Fiction:The Firmament/Dryadala

Dryadala is one of the ten continents of Telamon. Located to the east, this landmass is perhaps the most densely populated, with a variety of species and nations rising and falling over the course of history. It has historically been the seat of some of the greatest empires Telamon has ever seen.

History
Believed to be the cradle of modern civilization, Dryadala was the first region of the world where nations formed following the fall of the Primordials. The elves and dwarves were among the first humanoids to arise, forming the regions of Eondrassana and Khargramnir respectively and becoming the dominant powers of the continent. The Great Eondrassana War instigated by the orcs of Gromkazul was the largest war in the continent's history, lasting four decades and leading to the splitting of the elven race into four distinct cultures. Around four thousand years ago, the first humans rose into prominence and eventually became one of the major players of the continent, while the southern regions served as lair to lizardfolk, ogres, lamias and minotaurs.

Nations

 * Amazq - A mysterious rainforest inhabited by the elusive women known as the amaz, Amazq is a land considered unexplored by the great civilizations of the world. Rumours of great treasures and power are abound.
 * Arkhanset - Isolated from their fellow humans, the nation of Arkhanset evolved into a very distinct society of warriors, scholars and artisans. Among the greatest powers of the Sea of Sand, they pride themselves on their achievements and the wonders they have created.
 * Aynach - A nation of knights in shining armor dedicated to chivalry and goodness, Aynach is a kingdom of Humans who follows the will of their mythical Veiled Lady. Its military prowess, emphasis on chivalry and welcoming demeanor to outsiders is famed across the land.
 * Confederation of Lechner - United by their shared link with the ancient lord Wolfram Lechner, the Confederation prides himself with being the largest and greatest faction of humanity in all of Telamon.
 * Meerland - Expert traders and avid sailors, the province of Meerland is the economical capital of the Lechnerlands.
 * Ritterland - Prized for its knights and mounted warriors, the province of Ritterland defends the lands of mankind against northern invaders.
 * Volkland - The sons of Wolfram Lechner, the province of Volkland holds the greatest warriors of the Confederation, always ready to give their lives for the nation.
 * Waldland - Devout followers of the Lechnierian gods, the druidic province of Waldland is the center of worship among the central nations of man.
 * Duskwood - Cursed with an eternal night, Duskwood is an entire nation ruled by vampires. Its peasants live in fear and oppression as monstrous undead prowl the wilderness, while haughty vampire barons and counts plot against each other in bids of power.
 * Eondrassana - The largest country of the continent, Eondrassana is the ancestral home of the elven race. Currently ruled by the wood elves, it is based around the enormous World Tree Eondrassla, which is said to have been the mother of all Telamonian life.
 * Eryliana - Centered around the volcano of Mount Gavakar, Eryliana is the home of the ashen elves. Considered the bulwark of Dryadala against the dangers of Gromkazul, the Fyasan are famed for having tamed the fearsome fire drakes of the region, using them as mounts in battle.
 * Grungirnur - The home of the dreaded duergar, the mountains of Grungirnur are a constant battlefield. The dark dwarves battle for dominance against fierce kobolds and invaders, with the goal of forcing all of them into slavery.
 * Khalmartis - Ruled by a caste of fiercely powerful gorgon sorceresses, the land of Khalmartis is inhabited by inquisitive and assertive lamias. While content to work with their neighbours, these snake-like creatures are unforgiving to those who wrong them.
 * Khargramnir - The homeland of the dwarves and one of the oldest nations of the world, Khargramnir spans the World's Pinnacle Mountains. The dwarves are a hardy, stubborn and vengeful folk, though those who manage to earn their trust will never find a more loyal ally.
 * Kultaurus - Filled with labyrinths of brass, Kultaurus is the land of the monstrous minotaurs. Obsessed with fire and destruction, the fierce bullmen wage constant war against their neighbours for the sake of sacrificing them to their flaming gods.
 * Merovaren - The desert home of the lizardfolk, Merovaren is a land of trade; after essentially unifying Dryadala with the trade network known as the Sandy Roads, Merovaren has become arguably the largest trading hub of the world, with contacts across the entire continent and beyond.
 * Ogrelands - This battered land, not considered a nation as much as a patch of unconquered space, is the homeland of the fearsome ogres. In this region, food is hard to come by and water is sparse, causing its gluttonous inhabitants to make do with whatever they can steal from other regions.
 * Okran - A disorganized land made up of many tribes, Okran is the home of the gnolls. Life is dangerous there, and its inhabitants will do whatever it takes to survive, at the expense of anyone unfortunate enough to stand in their way.
 * Skitterfall - The subterranean empire of the rakash, Skitterfall is among the greatest threats to the world. This conglomeration of tunnels and ruined fortresses spans across Dryadala and Gromkazul, with hordes of ravenous ratmen seeking to destroy all of the surface land in the name of their vile demon god.

Native races

 * Amaz - An elusive race of female-only beings, the amaz resemble human women, but have no known link to that species. They fiercely defend the rainforests of Amazq from any and all intruders.
 * Crocodilians - Monstrous humanoid crocodiles found across the marshlands of Dryadala, the crocodilians are a savage people with a distaste for outsiders. They come in various shapes and sizes, with each possessing a specific role in their society.
 * Duergars - A cruel offshot of the dwarves, the duergars are rampant slavers who hate all races in the surface. Fighting over control of the region of Grumgirnur, these dark creatures are not to be trifled with.
 * Dwarves - One of the oldest races of the world, the dwarves are a stout people fond of hard labour, industry and alcoholic merrymaking. Known for their long memories, they never forgive those who wrong them, and likewise always ensure all debts are paid in kind to their allies.
 * Elves - Thought to be the first children of the Primordials, the elves are among the most important races of Telamon. Formerly unified under the World Tree, today they have become four distinct cultures which inhabit the four corners of the world.
 * Gnolls - Native to the badlands of Okran, the gnolls are a race of humanoid hyenas who live in splintered tribes. Considered shady and untrustworthy by most, they are fond of taking advantage of those weaker than themselves at every opportunity.
 * Gnomes - An offshot of dwarves born from an accident involving the Plane of Earth, gnomes are small, energetic and proactive creatures. Their boundless enthusiasm and interest in innovation makes them stand out from their conservative dwarven siblings.
 * Gorgons - The rulers of Khalmartis, Gorgons are a race of female-only, elven-like creatures with snakes for hair and petrifying gaze. Famed spellcasters, they are known for being vain, haughty and merciless to those who insult them.
 * Humans - Famed for their boundless ambition, humans emerged in Dryadala but have spread to most continents of Telamon. Whether warriors, scholars, priests or artisans, humans are found everywhere and fulfilling all possible roles in whatever society they pledge allegiance to.
 * Kobolds - Native to the subterranean reaches of Dryadala, the kobolds are a race of dragon-worshipping reptilians with an affinity for trapmaking and very inflated egos. They often seek dragons to serve, or other races to bully into submission.
 * Lamias - The loyal servants of the gorgons, lamias are creatures resembling a cross between elf and snake. They inhabit the land of Khalmartis, where they watch over their neighbours with a curious and assertive disposition.
 * Lizardfolk - Shrewd businessmen native to the Great Sea of Sand, the lizardfolk are a race of humanoid skinks who have made a large impact in the continent thanks to their efforts to unify the continent under their trading networks of the Sandy Roads.
 * Minotaurs - Resembling a monstrous cross between man and bull, minotaurs live in the wastelands of Kultaurus. Pledging allegiance to furious flame gods, they seek power above all else and will destroy anyone foolish enough to stand in their way.
 * Ogres - A race who suffers from constant hunger, the ogres are a barbaric and fractured people who desires only more food, wealth and violence, much to the chagrin of everyone neighbouring their territory. Their tribes are among the most common problems of the wilderness in the continent.
 * Rakash - Servants of the demon lord Skanqrak, the rakash are a shrieking and hateful horde of abominations who swarm the subterranean reaches of Dryadala, desiring only to destroy and devour the surface world in the name of their demonic patron.
 * Serpentfolk - The stern guardians of Serpent's Throne, the serpentfolk toil day and night to serve the will of their god, Almonohuim. Most who seek them out never return to tell the tale.