The Western Kingdoms

The Western Kingdoms is a large area of land that stretches from the Saurian Hills to the Waning Crescent. It is home to mostly Humans, Dwarves, Orcs, Goblins, Ratfolk, and Lizardfolk. It is the ancestral homeland of the race of dwarves, but is primarily populated by humans. The Western Kingdoms region is not ruled by one government, and is divided into several large plots of land. These plots of land are further divided into city - states or counties with their own government. The larger regions are as follows: The Waning Crescent, Klark's Territory, Borghurst, The Saurian Hills, and the Western Borderland.

The Waning Crescent
The Waning Crescent is a large island off the coast of Klark's Territory in the Western Kingdoms. It is the primary hub for nautical economics in the Western Kingdoms, and is one of the the most ethnically diverse regions in the known world. It is the birthplace of Yobanism, and is home to several strong factions, including the Adventurer's Guild and the Wintel Syndicate. The region is also well known for its magical research, with the College of Mystics in Mystia, and the Artificers Guild in Stonehold.

City - States and Governing Bodies
The Waning Crescent is divided into small regions governed by city states, with the exception of the Capus Tola governing body, which controls a large region. The city states are listed here, in order of population (highest to lowest):


 * Capus Tola
 * Mapplebrook
 * Stonehold
 * Mystia
 * Armshaven
 * Daekor
 * Pelor
 * Terot
 * Saltshore

Each of these cities governs over a small area of land, each containing several smaller towns, with the exception of Capus Tola.

Capus Tola Region
Capus Tola governs a much larger region than the other city - states in the Waning Crescent. On its land are two smaller cities, Sinkmarsh and Baryor. The Capus Tola region was founded by a Human Sorcerer who first colonized the Waning Crescent when it was only inhabited by dwarves. After the arrival of the first governing body, several other groups arrived, and established their own city - states in the region. Capus Tola owns the most land because they were the first settlers to arrive.

Environments and Ecosystems
The Waning Crescent is mainly dominated by grasslands and forests. The island has two mountain ranges, the Peeblewater Wall, and the Dragontooth Spire. Both ranged are relatively small, with smaller mountains than other ranges in the Western Realm, with the exception of the Dragontooth Spire. It stands around 3,000 meters tall, and is home to a group of white dragons. This makes travel in that region very difficult, which compels most travelers to travel by boat. Aside from its few mountains, the Waning Crescent is generally flat and grassy, with a few forested regions. This makes agriculture a very prominent business (see "Economy") as land can be leveled and prepared with relative ease.

One region of the Waning Crescent that stands out is the great Sinkmarsh Swamp. It is about 30 leagues across and is home to a large population of lizardfolk. The swamp is named after a city within the swamp that sinks into the mud, forcing those who live their to add new levels as the submerged levels become home to Bullywugs and other aquatic creatures. Sinkmarsh swamp is also home to several Cotablepas, which pose a significant threat to those living in their general vicinty. Wildlife in the Waning Crescent is very diverse, with many species of mammals and a large diversity of birds. After Krobus' expeditions to the Wildlands, he brought back many tropical birds of all shapes and sizes. Soon after his arrival, many of the birds escaped and adapted to the new enviornment. Asids from the avians, the island is home to rabbits, many kinds of wolves, moose, wolverines, badgers, and a large population of marmots. The region's hils are also populated by the burrowing bave bear, which often attack humanoid travelers who don't openly carry arms.

Economy
The Waning Crescent sustains itself mainly through exports of agricultural resources, including cotton, wheat, and panem most prominently, and through exports of magical resources such as blood kelp, fire opals, and magic items. The three most prominent city - states in the region (Stonehold, Armshaven, and Mapplebrook) became so powerful due to the potential of their exports.

Religion
The Waning Crescent is a very religiously diverse region. The central church of Yobanism is located in Capus Tola, so the most prominent religion is Yobanism, but other religions, including Primordialism and Arkism are also practiced here. After the Atropus Disaster, the a significant amount of Yobanists converted to Primordialism, as the Primordialist sages of ancient times had predicted the event. This led to religious instability in the region that is yet to resolve. The Atropus Disaster also led to the formation or re - formation of several Elder Evil cults, such as the Cult of Atropus or the Cult of Kyuss. These groups practice in secret, and have existed in the area for almost as long as it has existed.

Klark's Territory
Klark's Territory is a large area of mountainous and snowy land that is owned by the Klark noble family. It is the largest region owned by a single governing force in the Western Kingdoms, and is one of the largest monarchies in all of Terrasius. Due to the executive inaction of the Klark family, the region is a very wild and lawless place. The northern regions are filled with large, snow covered ravines, some of which lead into the underdark. This allows underdark creatures to gain passage to the surface world relatively easily, which makes the region heavily infested with monsters. Most prominently, Mind Flayers and Purple Worms often harass travelers through the northern region.

Ratfolk and Frost Giants
The eastern section of Klark's Territory was home to several powerful Ratfolk Clans, who where nearly wiped out by invading Frost Giants who arrived in massive ships from Lymic. Descendants of the Ratfolk clans often engage the Frost Giants in skirmishes, and the Frost Giants fight back by smashing anything in sight. The Frost Giants don't know the difference between these Ratfolk attackers and the other residents of the region, often attacking unrelated Human or Dwarf settlements in response to Ratfolk raids.

Economy
Klark's Territoryis rich in precious minerals, so the region sustains itself through exports of silver and adamantine. Because the northern regions are monster infested, hunters can often strike it rich by selling Mind Flayer artifacts, Myconid communication nodes, or Purple worm scales. The Ratfolk clans in this region are also very skilled in harvesting snowflint, and magical blue metal found in tundra regions.

Religion
Residents of Klark's Territory are mostly Primordialist or Yobanist, and the region is also home to a Mind Flayer cult called the Cult of the Superior Intellect. These cultists often summon underdark creatures to cause destruction in the name of their "gods", or offer sacrificial brains to the Ilithids in the region. The Mind Flayer colonies do not see these cultists as allies, and often ambush them during their rituals in order to consume their brains to turn them into minions to guard their colonies. The Ratfolk in this region practice an offshoot of Primordialism called Musorism.

More Information
While Klark's Territory is technically part of the Western Kingdoms, it also overlaps with the region designated as the Northern Realm. Thus, for more information on this region, its residents, and its geography, please visit the page for the Northern Realm.

Borghurst
Borghurst is the ancestral home of Orcs, but is now primarily dominated by the Goblin dual monarchy. The region is very dilapidated from constant internal conflict, and most cities that have existed there have been reduced to ruins. The Orc tribes in this region are hostile towards all other species, and the Goblins aren't much better, making the region a very dangerous and uninviting place.

Economy
The Goblin nation makes money primarily from mining gems from the mountains on their land, which they export to nations in the Waning Crescent. The Orc clans make money by taking it from the Goblins. Several of the Orc clans make boats and warships so they can raid coastal settlements and steal from trading vessels, and have earned the nickname "Military Pirates" from sailors from the Waning Crescent.

Religion
Most Orcs in this region practice an old form of Primordialism called Yurtrisity, which holds Yurtrus (The Orc name for the primordialist Death Creature) instead of Yoba as the leader of the gods. The Goblins in the region mostly practice Umbryanism.

The Saurian Hills
The Saurian Hills is a huge region of mountains and plateaus that is heavily populated by hostile Stone Giants. Within the mountains, however, are the massive underground nations of Saurians (Cave Lizardfolk) and Dwarves.

The Saurian Federation
The Saurians command vast mining operations to extract every tiny shard of irridium from the mountains. Their magical and technological prowess has allowed them to mine incredibly deep into the mountains, and also sparked their interest in magic items. Several common magic items, such as the Flame Tongue and Driftglode were invented by the Saurians here.

The Dwarfish Autocracy
The Dwarves of the Saurian Hills once controlled the entire region, but have since lost their land to the Surians. They seek to extract precious gemstones from the mountains to add to the Great Vault of Betlan. They also extract mithril and adamantine, which they use to create some of the finest weapons and armor money can buy. They are in constant conflict over resources with the Saurians, but don't dare an all out war, as the Saurians use of irridium has made their army incredibly powerful.

Economy
The Saurian Federation exports magic items and irridium, as well as Purple worm eggs and materials from monsters they find in the caves, such as Myconid Communication nodes, dragon scales, or Behir lightning organs. The Dwarves export weapons and armor, as well as ores such as gold, iron, corrundum, adamantine, mithril, and copper. They also build and sell several kinds of golems, mainly Clay or Iron.

Religion
The Dwarves mainly practice Yobanism, but many of them view Betlan as the leader of the gods, rather than Fate. The Saurians believe in a smaller, less well known religion called Science. It believes that there are no gods, and that the universe is the way it is due to several rules called the "Laws of Physics."

The Western Borderlands
The Western Borderlands makes up a large, flat region of plains and prairies. It borders the Eastern Kingdoms, which is why it is called the Borderlands. It is a relatively peaceful place, mainly populated by independant farmers. The region has no government, but the Fishskipper noble family holds some power in the region. While peaceful most of the time, trolls can be found in the region during the summer, as they come up from the south when it is warmer.

Economy
The Borderlands supply most of the farmed food in the Western Kingdoms and parts of the Eastern Kingdoms, mainly wheat, milk, apples, pumpkins, and poultry. Hunters also sell troll limbs, which can be used to make potions of regeneration.

Religion
Most residents in this region are Yobanist or Arkist, due to the region's proximity to the central church of Yoba, and due to the region's high halfling population.

Majority

 * Humans
 * Dwarves
 * Saurians and Lizardfolk
 * Goblinoids
 * Halflings

Minority

 * Elves
 * Ratfolk
 * Reficules