Nations and Tribes
The Pelargon Commonwealth
The dominant power for the present day, the Pelargon Commonwealth is in fact a confederation of four quite different nations, encompassing over one hundred large caverns. Pelargia, Ilve and Trzim have been allies for many centuries; the rural Faelland, on the other hand, joined the Commonwealth only recently - Faellanders still have to get used to being Pelargon citizens.
Science and industry prosper in Pelargon's largest cities, governed by the democratic People's Council, in which every nation is represented by a number of elected Councilors. Cloudscrapers, automobiles and even air-barges are common sight in many cities and towns throughout Pelargon. Telegraph lines and railways connect Pelargon's numerous caverns, and almost every city or town boasts a university or a prestigious public school.
The Commonwealth's capital, however, is not it's most bustling metropolis, but a rather quiet town named Valaksen. Here, the People's Council meet in a refurbished, centuries-old palace. Valaksen is also home to several other state institutions such as the mint or army headquarters.
Humans and Cath constitute the vast majority of Pelargon's population. In many provinces, both species live closely together in a homogenous society. There are, however, a few towns, where one species is predominant. Ilve, in particular, encompasses several Cath communities – homely villages full or dreamy, baroque cottages. About two scores of Koira communities neighbor Pelargon's various cities and towns. Officialy, a handful of Mort caves belong to Trzim territory, although the reclusive avians keep to themselves and seldom draw attention to themselves.
About a dozen different languages are spoken in Pelargon. Most of the Commonwealth's citizens – even many Faellanders - understand and speak Pellan at least to a certain degree.
Languages: Pellan (Pelargia, lingua franca), Lower Pellan (rural southern Pellargia), Trzimsh (Trzim), Iloan, Ellensk (Ilve), Faell, Govor, Kista (Faelland), Us, Heth, Sik (Pelargon Mort), Wooth dialects (Koira)
Notable Ancient Languages: Old Pellan, Middle Ellensk
The Shkhi Empire
Pelargon's northwestern neighbor and the second largest nation in Geondia, the Shkhi Empire comprises several satrapies and numerous nomadic tribes. Large settlements are uncommon in the Shkhi Empire; the imperial capital of Ekha is the nation's only major city. The Emperor or Empress inherits his or her position and resides in the magnificient Magisterial Palace in Ekha's center; the real power in the Empire, however, is wielded by largely by its satraps and officials. For decades, the Empire's administration have deemed it wiser to cultivate friendly diplomatic relationships with the Commonwealth and to avoid open conflicts. Shkhi's current Emperor, Ivhal IV, is not content with his nation's tame tendencies, but even he understands the advantages of a healthy political and economical relationship with Geondia's most advanced and influential state.
As for now, the Empire is far from being an industrialized nation. Modern era's technical achievements slowly find their way to Shkhi, outside of Ekha, however, one will rarely find contraptions running on electricity or gas. Shkhi's nomads are as proud of their hot-blooded steeds as they are of their independency, and even town-dwelling folk are not eager to give up their traditions easily.
Most of the Emperor's subjects are humans. Cath and Koira are not as ubiquitous in Shkhi as they are in many other countries. A score or so of Skaly tribes view themselves as the Empire's vassals, paying their tribute to local satraps.
The Empire's territory encompasses several volcanic fissures and similar peculiar but dangerous landscapes. Some caverns are dotted with crumbled ruins of some ancient, long forgotten civilization. Local tribes avoid these sites, claiming them to be domains of immemorial spirits who do not wish to be disturbed.
Languages: Shkhi (Imperial language), Waugh, Nakhi, Sifti, various derivated dialects (human nomads), Zigzig, Skwish, Razkaz (Skaly nomads)
Notable Ancient Languages: Majanau
Luvia
Luvia is a notoriously neutral city-state once founded by Ilvan Cath and declared independent by Marquisa Piqette about 400 years ago. Ever since, Luvia has offered shelter to refugees of any kind and never shunned to learn from foreigners. Nowadays, Luvia has become somewhat of a cultural melting pot, with Cath and humans of various origins living as neighbors. The city even sports a small Skaly district.
The Marquis family are still Luvias officials rulers, yet they often hold referendums among their citizens when it comes to legislative issues. A cadre of trained soldiers and Mort mercenaries fiercely protect the city-state's neutrality – and it's famous and controversial research institute. The Luvian Academy is a cornucopia of headlines and a sanctuary for all those scientists who dare research unpopular or openly derised topics. Although many of those wannabe-geniuses rarely achieve substantial results, the Academy has indeed brought forth some great minds able and willing to think in unconventional ways and make astounding discoveries.
As Luvia is located in the middle of a collossal cavern full of lush meadows, glades and rivers, it is largely self-sufficient and does not rely on imports. Luvian trout is a common dish in the city-state and a prized delicatesse beyond its borders.
Languages: Iloan (official language), Knazz (Skaly community)
Zamora Marches
The Zamora Marches is a stretch of caverns south of the Pelargon Commonwealth occupied by loosely affiliated city-states. Each city-state possesses its own individual character, and while some of them tag along with the zeitgeist of progress and enlightenment, others stubbornly adhere to old ways and traditions.
Relationships between individual Zamoran city-states are complicated to say the least. Even influential nobles, merchants and politians have hard times maneuvering the intricated web of alliances, feuds and intrigues.
A local Zamoran curiosity is a dusky cave harboring a glade of luminescent fungi. Sentient Mykoi dwell there, sharing their near-mystical insights with humans and Cath who occasionaly visit them seeking advice or marvelling at the unique biome.
Languages: Pellan, Ellensk, Ruvian (humans/Cath), Wooth (Koira)
Notable Ancient Languages: Old Pellan, Middle Ellensk
Vangrin Glacier
The Vangrin Glacier is a remote cavern nearly one hundert kilometers in length. It is rather narrow, yet incredibly high, with multiple cloud layers varying in color and light intensity. The entire cavern is covered in ice and snow – it is the coldest known site in Geondia.
Only a few native human tribes struggle to survive in Vangrin, living primitive lives and offering meager sacrifices to the Uncaring Cold. In the heights between the clouds, white-plumed Mort dwell in tiny nest-thorps huddled among the cliffs. Land-dwelling, climbing and airborne predators stalk Vangrin's barren landscape, hunting for mountain goats, rams and birds.
Vangrin's systematical exploration began about 70 years ago with Rudalvi Crea's first expedition. The intrepid Cath charted first maps of the glacier and founded Pelargon's first outpost in Vangrin. Since then, more have come, yet Vangrin still remains a dangerous frontier.
In the last two decades, newly discovered ore and mineral veins have driven many adventurous interpreneurs to Vangrin. An air-barge dock was built in the lofty heights two years ago, processing ships from Pelargon and Zamora. Rumor has it a true gold rush is breaking out.
Languages: Duku, Ogol (human tribes), Fae (Mort)
The Talan Khanate
Although the Talan Khanate strechtes across several dozens of semi-arid or barren caverns of formidable size, the state's pompous name is but an echo of its former days of glory. Once an feared and respected warrior-empire, nowadays it is a quiet backwater sparsely populated by haggard farmers and their pauperized landlords.
Talan's current Khan attempts to reestablish his realm's significance in Geondia have been futile so far. Worse yet, civil unrests have been recently spreading among Talan's frustrated populace, incited by traveling merchants' tales of wealthy and comfortable cities in the northern countries.
It remains to be seen whether Talan humans, Cath and Koira will force their Khan into reforming his crumbling state or overthrow the antiquated regime outright.
Languages: Talan (humans/Cath), Wooth (Koira)
Notable Ancient Languages: Old Til
Larata Swamps
Officially, the dusky and humid cavern network known as the Larata Swamps falls under the jurisdiction of Skeller, a south-eastern Zamoran city-state. In reality, most of Larata's denizens do not even know what Skeller is. Only a few human, Cath or Koira hermits live here, staying well away from the deepest bogs, where the primitive Skaly or the mysterious Ophidians rule over inhospitable territories.
Myths and legends have surrounded the swamps ever since first Zamorans discovered these forsaken lands. Quite a few modern horror stories also take place in Larata – the popular movie „Queen of the Drowned“ is one of them. Even today, historians, cultural scientists and biologists have difficult times discerning truth from fiction when it comes to the Larata Swamps.
Languages: Ruvian (humans/Cath/Koira), Knazz, Snikk, Gelgel, various local dialects (Skaly), Split-tongue (Ophidians)