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Sefria

Long inhabited by natives, the story of Sefria (pron. SEF-ree-uh) has become one of rampant settler colonization. The last three centuries have seen the Wenlaw Federation spread across most of the continent, pushing the native populations to the southeast. Such activity long remained unpunished, but the recent ascension of Apualago's King Mar Pelamina threatens to fracture the planet's largest nation.

The Nations of Sefria

The Wenlaw Federation (pron. WHEN-law)

The following is an excerpt from 'Wenlaws and Warcourtes,' an unauthorized political essay that takes aim at the Federation. As such, its views are biased: 

 

Look upon her and weep, o wretched souls! Grand she stands and grandstand she does, our glorious Wenlaw Federation! 

 

Derision aside, she deserves some genuine praise for having grown as large as she is. And not simply large, but the largest nation on the planet! A great feat indeed, if only the land was being used somewhat competently. Alas, the Federation operates at the behest of the bumbling generals of the Warcourte, her governing body. 

 

“But what is the Warcourte?” you might ask. Certainly I have asked. Certainly I continue to do so. As far as anyone can tell, our founders were drawn to the idea of a stratocracy. That is ‘rule by military,’ for the unlearned (given the state of our education system, I couldn’t blame you). Put simply, when one reaches a specific rank in our fighting forces, one is granted membership into the abstract mass of executive, legislative, and judicial power that is the Warcourte. The detailed organization of its interior is confidential to us outsiders and buried under bureaucracy to the insiders. The only clarity comes in the form of the High Marshals, six in number. Each reigns over one of our six states, intermittently convening to govern the Foundation-at-large via council shenaniganry. Decisions are rare, and the few that are made become paperwork lost in the vast machina of the aforementioned abstract mass. And so we’ve continued to ask: “What is the Warcourte?” But if poking and prodding at the state of our state in its present form is futile, perhaps turning to the past is the more prudent course of action.

 

In the early ninth century of this Second Age of Halrin, a litany of nation-building activities across the continents of Kharne and Ajura resulted in many displaced settlers seeking a new home. As if possessed by the same guiding spirit, all found their way to the shores of Sefria. One by one they made landfall and found community, while conveniently doing some displacing of their own. You see, this was not the first time humans had set foot on the continent. The Plains of Sefria were colored in centuries of native history and culture, all of which was swiftly kicked southward behind the mountains of the Sefri Curtain. At the helm of this violent settler expansion was a divine myth, the same one that had brought the settlers to this place. Her name was Veronia, and her worship became a tool of communion and a weapon of native eradication. 

 

After a century of expansion, the settlers had come to dominate the Plains. But they were not yet federated. Nor would they be for some time, though the Church of Veronia would bind them long enough to face their next great opponent: the rest of the planet. By the year 930 SA, the nation-building efforts on Kharne and Ajura had reached a maximum threshold, and new land was needed to satisfy growing colonial appetites. Fleets of warships crossed the Meridic Ocean, the bounties of Sefria in sight. But our ancestors were ready, engulfed in religious fervor. Spear tips lined Sefrian beaches, commanded by Veronia and her champion, Astorr Wenlaw. Through equal parts divine inspiration and merciless military conscription, the settlers drove the invaders back over a dozen-year period we now call the Sefri-Meridic War. The Federation was founded from the ashes, one that Astorr named after himself because nothing says unity quite like stamping your name over everything. 

 

The Warcourte came soon after, led by Astorr and the five most powerful generals of the War. These became our first six High Marshals, each presiding over a state named after them. And that, unfortunately, is all we have for history. The movements of the Warcourte become opaque after this point, which leaves us asking once again: What is the Warcourte? Clearly, history has left us no closer to the answer. In fact, with the theological additions made, I fear the picture has only become more muddled. Where to turn, then? If not to the state, if not to the past, then to the land itself. To our six states.

 

I suppose it's fitting to begin with Astorria, the beating (or rather, slowly palpitating) heart of the Federation. Here lies the capital Veronis, where the Warcourte’s decisions are made, reviewed, then quietly buried in committee. Astorria also hosts the twin port towns of Gaulderton and Wherton—nearly identical in all respects, though we shan't say it aloud in fear of their fiercely rivalrous sports teams. At the southern edge sits Lainbridge, a domestic trade hub boasting wide markets, grand roads, and corruption so frequent it’s better considered an architectural feature.

 

South of Astorria lies Ehrdel, guarding the southwestern coast with a grim line of ports and proud stories of war. The largest city here is Fort Nakagata, named after Edmund Nakagata, an Ajuran refugee-turned-general-turned-political pawn. The fort was a defensive marvel during the Sefri-Meridic War. It’s since become a heavily-urbanized congestion zone surrounding one of the busiest ports on the planet. Further south is Kellenfel Depot, which began as a humble rest stop between ports before someone stumbled over a phosphate vein and the miners took over. To the northeast is Pauper’s Hold, an intimidating stronghold wedged between the peaks of the Sefri Curtain and guarding the mouth of the River Gaufrey. Its name comes from the idea that even paupers could defend it, an optimistic theory that has yet to be tested. North of Pauper’s Hold is Gaufreiton, a riverside town where farmers ship their produce to markets across Halrin or up to Veronis, depending on who pays more (or bribes faster).

 

To the west of Ehrdel is Tericester, which guards the Federation’s exposed southwestern edge, the only thing separating the Federation from the remnants of its native conquest. The state capital, Lauthemburg, is perched on Lake Lauthem’s eastern bank and serves as the primary station for ground troops. These warriors spend their days patrolling mountain passes, rewriting patrol reports, and looking warily upon the native-founded Kingdom of Apualago to the south. The other major settlement is Welborough, stationed near another pass in the Sefri Curtain leading to the Camerín Wilds, a region so mired in mystery it makes the Warcourte look honest. Over half of Tericester is buried in the Direwood, a definitively dire forest nestled between the Curtain and the Kharnegard Peaks. The River Dire runs through the forest’s north, feeding into Lake Lauthem and establishing the state’s northern edge.

 

Directly north of Tericester lies Albreigh, a state best known for its trees, mines, and the uncanny ability to be important without anyone really noticing. Albreigh is divided neatly (on paper) into four regions: the northern Barlough Timberlands, the midland Kharnegard Peaks, the charmingly ambiguous Albreigh Groves, and the southern stretch of the Direwood. The River Barlough, Sefria’s longest waterway, slices through the Timberlands and acts as Albreigh’s western boundary. Along its banks you’ll find scattered hamlets surviving on timber, wild pigs, and rural stubbornness. The southern portion of Albreigh clings to the Direwood’s northern end, though you'd certainly be hard-pressed to tell where one cursed tree line ends and the next begins. Albreigh’s major settlements, however, have little to do with lumber. Along a slim coast between the Barlough Timberlands and the Kharnegard Peaks sits Brighaven, a grim naval city that hosts three-quarters of the Federation’s warships and all of its supply problems. South of it, tucked into the rock, are Ferriton and Aunuck, towns devoted to iron and gold mining respectively. Neither has much in the way of culture, but they do boast spectacular elevator systems. 

 

To the west of Albreigh lies Reed, a state defined by wide moors and a climate best described as passive aggressive. The eastern border follows the River Barlough, and the southern edge hugs the River Elegen, forming a natural funnel for cold winds and ever-confused merchants. Most of Reed is covered in the Reedmoors, a bleak stretch of misty, uneven terrain where sheep often outnumber humans. The moors extend north until they run into the Lawmounts, a jagged set of mountains that kindly remind us why no one wants to settle any farther north. Among the state’s many fog-shrouded villages, the largest is Reedham, a coastal fishing town whose inhabitants are known for their stoicism, demonstrated by their seeming inability to make eye contact. On the western edge of the state, squeezed between the Timberlands and the river, is Oakleigh. To the residents of Oakleigh, I apologize, for there’s simply not much to say about it except that it exists mostly to remind travelers how far they still have to go. Finally, where the Barlough and Elegen converge, one finds Redwater, a city that derives its name from the brief red tint the river turns during seasonal algae blooms, mining runoff, and/or Veronia’s divine punishment. I suppose it depends on who you ask. Redwater serves as a crossroads for trade from Astorria, Ehrdel, and Albreigh, and thrives on its ability to profit off of everyone else’s traffic.

 

West of Astorria, Reed, and Ehrdel lies Meriston, the Federation’s least populated, least fertile, and most geologically inconvenient state. It is, unfortunately, mostly mountains. Specifically, the Daggerows, a long, serrated range so sharp and uninviting that it had to be named after a weapon. Meriston’s northern border runs along the Lawmounts, under which sits the Highdagger Forest. Now, the nature of this forest has long been a joke among Wenlawden writers, a function of how difficult it is to accurately describe. There’s an enigmatic quality there, one that activates every sense yet eludes all of them. Many have tried to capture this quality in writing, and all have failed. So I will not try. Moving on: though beautiful in the “don’t step there, that’s a sinkhole” sense, Meriston is not known for its hospitality. What it does have is ore. The Meriston Mining Company dominates the state’s economy, politics, and atmosphere (both social and breathable). Its headquarters, Skalder Hill, is a town composed entirely of housing blocks, mine shafts, and pubs that make the problems borne of the first two melt away. Farther north is Daggerun, a large mining town whose name conveniently doubles as a warning. Between cave-ins, strike protests, and occasional sightings of toothy wildlife, Daggerun soldiers on, largely because no one can agree on a safer place to live.

 

Astorria, Ehrdel, Tericester, Albreigh, Reed, and Meriston. Six states, and we’re no closer to answering our question. But the Warcourte is not the Wenlaw Federation. We are. Our state may be as enigmatic as the forest of daggers high, but our land plainly reflects us. It is at times tangled and repulsive, more often cold and awkward, but we live here and so it is home. To write as much feels somewhat like capitulation, but some things can be so simple.

 

Thus, here lies the Wenlaw Federation. Grand she stands and grandstand she does. The machina at her heart is oh-so-enigmatic, and her history is not always proud, but we live here. We live here, and so it is home.

The Kingdom of Apualago (pron. ah-pwah-LAH-go)

The following is a playbill for the traveling theater production, titled 'Crown of the Rivers:'

 

THE DELTA PLAYERS PRESENT:

CROWN OF THE RIVERS

 

A Historical Drama in Four Acts

Penned by Matu Velcuri, Bard of Anaracuna

Strutting proudly this season through Anaracuna, Pazua, and Chiwalun

 

ABOUT THE PRODUCTION

Brace yourselves for tears, triumphs, and theatrics! Crown of the Rivers is a sweeping stage-storm of heartbreak and heroism, telling the tale of Mar Pelamina, the orphaned boy turned revolutionary River King. With enough full-throated ensemble numbers and heart-wrenching monologues to send any Wenlawden to an early grave, this four-act fury dares to ask: can one man’s vision rewrite a nation’s fate?

 

ACT I:  THE BOY KING

Long have the tribes of Apualago nursed wounds inflicted by Wenlawden oppressors. Long have they yearned to return to the Sefri Plains, to the land of their ancestors. But they need yearn no longer. Make way for the boy with thunder in his chest and a kingdom in his gaze! In 1162 SA, sixteen-year-old Mar Pelamina unites the tribes of Anaracuna and declares himself King. The River Crown is forged! New ports shine, cities stir, and a monarchy takes its first breath! Across the border, within the stone halls of Lauthemberg, Althaim Tericester shudders.

 

ACT II: THE VANISHING

No longer a boy, Mar has shaken Althaim and his armies to their core. The war favors the righteous for the first time in centuries, but tragedy strikes in 1170 SA! The King’s love, Adela Castro, is assassinated in the night. When night turns to day, the King is nowhere to be seen. Rumors swirl as grief chokes the kingdom. Power stumbles into the hands of Raoul Veñacarro, a soldier ill-fit for the throne. The Delta mourns… and waits.

 

ACT III: THE RETURN

1178 SA: Dawn at the docks. A figure, gaunt and salt-worn, arrives in a battered sailboat. An old woman meets him with a slap heard 'round the port... and then an embrace. The crowd gasps. His beard is wild, his cloak threadbare, but those storm-gray eyes? Unmistakable. It is Mar Pelamina. Word spreads like wildfire as bells toll in Anaracuna. Miners in Llallawasi drop their picks. Soldiers at Serrafuerta straighten their backs. After seven years, the River King has returned.

 

ACT IV: THE BATTLE 

Let it be known to all: It was Althaim Tericester that slit the throat of Adela Castro! Troops are mustered, armies march. By Mar’s deft hand, the soldiers of Apualago converge upon Mount Llenali. What follows is the greatest battle in Apualagan history, an incredible victory that ends with a bayonet through Althaim Tericester’s heart. Finally, after seven years, Adela’s spirit is put to rest.

 

PRODUCTION NOTES

Run time: 3 hours, one intermission.

Costuming: The Anaracuna Tailors Guild

Choral Direction: Silvio Aruñes

Historical Consultation: The Archives of Pazua

Camerín (pron. cam-uh-REEN)

The following was recovered from the effects of missing surveyor Helena Fischer, presumed deceased. Document ends abruptly:

​

I should be safe here. I should be. It’s only a hole in a tree, but it’s the best I can do on short notice. Ingrid and Pese are dead. The others turned back long before.

​

Pese was our reluctant local guide. Ingrid and I convinced him to take us as far as the river confluence where the Caçador and the Ileó meet. By that point, the increased pay we’d promised him ceased to matter more than his own life. He was furious at us, probably furious at himself. But mostly, he was afraid. Being next to the confluence meant we were close to something. I didn’t know what that was then, but I know now. 

 

Grannarel. A city, or something like one, woven into the trees. There were no stones, no flags. Just growth and living wood. Silence… then, sudden movement. Pese saw the eyes first. Then he bolted, vanishing into the undergrowth. Ingrid and I were too slow to follow. 

 

They didn’t speak as they surrounded us. Conversed, maybe, but it wasn’t speech. Ingrid was a linguist, she should’ve been excited, but their clicking sounds and body contortions froze her in place. We stood back to back. She grabbed my wrist, dug her fingers into my flesh. I was her anchor, emotional, physical. Either way, it didn’t work. Something yanked, skin ripped, and when I turned around, she was gone. And so were they.

​

I ran before I could think. I found Pese’s trail and followed it, leaping over fallen trees and ducking below low branches. A few minutes later, I found him sprawled across the path. He’d tripped over a root and split his skull against a stone.

 

By now I imagine I’m near the northeastern edge of the jungle. Maybe the others waited for me, but it’s unlikely. I’m not sure I can blame them either. I wonder what I’ll tell them when I see them in Melar. Will I even make it that far? God knows there’s plenty else in this jungle that’d be happy to kill me. I say that, but… 

 

More than anything, I wonder why I'm not afraid. This isn’t my land. It’s not even my continent. I should feel more out of place than anyone, certainly more than Pese. But Pese died to his home terrain, and I survived. And why didn’t I grip Ingrid as hard as she gripped me? Why didn’t I feel threatened? Because I survived? No, I’m not so careless. I was chosen. They chose me. 

 

There’s a feeling in my gut. Despite every horror I’ve seen, I find myself most afraid of this feeling. The feeling says the only people waiting for me in Melar are the ones who left me behind. It says my place is not with them. It says my place is where the rivers meet. 

​

I must stop writing. I must stop thinking. 

I must go home. I must. Must I?

The Grand Duchy of Palawei (pron. PAL-away)

The following is an excerpt from the 1188 SA Official Palawei Tourism & Investment Brochure. Distributed at international ports, diplomatic galas, and private clubs. Prepared by the Palawei Ministry of Culture, Commerce & Global Harmony:

​

Welcome to Palawei: Where the World Comes to Pause


Two hundred miles off the Sefrian coast lies the Grand Duchy of Palawei, a sanctuary of diplomacy, commerce, and sunlit civility. With over a century of uninterrupted peace, Palawei stands as a proud exception to Halrin’s wars and power struggles, welcoming guests from all nations and asking only that they leave the noise behind. Under the timeless rule of Grand Duchess Mira Sofria Palawei, our duchy has flourished. Her Grace, alongside Prince Consort Duncan Tericester—a decorated former High Marshal of the Federation—continues to guide the nation with grace and strength.

​

Destinations of Note:


Remai: Our illustrious capital, nestled in the Gulf of Palau, is the crown of diplomacy and culture. Whether you’re here for a summit, a gala, or simply a stroll beneath gold-leafed palms, Remai offers unmatched hospitality. Entry to the capital is by port registry; guests are encouraged to remain within designated zones for their own safety and enjoyment.

​

Halrina: The business capital of Halrin, Halrina is a thriving hub of global exchange, where Ajuran silk meets Sefrian steel under the watchful eye of neutral arbitration. All dealings are confidential, only currencies recognized by the Palaweian Commerce Accords are permitted, and all partnerships respected, regardless of origin.

​

Hapuani: The eastern leisure isle offers curated experiences in volcanic spas and private reefs. Due to local sensitivities, guests are reminded to follow all signage and avoid inland trails. Wildlife encounters should be reported to your concierge immediately.

​

Kawa’ale: A historic island known for its rich craftwork and unique dialect. While areas of Kawa’ale remain under regional supervision, we invite visitors to support traditional artisans at the government-sanctioned markets along the southern bluff. Community relations are currently being improved through cooperation and opportunity initiatives.

​

Lawaia: A western fishing village defined by its rustic charm and deep-rooted folklore. While not featured in official itineraries, Lawaia welcomes respectful travelers. Limited access during tidewatch seasons may apply.

​

A Note on Harmony:


At the heart of the Palaweian experience is balance, whether between nature and culture or heritage and progress. Guests are kindly reminded that inland jungles are protected cultural and ecological zones, maintained by local caretakers and heritage stewards. Unauthorized entry is therefore prohibited. Though certain communities may express hesitation toward our modern order, rest assured that the Duchy values every voice, and efforts are ongoing to integrate native citizens into the nation’s continued success. Disruptions are rare and swiftly resolved through measured diplomacy.​

 

“We do not take sides. We serve them wine.”
- Grand Duchess Mira Sofria Palawei

​

For investment opportunities, guided excursions, or diplomatic inquiries, please contact the Office of External Hospitality at Remai Harbor Promenade, Pier 1.

Acressia (pron. uh-CREE-zha)

The following is a letter written by foreign diplomate Halden Straye after his first visit to the island of Acressia:


To: Warcourte Committee of External Stability
From: Envoy Emerick Owle, Acting Observer to Acressia (Temporary Post)
Date: 17 Lauthir, 1014 SA
Subject: Observations on Acressian Governance, Culture, and Threat Index

​

To the Esteemed Committee,

​

I have now spent six days within the borders of Acressia, a large island approximately one hundred miles off the coast of Brighaven. This is, to my knowledge, the longest any non-disciple has been permitted to remain within their interior settlements, though whether this was by permission or indifference is unclear. The Acressians do not issue visas, nor do they bar entry. They merely observe, and if you fail to observe them with equal care, you are escorted off the island. Or worse.

​

It is important to clarify that Acressia is not a nation in the traditional sense. It possesses no central government, no embassies, no army. Yet it governs itself with a strictness I have rarely seen even in our most militarized states. The dominant force here is not law, but doctrine. Specifically, the Acressian Bloodpath, a religious code centered around the worship of a figure they call Cresse, whom they revere as a god of purity in combat.

​

Their belief, in brief, is this: one must master the body entirely, so that it becomes indistinct from any weapon it wields. The sword, the arrow, the fist... these are not tools, but extensions of the self. And through this mastery, one can kill without hesitation, error, or indulgence. The goal is not victory, but precision. They do not glorify the taking of life, but they worship the capacity for it.

​

Despite this, I felt safer on Acressia than in many ports under our own banner. Their doctrine forbids violence unless invited, a concept I am still trying to parse. In essence, no blood may be spilled within Acressia unless all parties consent to the combat, and do so in formal, spoken ritual. Outside this structure, any act of aggression is considered sacrilege and punished with lethal efficiency.

​

The largest settlement is the temple of Balan’Tur, surrounded by a sizable community of monks, pilgrims, and traders, though trade seems limited to ascetics and ritual materials. They have no currency system that I could identify. Goods and services are offered only when the giver feels it strengthens their own path.

​

Along the eastern coast, I was told of three major temples:

  • Esen’Tur, where those who favor blades and close-quarters melee go to refine themselves.

  • Hwang’Tur, which instructs in archery, throwing weapons, and other ranged disciplines.

  • Ahmad’Tur, perhaps the most severe, where the body is the only weapon permitted. It is said the strongest monks come from here, barefoot and unarmed.​

 

Each temple is said to be surrounded by lesser shrines and training arenas, often open to the sky. I was permitted only to approach Balan’Tur, and even then, only after reciting an oath of peace (translated phonetically and given to me by a mute boy wearing an iron circlet).

​

At the heart of their faith is the holy site of Acris, which no outsider has seen and which every monk is required to visit at least once in their life. It is said to be the place where Cresse trained alone for three centuries until she "became the weapon." The phrase appears in every carving I saw.

​

In summary, while Acressia does not pose a traditional geopolitical threat, it houses a population of elite, doctrinally bound combatants with no fear of death and no interest in conquest. I believe this makes them twice as dangerous as a standing army.​ If we are to engage diplomatically with the Acressians, it must be on their terms, with their language, and with no intent to win. Only to understand.

​

With cautious respect,

Envoy Emerick Owle

© 2025 by Sid Shukla. All Rights Reserved

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