Introduction
The world is a vast and mysterious place. There are tracts of land that no mortal eyes have laid upon and sights unseen so beautiful that they would make a man weep for joy. There are creatures so fantastic that no man would ever believe the tales of he who saw them.
But I digress. Humanity (and it's demihuman variants) will still carve the world into it's constituent parts and chew on the bones for as long as they live.
The Great Peace
A hundred years ago today, as I write this book, the nations of this fair world signed a great accord. The threat of the destruction of all life upon this planet was upon us due to this part of the text has been torn away
The Commonwealth
Human's truest bastion against the tides of demihumanity that endlessly rock the political waves of the world, the Commonwealth is the united nations of man under the Autarch Innocent. United by the Holy Book, the Commonwealth has driven out all unhuman influences from it's political system and now only employs demihumans as cheap labour and the like. The only true non-human life given any precedence within the Commonwealth is the constructs employed as guardsmen by the rulers themselves.
The Dead Clans
Far to the north of the Commonwealth is the land of the Dead Clans. Brutal raiders, master smiths and, from what I've been told, surprisingly able chefs, the Dead Clans are a group of thanatocracies ruled by undead chieftains.
The only nation in the world to enshrine necromancy as a matter of religious and cultural fact, the Dead Clans are united by their traditions of bringing their greatest heroes back from the dead to rule them. Although the resurrection often leads to great memory loss, it is said that those brought back from death often still feel warmth and love towards those they have been brought back from death. The dwarven mountainclans are often included amongst this number, as they practice the same things as the human clans who dwell closer to the ocean.
The Wolf Khaganate
To the east of the Commonwealth is the Khaganate ruled by Khagan Ashkai Gutchewer. This nation was united relatively recently (they were added to the Great Peace after their formation). Once nomads and bandits, they have quickly grown to become one of the greatest military powers in the world. They have quickly changed from living in mudhuts to living in what can, semi-accurately, be described as mud palaces and their forges put out some of the deadliest weapons.
The Forest Folk
To call them a nation is inaccurate. They are only recognised by the great peace as, otherwise, there would be a great genocide of those who dwell amongst the trees. They take little and provide less and the most experience I have with them is as labour and traders within the Commonwealth itself. There have been suggestions that they have a great treecity in the world somewhere, but I take the idea of this lazy lot as doing work with a pinch of salt.
The Serpent Cities
The Serpent Cities of the far south are ruled by the greatest of dragonkind, the Dragon Kings. Dragons said to be thousands of years old, with great arcane powers, they call themselves the true inheritors of this world in which we live. Unfortunately for them, even with their arcane powers, a battle between their kind would be a disaster for both involved, completely ignoring the power gap it would leave afterwards.
SummarisationGreat Peace: The reason everyone can travel between the nations. May collapse depending on what players do. Skirmishes over disputed terrain still allowed.
Commonwealth: Primarily human, some sentient constructs. Have humanity as THE race under the one true god.
Dead Clans: Primarily human, lots of undead, some dwarves. Undeath is part of culture and religion. Imagine undead vikings who love their human descendants and you're getting the right idea.
Wolf Khaganate: Primarily orcs, lots of goblins. Essentially fantasy Mongol Empire riding wolves. Very quickly "civilising" themselves.
Forest Folk: Plant people, catpeople, minotaurs, harpies. Those who dwell amongst the trees. Druidry.
Serpent Cities: Kobolds, dragonfolk, lamia. Ruled by Dragon Kings. Only reason they haven't collapsed into internal warring is that it'd probably mean the end of the world if all the dragons went at it.
Any comments, guys?
PTW and how can this be an anime world if it doesn't bear the art style? Wouldn't it just be a punk-fantasy-western world? And just how outlandish do you plan the random generations to be?
It's a matter of conventions. For me, stuff like world-spanning adventurer's guilds (where players can sign up and get quests) is a fundamental part of anime's western fantasy. It might be a better idea to call it Japanese Western Fantasy. If you watch anime, watch Gate (coming out later this month and the manga is excellent, hell watch it even if you don't watch anime.) and you'll get a rough idea of what I mean.
The random generators aren't going to be DF-levels of out there. They'll probably be pretty constrained.