
Crusadia extends from the western shore of the Ocean of Hiro, to the elven forest on the east. Its northern border is the range of mountains known as the Dragon's Spine, and its southern border is the most nebulous, a rocky area that leads into the Giant's kingdom.
Extensive information on Crusadia can be found in the various pages on this website, and there is no need to repeat that information here.
The Elven Forest
The elven forest forms the eastern border of Crusadia, and extends until the plains that form the kingdom's natural border. The elves in the forest are of the subrace called High Elves. While at first they may seem aloof and arrogant, their true selves are learned easily enough. They are friendly and artistic, but quick to anger when their lands are threatened. The elves live in idyllic towns carved out of the very trees that form their forest. Theirs is an ancient society full of magic and song. Currently ruled by the young queen Aeowyn Elessar, the elves are among Crusadia's staunchest allies.
The Dwarven lands
Dwarves dwell within and underneath the great mountain chain to the north of Crusadia. Like all dwarves, they are small, bearded, and highly industrious. While often thought of as grumpy and dour, they are, without a doubt, the finest craftsmen in Ariandor. They create great works of both utility and beauty, and are happy to trade with any who have sufficient gold to buy their wonderful wares. The dwarves are ruled by High Thane Tevros Kneesplitter, well known for his sharp axe and sharper tongue.
The Dragon Lands
The Dragons dwell atop the peaks of the mountains the dwarves live within. Both the chromatic (yellow, blue, green, red, etc) and metallic (silver, gold, mercury, bronze, etc) are represented in Dragon's Spine. And, as in typical AD&D fashion, the dragons fall along the alignment and personality descriptions listed there. (I would suggest picking up the Monstrous Compendium for more details).
However, all dragons are ruled by a council of elder wyrms. One Great Wyrm of each subrace sits upon the council, and their rule is absolute. Disputes between dragons are resolved by the council, who often order the two disputants to battle high above the craggy peaks of Dragon's Spine, which is a spectacular sight.
The Frozen North
The lands north of Dragon's Spine are frozen and desolate, and the people there are rugged and barbaric, the only way they can survive. Northern society is clan based, and the clans are lead by the fiercest warriors. Tall and red headed, Northerners carve a living out of their land either by sailing south in great longships and plundering the more prosperous lands below them, or by hunting the wild caribou that form the staple of their diet. Because of the ruggedness of the land, it is little explored. Most of what is known of the land comes from the stories still told by the Fyremane family, who are descended from a northern clan.
The Sarharzar Desert
Across the Ocean of Hiro exists a desert land. Largely unexplored, the lands are similar in feel to the Arabia of high fantasy. Vast dunes of sun burnt sand upon which nomadic clans ruled by fearsome sheiks wander dominate the land.
One exception to the nomadic lifestyle is the large kingdom of Adrianople. Ruled by a man known alternately as Sulieman the Magnificent (to his people) and Sulieman the Butcher (to those he has conquered), Adrianople has invaded the kingdom of Crusadia twice in recent years, and they exist as a constant thorn in the side of both Crusadia and the other desert tribes.
The Giant Lands
Giants are fearsome creatures, standing nearly fifteen tall and weighing over a ton of sheer muscle and brutality. Highly intelligent and militaristic, the giants exist only to conquer and destroy those in their path. And because of their intelligence and efficiency, it is only through luck that they have not done so. As it is, they are constantly at war with Crusadia, and only the bravest knights can take down one of these creatures.
Not only giants exist in these lands however. All other manner of goblinoid creatures live in these lands, divided into strict caste systems.
Beneath the Giants are the ogres. Ogres serve as special bodyguards to the Khan (leader), and. as well, elite attack units. Their size and viciousness makes them perfectly suited to this role.
Below them are the orcs. Orcs are the sergeants of the Giant Lands. While they can never be Khans, they can ascend to this mid-level of leadership.
And next come the goblins. The goblins are the rank and file of the army, read: cannon fodder. A goblin's life is miserable, their only use is the fact that they are so populous that you can send thousands of them to die and not notice their absence.
Bugbears serve as scouts, their stealthiness proving to be quite adept at this role.
And, lastly, kobolds serve the Giants as assassins. The sight of a kobold is a fearsome thing, because anyone who sees one knows they have been targeted for death, and that death is just seconds away. Life is determined by birth. No one ever transcends their caste. Half breeds like half orcs are not allowed to live past their first day of life, they have no place in the Giant lands.
The only friendly relations the Giants have are with the nomadic riders of the plains east of the elves, with whom they trade both weapons and slaves.
The Plains
Beyond the elven forest lay a great stretch of plains lands. These lands are dominated by tribes of horse riding humans, called the Plainspeople. Their society is a mixture of the plains Indians of North America, and the horse riding barbarians of Mongolia. Theirs is a fierce society of warriors and raiders, that nonetheless remains spiritual and honorable. Little explored, they are mostly known for their traffic in the slave trade, selling captured slaves from their own tribes, the elves, and Crusadia, both to the desert lands across the ocean (a tricky process) and to the Giants to the south.