Atlas

Imarel Travel Guide - by T.A. Saunders ©2010 v1.2

Zodasia

Overview
Government Type Current Head(s) of State Capital
Guild Oligarchy (Five guilds representing the various important trade commerces of Zodasia: Jem-Cutters, Miners, Leather-workers, Trappers and Fabric-Weavers). A new guildmaster for each guild is elected every five years, and a new speaker every ten. Guild Speaker Byron Thames. Khrondhis
Currency Alliances
Aejoh Kingdom of Vyss, Irys, Windsong Republic, Kingdom of Moonfall, Farwind, Taijun, Tallis-Kah Territories.
Population
37.8 million (45% Human, 30% Voraath, 15% Ferinal, 5% Dragonoid, 3% Shei, 2% Asyndi.)
Pacts of Nonagression
Draconic Empire, Kingdom of Miroa, Albadosia.

The following is a list of cities on the continent of Zoda. This atlas will not be an exhaustive literary work of each city, but rather a basic guide to each city and its place on the continent and further, the whole of Imarel, to give the world traveler some measure of what to expect whilst traveling abroad. Zoda as a whole is a harsh, cold continent with frozen steppes and grasslands and several mountainous areas. The primary inhabitants of the continent are Voraath, Humans, a few Wild Elves, the only clan of Dwarves known to be established on Imarel and a gobinoid race called the Masoq, who constantly war with the former four.

Unlike Tal'Rah that has distinct areas of control, all of Zoda's cities are freeholds controlled by Northlanders that can trace their descendants to the first settlers from Shalzaar. While there are occasionally skirmishes between freeholds or nomadic tribes, by far the biggest threat are the Masoq. Like the Voraath most Masoq tend to be nomadic, however a fairly large concentration of them had taken residence in the Ruins of Blackgate, up until very recently, when the abandoned outpost was reclaimed by a group known as the Blackgate Vanguard.