive dwarves of the region do not seek much outside contact and are reluctant to share information about their settlements, but years of gentle diplomacy by Casadia has yielded a some limited trade and information exchange between the two realms. While the region is nearly totally autonomous, the Mittilari do provide Casadia with mithril as payment for protection offered by Casadia's soldiers.

Qalin Sanctuary

A dwarven settlement discovered by Casadian explorers, it is the only known residence of the Mittilari, a group of jungle-dwelling dwarves that have had little contact with the empire. Wedged into a ravine, the town is nearly impossible to find. The main feature of the town is a temple to the Tarmoq, a strange crystal worshiped by the Mittilari.