The Old Colonies
These are the colonies founded prior to the Commonwealth's acceptance of the Cielian refugees. Not only have they been under Commonwealth rule for longer, but also took much more time and effort to conquer than the so-called New Colonies; as such, they have been integrated into Altorian culture and society over generations, and largely remain colonies in name only.
Ingol
Inspiration: Eskimo & Native American
The oldest of the Old Colonies, Ingol was originally organized in loose tribal nations across the northern 'Frostlands', and was annexed relatively quickly and peacefully compared to the rest of the Commonwealth (except perhaps for the recent pacification of Qurtaa). When the Commonwealth moved to conquer the Frostlands they met very little resistance, the native Ingols seemingly more than happy to serve under their command; indeed, it is said that the Commonwealth's invading armies only survived the extreme temperatures and weather of the Frostlands due to the assistance of those they were there to conquer. The natives original religion involved bartering with animal and elemental spirits, and remains largely unchanged but for their acknowledgement that Kel is the supreme being and creator who holds dominion over all. This region includes the northwestern coast and many archipelagos which stretch north off the maps, and is dominated by bitter cold even in summer, as well as spending entire seasons of the year in either day or night.
The colonial seat of Ingol is the town of Frostward; originally a massive fort meant to intimidate the locals, the original battlements have largely fallen to the elements, the cost of repairs and lack of any signs of revolt amongst the population enough to convince the Commonwealth to leave it well enough alone. It now serves as the main trading hub of the region, with many small two-room buildings built from the masonry of the decrepit keep housing any wayfarers who pass through. It is here that the fine and sometimes exotic pelts of the Frostlands are bought and sold to make their way to markets throughout the Commonwealth.
The people are generally characterized as pragmatic and resilient, and are known as the finest outdoorsmen in all the Commonwealth. In the conquest of every new region, it has been the Ingols who first scouted the land and mapped routes for the advancement of goods and materials, even after the creation of the Skyfleet; indeed, the Ingols are just as adept at navigating the skies, having proven themselves the equals of the Cielians in their pronounced lack of fear at the prospect of flight. It is not entirely rare for an Ingol to show strong signs of non-human heritage, though those that do are most often undines or sylphs.
Harrid
Inspirations: India & Middle East
Once a small empire itself, the land of Harrid has been part of the Commonwealth for over 300 years. Its religions originally centered around the worship of various holy animals and elemental spirits, and they still idolize the Aspects and the Scions in animal forms. This region has the greatest variety in climate and geography of all the Commonwealth, with snow-topped mountains, lush jungle, dusty deserts, and a prosperous river delta, all within relatively close proximity.
The colonial seat is Aldenwell, a city second in size only to Antequethera itself; originally known as the City of Pearl, it has many impressive pieces of marble architecture dating from its pre-Commonwealth era, now repurposed as temples to Kel and residences or offices for the local government authorities.
The people are generally characterized as thoughtful and spiritual, with many great philosophers and theologians having hailed from the region. The region is still home to a variety of elemental spirits; while mistakenly worshipped as deities in ages past, they are now bound and commanded by the priests of Kel to serve his chosen people. Unsurprisingly, those of Harridian descent are most likely to show signs of "mixed breeding" in their lineage, most commonly as either ifrit or oreads.
Unheim
Inspirations: Gaul & Scandinavia
Originally a collection of warring clans and petty kingdoms spread out across a large expanse of hilly forests and rugged coastline, the land of Unheim was slowly annexed over several centuries; the region was officially declared conquered in the year 860 CW with the defeat of King Ulfvik's armies at the Battle of Witchmount. The native barbarous peoples originally worshipped the seasons and cycles of weather, and also had a strong history of using foul witchcraft against their enemies. They now heavily favor the worship of Alto the Divine and Goram the Strict; indeed, their faith in Alto is such that many even say prayers to the current royal family. This region is dominated by deep, thick forests which hide ore-rich hills, while the fjords of the northern coast afford safe harbor and quick transport of resources.
The colonial seat is Steelhearth; built up and expanded from a frontier fort over several centuries, it is a town-sized maze of fortifications with the imposing Fort Steel rising from its center. It is here that all the region's recruits into the service of Laertes are put through their initial training, and also historically where the Commonwealth's best warsmiths have kept their forges.
The people are generally characterized as grim and hard-working, with many great soldiers and craftsmen having hailed from the region. Due to the size and density of the forests, as well as the number of waterways, the region remains a haven for smugglers, outlaws, and criminals of all varieties, including heretics. While the number of people native to the region who show signs of inhuman heritage are very few, those that do are almost exclusively aasimars and tieflings.
The New Goram Isles
Inspiration: Japan
Originally the Kingdom of the Nine Isles, it took a brutal decades-long war for the Commonwealth to subdue and absorb this region, which decimated its naval forces and left it weakened throughout its eastern regions. Spread throughout an archipelago, the native culture was even stricter and more caste-driven than the Commonwealth itself, with an advanced navy and highly disciplined fighting men; in the end, it was only through sheer numbers and resources that the Commonwealth was victorious. The old monarchy promoted the worship of serpents and divine "dragons", claiming a divine right to rule through descendance from the latter; indeed, their naval forces were accompanied by monstrously large eel-beasts, though no further evidence of the objects of their fanciful worship were discovered beyond common adders and constrictor-snakes. The people there now split their worship between the Aspects Laertes and Erasmus, with the Vigilant Goram being especially popular. The eponymous islands of this region tend towards rough, mountainous terrain with steep, fertile valleys and high altitude forests of tall, straight trees.
The colonial seat is the port of New Machina, built on the site of the old kingdom's razed capital. Built in an attempt to emulate the workings of Antequethera itself, the architects of Kymates devised methods to harness the nearby waterfalls to provide torque for a town-wide system of clockwork; though nowhere near as complicated and ubiquitous as that of the City of Gears, it's said that the wealthy there enjoy many of the same amenities as their counterparts in the capital.
The people are generally characterized as arrogant and law-abiding to a fault, producing many successful members of the Bureaucracy and Judiciary, as well as fine mid-level Military commanders; the old prejudices against them are just now falling away entirely, and it is assumed that over the coming years these organizations will see several high-level positions filled by dedicated New Goramites. New Goram itself now has the best naval forces of the Commonwealth, though they have been overshadowed by the Skyfleet in importance. The few people possessing mixed heritage in this region tend to be undines and sylphs.
Edited by: E6 DM on 12/1/15