A Brief Guide to The Countries of Arcydea
The following is a brief tourist's guide to the various countries and locations in Arcydea - these locations are ranked by the significance of each point to the country (for example, Magic: High would imply that magic is very important and actively researched in that area) or to travelers (Threat Level: High would imply a country that should inspire caution to visitors.) The TL level listed in Tech indicates what tech level is available for local manufacture and service (an area with TL4 might be able to order Eioan TL9 laser pistols in the mail, but has no local facilities to fix them.)
Nexus. A territory which rapidly changes characteristics as new rifts open, new leaders attempt to rule some or all of it, and entire buildings, groups of people, etc., appear or disappear at a moment's notice. Prone to severe economic instability due to the low supply of non-created goods. |
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| Residents: Very High | Immigrants: Very High | Mining: Low | Government: Chaotic | Major Imports: Extradimensional goods. |
| Commerce: Very High | Tech: High (TL9) | Fishing: Low | Control Level: Variable | Major Exports: Extradimensional goods, cheap materials, media and entertainment |
| Industry: Moderate | Magic: High | Hunting: High | Threat Level: Very High | Primary Races: Humans, practically anything else. |
| Economy: Unstable | Psionics: High | Agriculture: High | Military: Unstable | Slavery: Common |
| Wealth: Unstable | Genetics: High | Crime: Very High | Tourism: Very High | Climate: Chaotic; usually normal mana |
| Krytar. A Backwater kingdom formed primarily of dark elves and their captives; currently ruled with an iron fist by the Demon Witch (otherwise known as Alicia Th'Kal). Krytar has actively been seeking to conquer and unite the Backwaters, and has thus far obliterated several smaller countries. They currently have their sights set on Avalon, having recently consumed Avalon's offshoot and close ally, the Principality of Keldal. | ||||
| Residents: Moderate | Immigrants: Low | Mining: Low | Government: Mageocracy | Major Imports: Slaves |
| Commerce: Low | Tech: Low (TL3) | Fishing: None | Control Level: Very High | Major Exports: Magical items and potions |
| Industry: Low | Magic: Very High | Hunting: High | Threat Level: High | Primary Races: Dark elves, goblins, humans. |
| Economy: Good | Psionics: Very Low | Agriculture: Moderate | Military: Excellent | Slavery: Very Common |
| Wealth: High | Genetics: None | Crime: Moderate | Tourism: Very Low | Climate: Temperate, cloaked in magical shadow; normal mana |
| Avalon. Formed by a knight fancying himself King Arthur, Avalon has fallen on hard times over the past century. Poor harvests, decline in knight candidates, and a line of kings that has frittered away much of the royal treasury has left Avalon in poor shape to handle invasion. The fey who inhabit the region has pledged their support to Queen Nadia (Avalon's present ruler), as they fear the depredations of Krytar greatly. | ||||
| Residents: Moderate | Immigrants: Low | Mining: Moderate | Government: Feudal monarchy | Major Imports: Engineers, stone |
| Commerce: Moderate | Tech: Moderate (TL4) | Fishing: Moderate | Control Level: Moderate | Major Exports: Wine, plate armor |
| Industry: Moderate | Magic: Moderate | Hunting: Moderate | Threat Level: Low | Primary Races: Humans, chameleon faeries |
| Economy: Moderate | Psionics: Very Low | Agriculture: High | Military: Good | Slavery: Serfdom only |
| Wealth: Low | Genetics: None | Crime: Low | Tourism: Moderate | Climate: Moderate, prone to fog; high mana |
| Crommel. This once-decaying bureaucratic monarchy has bounced back and made incredible strides over the past century. Although it still retains some semblance of its earlier years, it has evolved into a thriving democratic monarchy with elected officials and much less stringent controls on peoples' lives (no more forms to take bathroom breaks). The position of king is held by King Melvin IV, who minds his affairs with the efficiency Crommel is famous for. | ||||
| Residents: Moderate | Immigrants: Moderate | Mining: High | Government: Democratic monarchy | Major Imports: Food, research |
| Commerce: High | Tech: Very High (TL5) | Fishing: Low | Control Level: Moderate | Major Exports: Clockwork mechanisms, handcrafted weapons |
| Industry: Moderate | Magic: Moderate | Hunting: Low | Threat Level: Low | Primary Races: Humans, elves, gnomes, wanderkin, dwarves, goblins |
| Economy: Good | Psionics: Very Low | Agriculture: Low | Military: Good | Slavery: None; illegal |
| Wealth: High | Genetics: None | Crime: Very Low | Tourism: High | Climate: Temperate; normal mana |
| Bek'lar. The desert kingdom of Bek'lar is home to a tradition that supposedly exists dating back over 600 years in Arcydea alone; former Earth-dwellers recognize the culture as strongly Egyptian. Queen Alexandra maintains an alliance with the desert elf tribes that inhabit the area, and the monsters that roam its borders - Krytar is becoming a dangerous threat that might explode in their direction at any time. The River of Ra is their primary center of civilization. | ||||
| Residents: Low | Immigrants: Low | Mining: Very High | Government: Egyptian monarchy | Major Imports: Exotic woods, spices, and clothes (particularly silks) |
| Commerce: Moderate | Tech: Very Low (TL2) | Fishing: Low | Control Level: Low | Major Exports: Clothes, crafted gold |
| Industry: Low | Magic: High | Hunting: Low | Threat Level: Moderate | Primary Races: Human, desert elves, sandbears |
| Economy: Good | Psionics: Low | Agriculture: Very High | Military: Moderate | Slavery: Common |
| Wealth: Moderate | Genetics: None | Crime: Moderate | Tourism: Moderate | Climate: Arid, low mana |
| Legarro. A neighbor to both Nexus and the Backwaters, Legarro is more stable than either (despite being less than two centuries old). Snooty sages claim that Legarro is merely a Backwater held aloft by significant divine intervention over the years; certainly, the New Gods hold particular power among the inhabitants of this region. The area is fairly tolerant, with elected officials handling mundane affairs and the local knights (and Academy) handling larger problems. | ||||
| Residents: Moderate | Immigrants: Moderate | Mining: Low | Government: Representative democracy | Major Imports: Tech supplies, magic supplies |
| Commerce: Moderate | Tech: Moderate (TL9) | Fishing: High | Control Level: Low | Major Exports: Plants, survival equipment |
| Industry: Low | Magic: High | Hunting: High | Threat Level: Low | Primary Races: Humans, elves, wanderkin, dragons |
| Economy: Excellent | Psionics: Moderate | Agriculture: High | Military: Very Good | Slavery: Rare, unlawful to trade |
| Wealth: High | Genetics: Moderate | Crime: Low | Tourism: Moderate | Climate: Temperate but favorable; high mana |
| Miloch. Generally known for its refinements in manatech and technomagery, Miloch is ruled by a triumvirate of officials elected to handle executive, legislative, and judicial matters, respectively. Miloch is in an unofficial competition with Legarro in magical and technical advancement. Their desire to utilize large mana-powered war machines is ages old, and is experiencing new life after the great drought of interest following the Reign of Tears. | ||||
| Residents: High | Immigrants: Moderate | Mining: Moderate | Government: Representative democracy | Major Imports: Minerals, literature |
| Commerce: High | Tech: Very High (TL9) | Fishing: Low | Control Level: Moderate | Major Exports: Manatech, mana crystals |
| Industry: High | Magic: Very High | Hunting: Low | Threat Level: Moderate | Primary Races: Humans, gnomes, wanderkin, dwarves |
| Economy: Moderate | Psionics: Low | Agriculture: Moderate | Military: Excellent | Slavery: Rare; illegal |
| Wealth: Very High | Genetics: Moderate | Crime: Moderate | Tourism: Moderate | Climate: Temperate and stormy; normal mana |
| Eio. Eio's current civilization is reasonably peaceful, oriented around personal development and improvement. Governed by Trueheart Unlimited (and lesser corporations), it has weathered many major incidents over the past century while remaining mostly intact. CEO Jericho Williams is doing his best to ensure it stays that way, and to maintain alliances with other nations in the event that anything does go wrong. | ||||
| Residents: Very High | Immigrants: High | Mining: High | Government: Corporacracy | Major Imports: Luxury items |
| Commerce: Very High | Tech: Very High (TL9) | Fishing: Moderate | Control Level: High | Major Exports: Psitech, tech gear |
| Industry: Very High | Magic: Moderate | Hunting: Low | Threat Level: High | Primary Races: Leupaks, humans, wanderkin, elves, dragons |
| Economy: Very Good | Psionics: Very High | Agriculture: Very High | Military: Very Good | Slavery: Uncommon; corporal punishment. |
| Wealth: Very High | Genetics: Very High | Crime: Moderate | Tourism: High | Climate: Warm and stormy; normal mana |
| Tiemprest. A sort of leupakian wildlife preserve and testing ground, inhabited mostly by researchers and Preserver training teams. Governed and tended by Trueheart Unlimited in Eio. | ||||
| Residents: Low | Immigrants: Very Low | Mining: Moderate | Government: Ruled by Eio | Major Imports: Medical supplies |
| Commerce: Low | Tech: Very High (TL9) | Fishing: Low | Control Level: Low | Major Exports: Biological weapons |
| Industry: Moderate | Magic: Moderate | Hunting: Very High | Threat Level: Very High | Primary Races: Leupaks |
| Economy: Moderate | Psionics: Moderate | Agriculture: Moderate | Military: Very Good | Slavery: None |
| Wealth: Moderate | Genetics: Very High | Crime: Very Low | Tourism: Very Low | Climate: Varies by region - frigid to tropical; normal mana |
| Rosa Noir. Founded by the Malcovy nobles of Davalance over 120 years ago after the collapse of the elven kingdom of Airitane, Rosa Noir served as the key point in the war against Archanus over a century ago. Now it is best known as a center of peaceful living and agriculture. Most of the ruling is done by King Gregory, descendent of William and Elanna Blakemoor. The Blakemoors remain strong figures in international diplomacy, and occasionally set out on goodwill missions with a contingent of Knights of the Black Rose. Town mayors are elected to their posts, although temporary mayors may be appointed by the monarch in times of crisis or necessity. | ||||
| Residents: Moderate | Immigrants: Moderate | Mining: High | Government: Monarchy w/democratic elements | Major Imports: Farming supplies |
| Commerce: Moderate | Tech: Low (TL3) | Fishing: High | Control Level: Moderate | Major Exports: Bloodmelon products |
| Industry: Moderate | Magic: High | Hunting: High | Threat Level: Low | Primary Races: Humans, elves, vampires, wanderkin |
| Economy: Good | Psionics: Low | Agriculture: High | Military: Good | Slavery: Low, unlawful to trade |
| Wealth: Moderate | Genetics: None | Crime: Low | Tourism: Moderate | Climate: Temperate; normal mana |
| Tarnica. Neighbor to Rosa Noir, Tarnica consists almost entirely of tarns who have formed their own civilization. Mostly peaceful, though sugar riots and other sugar-related crimes are known to happen. Home to the Sanctuary of Alshira, and to a large number of dragons (whom the tarns refer to affectionately as Mother Tarns.) The country is (barely) governed by the wisest. | ||||
| Residents: High | Immigrants: Very Low | Mining: Very Low | Government: Intellocracy | Major Imports: Sugar, metal |
| Commerce: Moderate | Tech: Very Low (TL3) | Fishing: Low | Control Level: Moderate | Major Exports: Miniature devices, scale cream |
| Industry: Low | Magic: Moderate | Hunting: Low | Threat Level: Low | Primary Races: Tarns, dragons |
| Economy: Poor | Psionics: Low | Agriculture: Moderate | Military: Moderate | Slavery: None |
| Wealth: Low | Genetics: None | Crime: Moderate | Tourism: Moderate | Climate: Temperate; very high mana |
| Davalance. Ally of Rosa Noir, Davalance is a strongly religious country with a strong prejudice against Dlonn. Davalance has been looking for a good holy war for quite some time, but nothing within their reach has appeared. Currently ruled by the arrogant King Nicholas and his lords; however, the Farrgent family line (and their supporters, the Ryntels and Blakes) has been pushing for an end to the feudal system, and advocates becoming a representative democracy of sorts. Thus far, King Nicholas has refused to give up his kingly powers, and is still strongly supported by the Church of Ghamao and most of the other lords. | ||||
| Residents: High | Immigrants: Low | Mining: Moderate | Government: Feudal monarchy | Major Imports: Magical items |
| Commerce: High | Tech: Moderate (TL4) | Fishing: Moderate | Control Level: Moderate | Major Exports: Ships |
| Industry: Low | Magic: Moderate | Hunting: High | Threat Level: Moderate | Primary Races: Humans, elves, dwarves |
| Economy: Good | Psionics: Low | Agriculture: High | Military: Very Good | Slavery: Serfdom and debtors |
| Wealth: Good | Genetics: None | Crime: Moderate | Tourism: Moderate | Climate: Cool temperate, rainy; normal mana |
| Avel'Nikash. Home of the legendary 'Path of the Mystical Fists' and the Great Temple of Bjorinak, Avel'Nikash is often looked down upon as a brutish, barbarian nation. However, while it has little in the way of industrial resources, its inhabitants are hardy folk, and their barehanded combat training is considered among the best in Arcydea. Emperor Philip III is allied with Davalance, but seems to be considering expanding his empire... | ||||
| Residents: High | Immigrants: Very Low | Mining: Low | Government: Empirical monarchy | Major Imports: Weapons, armor |
| Commerce: Low | Tech: Very Low (TL2) | Fishing: Low | Control Level: Low | Major Exports: Food, ale |
| Industry: Very Low | Magic: Low | Hunting: Moderate | Threat Level: Low | Primary Races: Humans, elves |
| Economy: Poor | Psionics: Low | Agriculture: Very High | Military: Moderate | Slavery: Common |
| Wealth: Low | Genetics: None | Crime: Very Low | Tourism: Low | Climate: Warm temperate, sunny; low mana. |
| Avylyss. Known for years as a perfect 'shady cove' for operations, Avylyss is used as a launch point for a wide number of evil and criminal schemes. What 'order' there is comes from the trade families that rule the civilized regions; much of Avylyss remains dangerous jungle and mountain territory that is avoided by all but the heartiest adventures and villians. | ||||
| Residents: Low | Immigrants: Low | Mining: Very Low | Government: 'Family' control | Major Imports: Captives, stolen goods |
| Commerce: Very High | Tech: Low (TL4) | Fishing: High | Control Level: Very Low | Major Exports: Bloodfruit products, fenced goods, slaves |
| Industry: Moderate | Magic: High | Hunting: Low | Threat Level: Very High | Primary Races: Humans, vampires |
| Economy: Good | Psionics: Low | Agriculture: High | Military: Moderate | Slavery: Common |
| Wealth: High | Genetics: None | Crime: High | Tourism: Very Low | Climate: Tropical, high mana |
| Kokuro. Beyond the jungles of Avylyss, the jungles eventually give way to forests. This isolated country is home to Kokuro, a large clan of anthromorphs that exists in relative peace and seclusion. Almost no outsider ever visits, and there is little to interest outsiders, but mavericks occasionally leave home to find their way in the world (and usually end up enslaved in Avylyss.) | ||||
| Residents: Low | Immigrants: None | Mining: None | Government: Clan elders/shamans | Major Imports: None |
| Commerce: Low | Tech: None (TL2) | Fishing: Moderate | Control Level: Low | Major Exports: None |
| Industry: Very Low | Magic: High | Hunting: Moderate | Threat Level: Unknown | Primary Races: Anthromorphs |
| Economy: Very Poor | Psionics: High | Agriculture: Moderate | Military: Very Poor | Slavery: None |
| Wealth: Very Low | Genetics: None | Crime: None | Tourism: None | Climate: Cool tropical; very high mana |
| Ottalkhen. A fiercely defended empire far southwest of Miloch, Ottalkhen exists in self-imposed isolation for the most part. Otthalkhen is known to actively (and aggressively) scout for mages outside of its territory, but puts equal effort in defending its borders from any sort of intrusion, shooting down flying sentients and being generally unpleasant to the rest. Those who are allowed to visit are generally escorted, and teleporters and mages find the place heavily warded. Not much is known about the current emperor. | ||||
| Residents: Very High | Immigrants: None | Mining: High | Government: Tyrannical empire | Major Imports: Mages, magical knowledge, magic items |
| Commerce: Moderate | Tech: Moderate (TL3) | Fishing: Low | Control Level: Extreme | Major Exports: None |
| Industry: Moderate | Magic: Extremely High | Hunting: Moderate | Threat Level: Very High | Primary Races: Humans. |
| Economy: Good | Psionics: None | Agriculture: High | Military: Excellent | Slavery: Common |
| Wealth: Very High | Genetics: None | Crime: High | Tourism: None | Climate: Temperate; high mana |
| Khialan. A country inhabited mostly by rolling plains, named for its patron goddess. Its capital city, Kestrel, is an island in the center of a lake, and is considered the best source of healing-related knowledge on the planet. Home to the Gnomestretch Mountains. | ||||
| Residents: Moderate | Immigrants: Moderate | Mining: High | Government: Theocracy | Major Imports: Security |
| Commerce: High | Tech: Low (TL3) | Fishing: Very High | Control Level: Low | Major Exports: Metal, fish, healing supplies |
| Industry: Moderate | Magic: High | Hunting: Low | Threat Level: Low | Primary Races: Humans, elves, gnomes, dwarves, orcs |
| Economy: Moderate | Psionics: High | Agriculture: High | Military: Poor | Slavery: Uncommon; illegal |
| Wealth: Moderate | Genetics: None | Crime: Low | Tourism: Very High | Climate: Temperate, high rainfall; normal mana |
| Grenadine. A home for undead that aren't out to kill the living, ruled by vampires Franco and Marie Grenadine. Home of G&G Bloodmelon Growers, responsible for a major part of the world's bloodmelon crop. Peculiarly, although citizens are free in their religious believes, state religion focuses on Arc specifically as their god. The suggestive Spring of Fertility is strongly connected to this; it is said that the spring's effects can even work on the undead. | ||||
| Residents: High | Immigrants: Moderate | Mining: Low | Government: Feudal monarchy | Major Imports: Necromantic compounds, fertilizer |
| Commerce: High | Tech: Moderate (TL4) | Fishing: Low | Control Level: Moderate | Major Exports: Bloodfruit products, fertility products, alchemical potions |
| Industry: Moderate | Magic: Moderate | Hunting: Moderate | Threat Level: Moderate | Primary Races: Vampires, zombies, skeltars, other undead |
| Economy: Good | Psionics: Low | Agriculture: High | Military: Good | Slavery: Uncommon, unlawful for trade |
| Wealth: Good | Genetics: None | Crime: Moderate | Tourism: Low | Climate: Temperate, normal mana |
| Pyrrhen. Located in the Avylyssan Volcano Range, Pyrrhen is home to a volatile tribe of Arcydea-native demons and a variety of fire and lava elementals, as well as a significant population of fire elves The unlikely combination tends to join forces when imperiled by external forces, but generally maintains independence from each other otherwise. Contact with the outside world is greatly limited, but guests are sometimes welcomed - if they can take the heat. | ||||
| Residents: Moderate | Immigrants: None | Mining: Very High | Government: Tribal units | Major Imports: Fireproofed trinkets |
| Commerce: Low | Tech: Very Low (TL2) | Fishing: None | Control Level: Low | Major Exports: Metal, gemstones, obsidian |
| Industry: Low | Magic: Moderate | Hunting: Low | Threat Level: High | Primary Races: Fire elves, demons, elementals |
| Economy: Poor | Psionics: None | Agriculture: Moderate | Military: Good | Slavery: None |
| Wealth: Low | Genetics: None | Crime: Low | Tourism: Very Low | Climate: Very hot; normal mana |
| Neverdry. Formerly known as the Nevergreen Mountain Range, this formerly frigid region has warmed appreciably over the past century. The thaw, however, produces torrential, frequent downpours, and bizarre mana fluctuations in the area. Inside the mountain, dwarves and gnomes mine, smith, explore, and trade. A few mostly-human towns dot the perimeter of the lake and river at the base of the range, acting as trading hubs. Little central authority exists in this region. The Avylyss Trading Families have a strong foothold here. | ||||
| Residents: Moderate | Immigrants: Moderate | Mining: Very High | Government: Dictatorships | Major Imports: Luxury goods, workers |
| Commerce: High | Tech: Low (TL4) | Fishing: Moderate | Control Level: Low | Major Exports: Metal, gemstones, fish |
| Industry: High | Magic: Low | Hunting: Low | Threat Level: Moderate | Primary Races: Dwarves, gnomes, humans, goblins |
| Economy: Excellent | Psionics: Low | Agriculture: Moderate | Military: Moderate | Slavery: Uncommon |
| Wealth: High | Genetics: None | Crime: Moderate | Tourism: Low | Climate: Cool, rainy, fluctuating mana |
| Gyrillian Empire. Technically a series of countries located on the flip side of Arcydea, the Gyrillian Empire seems to be composed entirely of sentient robotic brains installed in a variety of humanoid or vehicular forms. Gyrillia occasionally sends teams to capture and scan sages and books to add to its information banks. Thus far, attempts by the Gyrillians to invade the Mystic Side of Arcydea have failed. | ||||
| Residents: Extremely High | Immigrants: None | Mining: Very High | Government: Unknown empire | Major Imports: Information |
| Commerce: High | Tech: Very High (TL10) | Fishing: Unknown | Control Level: Very High | Major Exports: Unknown |
| Industry: Very High | Magic: None | Hunting: Unknown | Threat Level: Very High | Primary Races: Digital minds |
| Economy: Good | Psionics: Moderate | Agriculture: Unknown | Military: Excellent | Slavery: Unknown |
| Wealth: Extremely High | Genetics: High | Crime: Unknown | Tourism: None | Climate: Temperate; low/no mana |
| Oasis. This peculiar desert civilization is founded on the ruins of an ancient technological civilization, destroyed at some earlier point in Arcydean history. Today, it resembles the American Wild West - a curious crossroads between gunplay and swordplay. Several of the ruins are under exploration by scientists from other countries. | ||||
| Residents: Low | Immigrants: Very Low | Mining: Moderate | Government: Representative democracy | Major Imports: Food, alcohol |
| Commerce: Moderate | Tech: Low (TL5) | Fishing: Very Low | Control Level: Very Low | Major Exports: Archaeological data |
| Industry: Low | Magic: Very Low | Hunting: Moderate | Threat Level: Very High | Primary Races: Humans, elves, demons, vampires |
| Economy: Ecellent | Psionics: Moderate | Agriculture: High | Military: Very Poor | Slavery: Rare |
| Wealth: Moderate | Genetics: None | Crime: Moderate | Tourism: Moderate | Climate: Arid, low mana |
Fenisto. The dark country of Fenisto is best known for Evolution Farms (a person creation and adjustment facility), and its dubious honor of being the centerpoint of slavery in Arcydea. Ruled by a council of the wealthy of Fenisto. Buys and sells practically anything; also known for its gladiatorial arenas. |
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| Residents: High | Immigrants: Low | Mining: Moderate | Government: Plutocratic council | Major Imports: Captives, luxury goods |
| Commerce: High | Tech: Moderate (TL4) | Fishing: Moderate | Control Level: Very High | Major Exports: Slaves, rehabilitated people |
| Industry: Moderate | Magic: High | Hunting: Moderate | Threat Level: Very High | Primary Races: Humans, elves, demons, vampires |
| Economy: Excellent | Psionics: Moderate | Agriculture: High | Military: Very Good | Slavery: Very Common |
| Wealth: Very High | Genetics: High | Crime: Moderate | Tourism: Low | Climate: Temperate, normal mana |
| Vox. Vox is technically three separate, closely allied countries that often fight amongst themselves, but unite against any threat to their order. Each country is ruled by a forum formed by the leaders of the various guilds of that specific country. Within the forum, people are rigidly ranked according to a system of skill levels and general classifications and certifications. The three forums are known as Celestis (Forum of Honor), Rathax (Forum of Balance), and Liberitas (Forum of Desires), with their names providing a general idea to their natures. | ||||
| Residents: Very High | Immigrants: High | Mining: Moderate | Government: Triumvirate guildocracy | Major Imports: Slaves, magical items |
| Commerce: High | Tech: Moderate (TL3) | Fishing: Moderate | Control Level: Very High | Major Exports: Weapons, armor, clothing |
| Industry: High | Magic: High | Hunting: Moderate | Threat Level: High | Primary Races: Humans, vampires, elves |
| Economy: Very Good | Psionics: Moderate | Agriculture: Moderate | Military: Very Good | Slavery: Very Common; unlawful to trade in Rathax, illegal in Celestis |
| Wealth: Very High | Genetics: None | Crime: High | Tourism: High | Climate: Temperate; normal mana |
Template:
| Name. The name of the country. | ||||
| Residents: None | Immigrants: None | Mining: None | Government: None | Major Imports: None |
| Commerce: None | Tech: None (TL0) | Fishing: None | Control Level: None | Major Exports: None |
| Industry: None | Magic: None | Hunting: None | Threat Level: None | Primary Races: None |
| Economy: None | Psionics: None | Agriculture: None | Military: None | Slavery: None |
| Wealth: None | Genetics: None | Crime: None | Tourism: None | Climate: None |