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This doc is here to tell you what everybody knows about the world. This is what you would know without any Knowledge ranks or anything like that. Of course, you’d know more details about the area you’re from.

Note that “what everyone knows” and what is actually true often don’t line up. This doc is the former.

Pia Suirenia as a whole

Pia Suirenia is an island about the size of Australia. Now look at this MAP (link pls). The merfolk say that the sea surrounding it goes on forever, but this is being called into question with the recent (50 years ago) discovery of Charante. There are 6 nations in the setting: Rhoegr, Terrisea, Merril, Valonde, Abylos, and now Charante.


The Frontier Guardian Core is set in Rhoegr, in the city of Malyesta. Rhoegr is a desert nation in the southwest of Pia Sairenia, poor in natural resources but rich in minerals and crafts. It’s a constitutional monarchy, ruled by a line of Elven Queens dating back several thousands of years, with a house of nobles, house of war, and a house of commons. It’s very cosmopolitan; if you can speak the language, and are brave enough for Market Day, you’re Rhoegn. Even orcs and Drow can get along in Rhoegr.

The layout of Rhoegr is defined by the Queen’s Road and the Remlith. The Queens road is actually three different paths that the first Queen, her Spear, and her Shield, took to explore the land before they conquered it. Malyesta, the hub city of the campaign, is roughly where they started, and the capital Maltyelma is where they met at the end. All Rhoegn settlements lie on the Queen’s road. Between the roads is the Remlith, the cursed shifting desert. It’s dotted with the ruins of ancient civilization, periodically buried and uncovered by the shifting sands, and home to dangerous monsters. A few tribes of Exiles, a towering race of horned humanoids, call the Remlith home, but it is otherwise devoid of civilization.

The nation is not necessarily aggressive, but very quick to pick up war. The ability to fight is highly valued in Rhoegr, whether it be martial or magical. The nation is said to be cursed, as any territory it conquers quickly becomes desert like the rest of the nation. Because of this, the nation has largely adopted a “screw the saints” attitude, and religion is not common.

General Naming Conventions: Italian for nobles, middle eastern for more common folk

Everybody knows:

  • Queen Rosa Belisencia: The current Queen is well-loved, and known to be one of the most dangerous people in existence. A popular story holds that she slaughtered the King of Merril and his entire guard over a minor insult. She did this single handedly, not spilling a drop of the wine she held in her off-hand. No one can corroborate the story, but those close to the queen say that it is something she could and would do. While she holds plenty of power, she leaves most of the governing to her advisors.
  • Princess Bianca: The Princess Bianca is about 60 years old, a teenager by elf standards. She has only recently entered public view, and while a lot of attention is on her, not much is known. Her father is unknown, but this is not unusual for Rhoegn royalty. Historically, the Rhoegn Queens have only ever borne a single daughter, and each daughter is always a spitting image of her mother. Bianca is no exception. Still, she has already garnered much adoration from nobility and commoners alike, seeming to be a sweet, albeit sickly child.
  • The Blood Knights: The Matrona family forms a tiny private police force that answers only to the Queen. The Blood Knights are tasked with eliminating threats to Rhoegn society on a national or even international scale. They are extremely indiscreet, their modus operandi being to not only eliminate the threat, but to let everyone know, in the most grisly way possible, just what the individual was responsible for.


Terrisea is a loose kingdom of many disparate territories, occupying most of the eastern half of Pia Sairenia. It’s a monarchy, but it's fairly decentralized, which has lead to a lot of political instability for the last few decades. It’s hard to speak of Terrisea as a whole, so we’ll break it down by major regions.


The cultural center of Terrisea is the Kyotan coast, the eastern coast of the continent. The royal family is from there, but the Capital is actually in the Amber Plains. It is culturally and geographically very similar to Japan.
Naming Conventions: Japanese.

Amber Plains

A hilly, grassy region between Kyota and the Valis mountains. Think the Shire from the Lord of the Rings. The breadbasket of Terrisea, and Rhoegr too. Old English influences. The capital, Menande, is here, very near the border with Valonde.

The Roetwald

A forested region in the north of Terrisea. German/Transylvanian/Central European influences. The forest is home to the holiest site in the generic animist faith that is still fairly popular in Terrisea, the Roetwode, a small reserve of towering redwoods.


Muwamaka is a large and dense jungle in the south of Terrisea. It forms the only border between Terrisea and Rhoegr, everywhere else having the Valis mountains between them. Population is sparse, and every so often, a new population of natives that have never contacted the outside world turns up. Travel through the jungle is difficult, but the Chingwe (AKA the Dirty Jungle Elves™) can get traders through much quicker, for a steep tariff. Some are leery of using their services, as they are rumored to be cannibals. Muwamaka is also the location of the most popular tourist site in the world, the hot springs of Nweazu.

Naming Conventions: North Africa


Oltinheim is a frozen island northeast of the mainland. They’re basically vikings up there. It’s one of the few places where humans are not prominent; instead, most of the population is orcish, with a significant minority of dragonborn.
Naming Convention: Norse


Terrisea is the only nation to incorporate the sea-dwelling merfolk. The Terrisean seas are the Tynrir of Arevfik. Most people don’t know much about the merfolk, but they know that Terrisean seas are very safe because of them.

One last thing of note about Terrisea: they recently (~80 years ago) made history by signing the Treaty of the Nomads, incorporating many nomadic tribes into their governmental and societal structure, including a tribe of orcs. This effort was spearheaded by the halfling folk hero Drynan Nerro, whose established fame is no small part of why this is internationally famous.


Valonde is the smallest nation in Pia Suirenia, in terms of land and population. Most of it is nestled in the Valis mountains, after which it is named, plus a small fertile valley in the north. Valonde is a theocracy. The saint Ramatna (often shortened to Rama), a patron of science, knowledge, and learning, is effectively the head of the country, though she appoints a mortal as her High Priest. The capital city of Baharis is the place to go to learn magic. It is also the only way to get to Abylos, which sometimes puts the two countries at odds.

Valonde is kind of like the Switzerland of Pia Suirenia: small, mountainous, militarily powerful, and neutral. It lies between Merril and Terrisea, and mostly blocks travel between Rhoegr and Terrisea, except for the Muwamaka jungles in the south.

Valish folk are infamously honest, because Rama sees lying and spreading false knowledge as a sin.

Naming Influence: Hindi


Merril is a closed-off country in the northwest of Pia Suirenia. A bay separates it from Rhoegr except for a small strip of border, formed by a river. It is a monarchy, but the church of the Merr holds at least as much power as the crown.

Merril is large enough to have a good variety of geography, and is the only place on the continent with a Savannah biome, but the majority of the country is hilly woodlands. While you would think that would make timber their greatest natural resource, it’s actually coal. Think Appalachia. Easy power, and the fact that they don’t have longer lived races slowing the pace of their society, means they are more technologically advanced than the rest of the continent. If Pia Suirenia is on Dark Souls tech, Merril is on Bloodborne tech.

Merril is a human nation, by force if necessary. They fervently worship a Saint known only as the Merr, who espouses purity of body, soul, and blood. It’s not impossible for a non-human to live in Merril, but it’s extremely dangerous.

Otherwise, not much is known about Merril by non-Merrish folk. The only Merrans that people really see are the occasional Merrish Greenstaff, and the Chevaliers of the White Rose, who are the Knight-Ambassadors of the nation. They expound upon the great technological achievements of the country, and say their society is the greatest it's ever been, but no one really believes them.

Two feats of technology are confirmed, however. First, if you need a dangerous medical procedure done, Merril is the place to go. They have the best medicine on the continent, and while non humans may need a fortune worth of bribes to even get to a surgeon, it can be done. Second, they have invented firearms. In the rest of the setting, Early Firearms can be found, but are rare. Merril is the only place that Advanced Firearms are available, and Early Firearms are much cheaper there.

Naming Influence: French


Abylos is the nation of the dwarves, though how unified it is is anyone’s guess. By treaty, anything a mile below sea level belongs to the dwarves, and they are very particular about this. Common folk don’t really know much about the dwarves, but from the few surface dwarves, they know that any dwarf who sees the sun effectively revokes their citizenship, and is considered lost to the stone. Thus, surface dwarves are typically either exiles or those willing to accept that cost in pursuit of something, usually wealth.

The only known entrance to Abylos is in Baharis, the capital of Valonde.


Charante is a large island 350 miles southeast of Pia Suirenia. It was discovered about 50 years ago by a Terrisean mermaid. It’s covered in dense jungle and inhabited by four tribes of beastfolk, in the assume bestial aspects style, not the Khajiit etc. style. They’re trying to interact with Pia Suirenia without being taken over, colonized, made into second class citizens, etc., yknow the usual thing that tends to happen in this circumstance. They are succeeding so far, in no small part thanks to having the merfolk of Arevfik supporting them. More than one Merrish vessel bound for Charante has mysteriously disappeared, never to be seen again.

The four tribes of Charante are Wolf, Bear, Lion, Crocodile. Members of the bear and wolf tribes rarely decide to go to Pia Suirenia but the lions and crocodiles more than make up for their lack.

Naming Conventions: Southern Native American (Wolves), Northern native American (Bears), Northern African (Lions), Southern African (Crocs)

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