Spiral to Destruction
Tuleca is a large continent, with a diverse set of creatures and races. It, and the nearby island Ictis, are the only known landmasses.
Although political borders are constantly shifting on the continent, the landmass itself has remained fairly stable throughout the 2nd and 3rd (current) ages.
Early on in the continents history, scholars were making highly accurate maps. Great forests can be found to the east. A vast desert dominates the center and north of the continent. The far western peninsula is covered in impassable jungle. The southwest is ice covered, with great mountains tipping the peninsula.
Cultures and Nations
There are a multitude of races that have risen to form powerful countries.
Humans are by far the most populous race. Human nations tend to rise and fall very quick. There are exceptions of course. The founding of Stygia is long ago forgotten. The country is dark and secretive. Even the neighboring Orcs fear the ancient magics practiced in Stygia. Vectis and Koth have carved out unambitious niches for themselves, and are often passed over by more dynamic nations. The Batavia peninsula used to be united under a nation named Bataviar, but a century ago it split into the northern Lochnerath and southern Carmalan. Ithyus is arguably the most powerful nation on the continent. It long ago conquered Jemtia as a puppet, and now maintains that nation as a buffer state. Parth and Olicana inhabit the island of Ictis. They are both locked in a neverending conflict with has prevented them from developing into more "civilized" nations. The Stormlands, Vinovian Tribes, and Karnorth are all but ungoverned. Groups of unorgnaized humans somehow carve out lives in these desolate places. Other human nations include Tomberthia, Dalecaria, Laskh, Steelbara,Vanaheim, and Gestrica.
Elves almost always stay neutral in the fueds between human kingdoms. The elves view most of them as transitory at best. They defend their borders fiercly though, and have sent many a would be conquerer back home defeated. The Eladrin (high elves) will freely engage in trade, sharing of knowledge, and cultural exchanges. Their nations of El Serta and Neel Dlon boast some of the greatest cities on the continent. The Wood Elves are less open with their borders, although welcome most visitors with great hospitality. The Wood Elf nation of Salinae is currently locked in a struggle with Hobgoblins for their great forest.
Dwarves Are rarely seen outside of their homelands. Their only true country is Drak mh tal, although there are dwarven clans in almost every major mountain range. Since few other races like to live on mountains, they often adopt . Most people assume it's better to have Dwarves occupying a mountain than Orcs.
Orcs, Goblinoids, Lizardmen, and Gnolls are all found in sizeable communities. Lizardmen and Gnolls generally are content occupying a swamp or forest, but Goblins and Orcs will swell into raiding parties are armies if left unchecked. Both races have managed to establish countries. Orcs used sheer viciousness to cut their nation of Granuuth out of territory from El'Serta and Gestrica. Hobgoblins grew from a single legion into the nation of Mestrogothia by playing neighboring countries off each other.
Warforged grew from mortal attempts to create life during the second age. Angered by the hubris, the gods struck down the creators, but were intrigued enough by the warforged to let them live. In recent decade, warforged have migrated to the northwest. They allow few into their borders, but rumors hint that they're carving out a nation from the dense jungles. The eternally practical race calls its new home Land.