Wiege is a world of nations, gods, and mortal politics. It has its own deep history spanning multiple eras, from medieval holy wars to a modern period of corporations, intelligence agencies, and global upheaval. The technological level varies by era and region — the modern era (designated 20xx in the Long Shot timeline) resembles a contemporary Earth with magic, while earlier eras (such as the 4th Era around 1120) are closer to a late medieval world.

Wiege is also, unknown to most of its inhabitants, a world shaped by forces beyond its own history. A Great Old One once claimed it as a brood planet. Terran exiles walk its surface. The consequences are still unfolding.

Geography and Nations

Wiege is home to over a dozen major nations, each with distinct cultures, religions, and political systems. The world’s geopolitics are shaped by rivalries, alliances, and the influence of beings that are not mortal.

The Combined States

A republic of former colonies that practically worships neoliberalism. The Combined States position themselves as the center of world commerce, with substantial agriculture, military, and media industries. The World Council — formerly based in Haute — is now headquartered here and locked in constant tension over control of this young, powerful nation. The Combined States claim neutrality but project influence everywhere.

Kex

A nation built on the theological premise that hierarchy is the fundamental truth of the universe. Kex venerates Malabolous, the god of order and hierarchy, and its political system functions as a theocratic hierarchy despite nominally being democratic. The ideology extends to species: Kex theology holds that beings of shorter stature are inherently suited to servitude, a doctrine that supports legal chattel slavery.

Kex is heavily involved in technology, manufacturing, and finance, and is expansionist in ambition — constantly eyeing neighboring Teorainn for conquest. Kex and Hexalt share a deep mutual hatred.

Hexalt

A hag-dominated oligarchy with a large changeling population. Hexalt has autarchic aspirations and a substantial internal resource extraction economy. Its largest products are magic artifacts and alchemical goods, which put it in direct conflict with nations party to the Joint Magic Control Act. Hexalt recently invaded Teorainn, demonstrating its willingness to use military force to advance its interests.

Teorainn

A halfling-majority nation built on strong democratic principles, constantly under pressure from surrounding conflicts. Caught between Hexalt and Kex on opposing sides, Teorainn has survived through asymmetric warfare and deep intelligence networks, earning it the title “Nation of Spies.” Its sovereignty is maintained through cunning rather than military power.

Telikí

A Trela-dominated empire already on the decline, heavily involved in finance, tourism, construction, and land development. Telikí is a theocracy entangled in civil war between worshippers of Mitéras (the Mother of Monsters) and former worshippers of Shubnigoroth who have switched allegiance to Leviathan. The demon influence runs deep.

Lófos

A Kholo (Gnoll) nation subservient to Telikí, caught in a proxy civil war entangled with its patron’s internal conflicts. Demon-influenced like Telikí.

Nochnick

An orcish nation in the Overdark Forest, governed by a highly horizontal and egalitarian council-of-councils system. Nochnick spends most of its energy fighting creatures from the Mouth — large openings to the Abyssal Vaults beneath the forest. The Nochnick worship Sajjan (god of the moon) and Ronahiya (goddess of the sun), and are steadfast allies of Teorainn.

Haute

The elf lands — a large, hilly, temperate forest country with an agrarian economy based on investment and high-quality agriculture. Haute maintains strong neutrality despite being home to evil fay influences.

Narble

An automaton and indomitable nation in the wastes, shaped by the Bright Song. Narble is deeply involved in technology and the service industry.

Torn

Dwarven neutral lands haunted by shadow fiends. Torn produces enormous quantities of ore and excavated materials.

Ynys

A human island nation under a constitutional monarchy, though the real power rests with the Nobles — who are vampires. Ynys is a former superpower in extreme economic decline, its resources squandered by extractive landlord rent-taking and hostile paranoia about allied nations. Its economy now depends on tourism and agriculture.

Lóng Xī

A nation of mountains and material riches, home to humans and others under dragon influence. Lóng Xī is on the rise — a massive industrial base, growing technological capability, and extensive resource extraction and processing. Frenemies with Hexalt.

Rekishi

A massive island west of Lóng Xī, a young republic with strong corporate capture. Rekishi’s economy runs on real estate, tech research, culture, tourism, and high-tech manufacturing. Diverse in population, influenced by Yokai. Rekishi and Lóng Xī share a deep mutual antagonism.

Afon

A human nation in tropical lands, plagued by insect parasites. The economy is built on resource extraction.

Trinxera

A hobgoblin nation with ooze influence.

Erdő

A diverse nation shaped by werebeast populations.

Eras

Wiege’s history spans multiple eras. Two have seen active play:

The 4th Era (~1120) — a late medieval period. The War of Dominion between Kex and the forces of Ronahiya desecrated the holy city of Noureddine and left a cursed megadungeon in its wake. This era is the setting of the SWAT Team campaign.

The Modern Era (20xx) — a contemporary world with magic. Corporations, intelligence agencies, and global institutions coexist with gods, monsters, and shadow rulers. The recent intelligence release by the Terran exile Van has triggered global upheaval, exposing the monsters who ruled from the shadows. This era is the setting of the Long Shot campaign.