Mernia is fragmented—in more ways than one.

The Free States of Pyre and Karth squabble incessantly, each claiming moral high ground while undermining the other through proxy and plot. Meanwhile, the Kingdoms of Zauri and Mersyff clash with roving bands of pirates along their fractured coasts. In the center, Poala maintains a fragile pretense of sovereignty, willfully ignoring the exorbitant merchant taxes imposed by greater powers.

On the northeastern coast, the notorious warriors of Erthen fight for both Pyre and Karth, holding the line against the relentless Paolemern crusades. The Mersyffian Pirates, hardened and opportunistic, lend their ships to the Free States as well—privateers in name, raiders in truth—striking at imperial convoys and sowing havoc on the high seas.

The Kingdom of Zauri is a land divided not only by borders but by belief. Its northern, greener regions are open to foreigners—welcoming, if wary. But the further south one travels, the colder the hospitality becomes. Eventually, you reach the Birthlands, sacred and sealed, where only the Zaureez may tread. Beyond that, at the southernmost edge of Zauri’s reach, lies the fabled and forbidden Land of No Man—a realm into which no mortal dares venture, and none return.

Mernia is fragmented—in more ways than one.

The Free States of Pyre and Karth squabble incessantly, each claiming moral high ground while undermining the other through proxy and plot. Meanwhile, the Kingdoms of Zauri and Mersyff clash with roving bands of pirates along their fractured coasts. In the center, Poala maintains a fragile pretense of sovereignty, willfully ignoring the exorbitant merchant taxes imposed by greater powers. On the northeastern coast, the notorious warriors of Erthen fight for both Pyre and Karth, holding the line against the relentless Paolemern crusades. The Mersyffian Pirates, hardened and opportunistic, lend their ships to the Free States as well—privateers in name, raiders in truth—striking at imperial convoys and sowing havoc on the high seas. The Kingdom of Zauri is a land divided not only by borders but by belief. Its northern, greener regions are open to foreigners—welcoming, if wary. But the further south one travels, the colder the hospitality becomes. Eventually, you reach the Birthlands, sacred and sealed, where only the Zaureez may tread. Beyond that, at the southernmost edge of Zauri’s reach, lies the fabled and forbidden Land of No Man—a realm into which no mortal dares venture, and none return.

Mernia is fragmented—in more ways than one.

The Free States of Pyre and Karth squabble incessantly, each claiming moral high ground while undermining the other through proxy and plot. Meanwhile, the Kingdoms of Zauri and Mersyff clash with roving bands of pirates along their fractured coasts. In the center, Poala maintains a fragile pretense of sovereignty, willfully ignoring the exorbitant merchant taxes imposed by greater powers. On the northeastern coast, the notorious warriors of Erthen fight for both Pyre and Karth, holding the line against the relentless Paolemern crusades. The Mersyffian Pirates, hardened and opportunistic, lend their ships to the Free States as well—privateers in name, raiders in truth—striking at imperial convoys and sowing havoc on the high seas. The Kingdom of Zauri is a land divided not only by borders but by belief. Its northern, greener regions are open to foreigners—welcoming, if wary. But the further south one travels, the colder the hospitality becomes. Eventually, you reach the Birthlands, sacred and sealed, where only the Zaureez may tread. Beyond that, at the southernmost edge of Zauri’s reach, lies the fabled and forbidden Land of No Man—a realm into which no mortal dares venture, and none return.