Dagea Regions

Two continents, their parts, and the islands between

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Bagii AtollFourteen low islets off Kretavia's east coast where northern and southern ships trade on ground neither nation owns.
Bagii IslesThe chain off Feldia's west coast, primary home of the Bagii, who sell ships, crews, and the ability to read weather nobody else can.
EisenmarkFeldiaClosed borders, open forges — the mountain duchy on the Spine, which has stopped explaining itself to anyone.
Erka FjordsFourteen cold islands north of Feldia, the only country in the world where people live alongside dragons rather than away from them.
FeldiaEight duchies that answer to nobody but themselves, held together by trade, habit, and a High King who negotiates rather than commands.
GrenzmarkFeldiaThe march. It has fought every neighbor it has at least once and keeps the horses to do it again.
JrakviaAn island nation off Kretavia's west coast that exports nothing, admits no one deliberately, and is known mainly through the accounts of people who arrived there by accident.
KirchbergFeldiaFeldia's oldest university and its most influential bishop, on a plateau, in roughly that order of self-regard.
KornfeldFeldiaFlat open country that feeds the rest of Feldia — long distances, deep horse culture, and a harvest festival that tells you what kind of year it was.
KretaviaThe southern desert nation across the Sea of Coin: disciplined, hierarchical, and older in faith than Feldia.
KronstadtFeldiaThe High King's seat and the biggest market in the north, where fortunes are made by words and everyone knows exactly what everyone else is owed.
SahalimKretaviaThe green coast, and every harbor Kretavia has. If a northerner has been to Kretavia at all, they have been here.
Sea of CoinKretaviaThe sea that separates Feldia from Kretavia and carries nearly everything either of them sells to the other.
SeehavenFeldiaFeldia's coast, its harbors and its temper — wealthy from the canal, and raided across it often enough to hate the sight of a southern sail.
SteinmarkFeldiaHighlands at the head of the Spine. Hard country, hard weather, and people who have concluded from both that outsiders generally want something.
The KharsaKretaviaThe desert proper. Cities sit where the water is, and the distance between them is measured in what a party can carry.
The Old WoodKretaviaAncient forest on the mountainous west coast, older than the faith that surrounds it, and the only place in Kretavia with wood to spare.
The Sundered SandKretaviaThe south-east, where the stories cluster. Guides charge more to cross it and do not linger.
The WastesFeldiaBadlands east of the Spine, which is the only reason Feldia sleeps.
WaldheimFeldiaThe deep wood — insular, older than the Crusade, and pagan enough about it that the Church has quietly given up making a point of it.