Esuonia

Capital: Castle Esuon

Races: primarily human, but mixed in the northeast. Barbarians and people of the southeast likely of mixed human and elven heritage. Halfling settlements throughout the wildlands.

Government: King Esuon the Good. Feudal with limited local democracy.

Justice: Appointed justices lead city guard. Knights of Esuon maintain order, with most of the responsibility falling to the Earth Order.

Economy: raw materials, cottage manufacturing, commercial fishing. Technology is widely traded within the nation, but rarely to outsiders.

Diplomacy:

Belia/Freetun – openly hostile, with frequent wars.

Selland – generally good, with border patrols to prevent magic smuggling.

Gimland – moderate hostility, but rarely open war.

Velgardia – local trade over the border, but formal diplomatic relations are a “live and let live” philosophy. Esuonia feels relief over the recent of the warring tribes at the hand of [[:Emperor Velgard]].

Terrain: mixed deciduous and coniferous forest, plains, hills. High altitude mesa called the Plain of Swords, marked by the enormous Chasm of Lucien.

Religion: Officially monotheistic worship of Banna, possibly a derivative of the dwarven god of strength, Ebanga. Many also worship the Ten Elemental Gods. Plains barbarians have their own belief system which is forbidden to outsiders.

Social order: Feudal, with free citizenry in the cities, and a class system consisting of nobility, merchants, commoners, peasants, and subjugated servants.

Technology: High tech, including rudimentary railroads connecting resource gathering and processing sites, automatic crossbows, basic gunpowder weapons, and powered boats. Driven by a strong academic system based in Vi and Inteir.

Esuonia

The Haunting of Sulpich Wood snarkophilus