1 (Millwater) Longtime ally of Greatricks Dominion. Not as technologically advanced, but relatively prosperous nonetheless. They don’t have as advanced or productive or capable industrial capacities as some of their neighbors, so they receive many goods and machines from other countries, especially Greatrocks. Their country is small but stable, and even if their economy is not the most technologically advances, it is adequately diverse and productive, and they have a reasonably sizable, concentrated population and sufficient ecological diversity and stability and natural resources. They are content being Greatrocks’ ‘little cousins’ because of the security and political stability it lends to the region. For diplomatic purposes on Greatrocks’ side and economic ones on Millwater’s, it is a mutually advantageous, even crucial, relationship.
2 (Greatrocks Dominion) The Company’s initial survey pinpointed this and the surrounding regions as one of Dross’ two brightest ‘hotspots’, that is, releasing the most non-geologic heat energy, indicating the most prevalent use of technology. Exploration of the other advanced civilization on the other side of the planet revealed a limited ecosystem and a rather xenophopic people not inclined to cooperate with Company extraction efforts. Greatrocks was slightly more friendly, but more importantly sported a more diverse ecosystem, and the surrounding nation conglomerates possessed partial information about a semi-mythological biosphere deep underground somewhere, quite possibly an indication of alien technology and bioengineering. Greatrocks is where the company’s preliminary exploration teams were inserted. Greatrocks is probably the single most powerful and in many ways socially and technologically advanced nation in the region, perhaps the planet. Many of its neighbors fear it, although they usually get on peacefully enough despite this tension.
3 (Pillar) Less advanced neighbor and trade partner.
4 (Downlow) Medium advanced neighbor and trade partner.
5 (Hotportel) Nearly as advanced as Greatrocks in most ways, more advanced in a few, neighbor and trade partner. Mostly peaceful rival with Greatrocks.
6 (Lifistix Commune) Less advanced neighbor, seldom a trade partner, rather isolationist. Tense diplomatic relations with neighbors over ecosystem issues.
7 (Barbasvern) Unadvanced. Not much to offer in the way of trade. Has internal problems. Relies on Hotportel and Greatrocks for much of their little remaining economic solvency and internal and external security. As biological and natural resources are exhausted, once inhabited areas are being abandoned and their borders are shrinking.
8 (Shay) Not very technologically advanced, but a very productive ecosystem. Skilled in growing trees and breeding medicines and the like. As such, are very protective of their ecological integrity.
9 (The Jewel) Still rather advanced, though not quite as much as they used to be, this little civilization has suffered from raids from the Hovels. Their notorious political and social instability, however, predates the raids and continues unabated to periodically bring both trouble and the brief grand achievements this realm is known for.
10 (Hrecky Alliedom) At war with Fairfedge (and allies). Worshippers of the inner warmth. Not much interaction with the realms to the north. Includes little places within its interior, cut off, strange caverns where strange customs are practices and dark struggles take place.
11 (Fairfedge) At war with the Hrecky Alliedom (and allies). Followers of a strange new creed that does not decry the Surface and its demons as a blasted hell, but rather reveres the mysteries of the Outupside and believes the surface to be a holy ground. This has understandably brought it into conflict with practitioners of older faiths. A little bit more contact and interaction with the northern realms, but still not much. Somewhere south or maybe in the midst of Fairfedge and Hrecky lies a Demonwell that is a point of contention, helping to start the present war, and complicating it every time demons descend.
12 (Halsed) The territory around is called the Angry Dark. Bordered by the hovels to the west and north. Halsed is built under a well to the demon lands above, but it is not a "demonwell" because it is effectively guarded. Dross Seed of the One and Twelve
(Demonwells) This are wells up to the abandoned caverns just under the surface. They have been overrun with alien life. The wells were all dug by demon hands. It is a mystery to some why the demon lands haven't successfully spread throughout the human level.
(The Hovels) Small, impoverished, barbarian caverns. No stable unifying political, economic, or social structures. Preyed upon by Demons, they send out raiding parties to garner goods from their neighbors that they themselves are unable to produce. A desolate place with a variety of people grown feral in different ways.
(Miser Passageways) Unpatrolled by any government except where it meets their own borders, this dangerous, winding series of tunnels and caverns is nonetheless a useful trade link. Caravaner/merchant-sponsored security patrols keep the main passageways fairly safe, but hidden side tunnels abound in cutthroats and vagabonds.
(The Descent) A well through the primal layer straight down to the mantal, but it has a plug that keeps lava from rising into it. The Descent is the reason this part of the planet was choosen by the original human colonists. Centered around above the Descent for hundreds of Yules were the largest and caverns and most complex cave systems. The human colonists originally had thought to go down the Descent and settle in the secret labyranth of caverns near the mantel there but they were slaughtered by killbots that had been left over from the cleasing of the planet millions of years ago. The killbots had been sent into the caverns to make sure nothing had survived their other efforts at irradication.
(Garden) A sealed off alien preserve that had survived intact for a 160 million years, once cracked open it does not spread, but anyone who enters does not come out again.
(The Breck ‘verns) A wild place full of independent and often warring factions. This region has some general unifying cultural aspects passed around by poets and marauding warbands alike, but political isolation and a suspicion of outsiders, be they from far off regions or neighboring caverns, has created unique qualities in each littly polity. Still, they know the value that outsider merchants can bring in technology and trade goods, so foreigners are usually unharmed, if carefully watched.