The Charnal Empire
History.
With most of hte population and cities concentrate on the coast of the Charnal Sea, it is no wonder the Kingdom of Neyres is more often called the Charnal Empire. Its strength lies in the power of its navy, and many times in its history has it achieved dominance over both the Angle Isle and Gaul. However, the Empire has fluctuated many times in power, rising and falling over time. Once the empire laid claim to all of the Aus Desert, the western Maple Plains, Angle Isle, Gaul, and a portion of Gurtina Island, owning the port city of Guy Yoming. However, soon after the Empire fell apart. Most of the cities in the Aus desert were abandoned, the Maple Grasslands were left behind, and the Empire withdrew iits forces from Gurtina, Angle IIsle, and Gual. Even the southern portion of the Empire, the Duchy of Castille, broke away.
Modern Days
In modern times, the Empire has reclaimed a good portion of their former lands, leading into the Aus Desert and bordering on the Maple Grasslands. In the Char Uran war, the Charnal's master of the sea forced the Duque de Castille to become a protectorate on the Empire.
However, the Irwan Kingdom, or the Kingdom of Maple, has not moved an inch north or east from the Charnal. The Empire would have declared war to reclaim the lush Grasslands, but the Irwan Kingdom's armies of peasent footmen and noble knights are equal to in ability of the Empire's military forces. Niether side wishes war...yet.
To the south, the Empire's ambitions were thwarted by the Isle Island Navies, who had no wish to allow the Empire to return to Gurtina, Angle Isle, and Gaul after centuries of self rule.
Except for the city of Aus Verde ((Edit note: Aus Verde is labeled A on the map.)), the location of which is kept secret to outsiders, there is nothing of interest in the Aus Desert to the Charnal, except for the River Aus in the far north, which would allow quick and easy access to Map Radina. Of course, the Irwan Kingdom would declare war if the Charnal tried to take the River Aus, so that outlet is frustrated as well.
With no access to the Ralnar Plains, or any reason to visit the Unsettled Lands, any overt action on the part of the Charnal Empire is stymmed.
Covert actions, however, bring much joy to the Emperor, no matter that the citizens of the Empire could not enjoy.
((GM Note: Most of the spies in this world are either from the New Republic (Just to see whats going on, no interfirance), or the Charnal Empire. The Emperor's family wants to rule an Empire greater than before, and that means all the Isles, the Iron Hills, the Maple Grasslands, the Aus Desert, and definatly settle the Unstelled Lands. Their spies work to this goal all the time. They are highly trained individuals who are usually at the source of a plot. They are high level characters (Lowest would be a Level 6 in DnD) and usually concentrate on stealth and talking a way out.))
Locations of Note
The lands of the Charnal Empire are mostly what you expect along the coast: Coastal regions of fertility (The edible Khora plant grows in salt water very well.), followed by dry plains. The Isle of Nadrak shiels the Charnal sea from the worst of the seasonal storms.
The Charnal Citadel, like all most capitals, is the largest city in the Empire. It boasts a huge population which must be fed by many of the nearby towns. Economicly in return, the Citadel produces some of the best materials in the world, which exports to just about everywere.
((GM Note: Charnal Citadel is the source for the most intracete machinery and some of the best weapons, aside from the New Republic, in the world. In the markets and guildhouses are hte best equipment to be found, at lower prices. Keep in mind the prices of raw materials and food is slightly higher throughout the Empire, and the cost of equipment is lower, and moreso in the Citadel))
In nearly the center of the Charnal Sea is the reef of Charnal. Back in the last Ice Age, when the water level was much lower, it was the site of an advanced city, according to local legend. Certainly it is too deep to explore, and of the time of this writing, no magic - or technology, can reach those depths.
(GM Note: In games that involve magic, there is none that could reach to those Reefs and keep you alive. The world is not refined enough. Neither is the technology of the world (Aside from the Republic) able to reach that depth - alive. In the begining of the game, the Reef is unaccesable. As the characters reach a high level and contribute to the development of technology or magic, or visit the New Republic, you could have them visit the Submerged City. There, items of power (Technology AND Magic) are to be found, GM's discretion.)
Duque de Castille is technicly its own country, but is a VERY minor player in the grand scheme of things, and almost doesn't exist. It is currently a 'Protectorate' of the Charnal Empire, and the citizens of the Duchy are second class, in their own homes. And it shows, for the once proud towns and people of Castille are now broken, dingy. There are rumors of a resistance movement, and should war between the Kingom of Maple and the Charnal Empire come, the Irwan Kingdom would find allies - and an easy beachhead, in Castille.
((GM Quest: Rebellion in Castille. The Duke of Castille is a puppet, and not even of the Castillian Ducal Family! He's the Uncle-in-Law of the true Castillian Duke, who maintains his appearance as a dunce. In reality, he is a highly intelligent man who is the leader of the Castillian Freedom Fighters, alibit from a distance, and a very big patriotic nationalist. He also hates Charnalians with a vengance, although if there are Castillians, or less believably, Islanders or Maples, to vouch for him, he'll accept him. The Duke has a plan, but he needs a group of people who know little of the Freedom Fighters to carry out the dangerous part: Infultrating El Castille de Castille, capital building of the Duchy, and either killing/kidnaping of the current Duke, or the stealing of information on troops/weapons. The players could take the mission from the true Duke, or go to the Charnal government with the information and squeel like a piggie. The former would weaken the Charnal hold on Castille, giving the Freedom Fighters a good chance, and the latter would crush the rebellion once and for all, and give the players group a big black eye in the eyes of everyone except the Jorgannians (They are remote), and the Charnal (Hell, you helped them.) If more than 3 PCs came from Charnal, this quest is not an option.))