The Aedyr Empire is currently the largest and most powerful force in this part of the world. It is centered around the equator and has a tropical climate. Though the empire has colonies in numerous areas of the world, Greater Aedyr is at its heart and houses the majority of its human and elven nations.
Bonus: Resolve +1
Consisting of the nation of Naasitaq, dozens of aumaua settlements, and hundreds of lawless, pirate-infested islands that stretch along the southern sea, Deadfire is home to boreal dwarves, aumaua, and a mixed variety of other races. Deadfire Archipelago is the "last stop" for anyone headed east -- a multitude of monstrous sea creatures infest the ocean beyond, making travel virtually impossible.
Bonus: Dexterity +1
Located to the northeast of Glanfath, the Ixamitl Plains are a large expanse of fertile savannahs that are extensively farmed by human and orlan residents. The Ixamitl culture is one of the oldest in the world, though one of the least imperialistic, having spread out little over the past several thousand years.
Bonus: Resolve +1
Once the crown jewel of the southern seas, Old Vailia is now the crumbled remnants of an empire of warring merchant nations. Counting many humans and dwarves among their ranks, the Old Vailian countries are still forces to be reckoned with and are proud of their rich cultural heritage.
Bonus: Intellect +1
Dominated by the aumaua nation of Rauatai, the gulf itself is host to a number of nations, most of them aumaua, orlan, and dwarven. Though these countries are relatively young, they are some of the most advanced colonial settlements in the east. The gulf is a land of riches and resources for those who can take them, though the entire coast is often pummeled by violent storms.
Bonus: Constitution +1
The Living Lands
The Living Lands is the mountainous region of a large northern island renowned for its diversity of plant and animal life. Its weather is unpredictable and its ecosystems vary dramatically from valley to valley. The Living Lands is home to an assortment of races in a variety of colonial and independent settlements.
Bonus: Might +1
The White that Wends
A large, cracked southern expanse of polar ice, the White that Wends is home to pale elves and small colonies of daring explorers, outcasts and adventurers. While virtually no plant life grows in the White, it is home to many hardy species of dangerous animals that forage from the sea or prey upon each other to survive.
Bonus: Perception +1