Fos

Fos: Shard Continent

The two main continents have been known for a long time, and it is understood they were once on land split in two by an epic battle of Titan Gods. The third continent is a relatively new (~700 years) discovery and speculation is that it was a fragmentation from the same cataclysmic blow.

Dominant Cultures

Nobili

The once great empire of the Western continent, in it's ever growing appetite for land to conquer, followed SeaFarer rumors of new land ruled only by wild creatures and monsters. Cota was first to arrive over the tamer shallow sea and began to tame the wild and establish agricultural outposts. (~30%)

HomCom

Shortly after the Cota Nobili began their conquest of Fos from the West, HomCom near shore trade barges from Chearia were blown off their course to Arisia and discovered Fos. After getting back on course and returning to known lands they gathered an exploratory expeditions to Fos. They did not rely as on military might so much as they did befriending local factions, aided by pressure the locals were feeling from Nobili incursion in the west and Draco growth in the South. They proved reliable and mostly peaceful, but not pushover, trading partners. When Nobili and HomCom eventually grew and met in the middle, there were inevitably some clashes and disputes, but they soon sorted out mutual aid and cooperation, aided by common threats from the South. (~30%)

Draco

No one knows exactly when the Dragon Cult managed to gain a foothold on Fos. Their history is at best exaggerated, but it is clear the have connections to Cirnos in the East. They have been present long enough to establish themselves, recruit to their number, and put steady pressure on the unorganized monsters. They might be getting bold enough to challenge the Nobili and HomCom established in the north. (~10%?)

Wagoneer

Once organized communities and roads were established, trade routes began to emerge. Soon
after that, the various peddlers and other merchants of the road were supplanted by Wagoneers who were able to establish independent "family", complete with real Steadar. As impossible as it seems to have brought them over the water, they managed somehow. Wagoneers helped solidify the interaction of Nobili and HomCom, providing not only exchange of goods, but of culture and services as well. (~10%)

Other Cultures

Helene

Nobili brought Helenes as they began to establish their civilization and order. As usual, relying on them as advisors for the leaders and tutors for the children, having always looked to them for their reputation of wisdom. In turn the Helenes brought their art, cuisine, and other learning. They don't have a strong presence anywhere in particular, but seem to always be present wherever centers of civilization are. (4%)

Woodland

Not known how they got here, as they aren't particularly open to outsiders and who knows if they keep any records or just have an oral tradition of stories and legends. Probably arrived by means associated with the Fey. They are found mostly around the frontiers and wilds, usually holding their own with a mix of truce and subtle power. There is a small but steady exchange of defectors to and from they other cultures. (4%?)

Khazadur

Always seeking to improve and expand their crafts, some set out as explorers to follow the new civilization and see what new challenges and innovation they could find. Found wherever a forge can be established and implements needed. (3%)

Infernal

They found there way to supply as demand for various trades grew. They are noted for their exactness and so excel as clerks and lawyers, but they are not wholeheartedly accepted into any of the other cultures. (2%)

SeaFarer

Can always crop up in coastal areas. They come and go as they please. They get defectors who yearn for freedom, but also lose some who want a more predictable and steady life. Either way, it is difficult and mistrust and culture clash prevail. (2%)

Khumas

Enigmatic, powerful, proud warriors who live by strict code. Never mingle with others, only interacting as required to fulfill their chosen role as champions. They live for the honor of single combat, usually against each other as only they understand the unwritten rules. They choose to camp together, even if they will be called on to fight each other. You'll never find them in the comfort of guest houses and inns. (.5%)

The Rest

There are various monsters in the wilds, as well as those who use dangerous lands to live outside the law.