The Prime Realm, Helüs sits at the heart of the seven realms, and is considered the largest realm. Helüs has been the site of hundreds of kingdoms and wars over the millennia, and even now, outside the Palace of Spheres, several nations are in an uneasy cold war, and the only thing maintaining the peace is the Armistice of Zeiar. Unlike the other realms, Helus’ kingdoms are all a mixture of the various races, with humanity being the most populace. Helus has a very diverse biosphere, nearly every biome can be found in the world, with the races finding their more favored terrain in each.
Nations of Helüs
Zeiar: The Palace of Spheres
Zeiar sits at the central location of Helüs, and is considered neutral grounds, it remains out of global conflicts except in peace talks. Zeiar is home to three major locations: the Palace of Spheres, where the main gates from Helüs to the six other realms reside along with the Spheres of Knowledge; the University or Zeiar which is the prominent learning campus for magic, sciences, engineering, arts, and much more; and the Diplomat Corp of Helüs, which trains the diplomats, spies, and military of Zeiar, who act as a global peacekeeping force for Helüs.
Zeiar is a smaller nation, but because of its neutrality and renown, it has much political power over the rest of Helüs.
Caliphate of Sathir: Theocratic Oasis
The south-eastern continent, houses the nations of the great Caliphate of Sathir, a religious land rich in oils and minerals in a large desert region. Sathies follow a strict religious tenant, and many are anti-magical in nature. Because of the natural resources, Sathiran nations have to constantly fight invaders from the Makaira and Shevilar regions, and the region is under constant occupation. Currently the Zeiar Armistice is the only thing keeping the nations Akit and Iomir from being controlled by the Makaira alliance, though Laqi and Traskit are allies of the Rasirkstan Bloc.
Nations: Akit, Iomir, Laqi, Qretu, Setkirstan, Traskit
Askardia Alliance: Northern Island Kingdoms
The spread of islands across the Askard Circle are each individual kingdoms that create the alliance known as Askardia. These kingdoms hold to ancient traditions, but have embraced a more socialist model of governance that have improved the lives of the Askardians. Because of the northern seas, other nations don’t bother invading these realms, despite the bountiful resources they hold.
Nations: Worak, Lyseed, Winmark, Jaskilg, Riskath
Makaira: Free Trade Alliance
The northern and western central part of the main continent, Makaira is made up of several human, elven, and dwarven nations, heavily influenced by a corporate oligarchy with a mask of democracy. Makaira is the second largest section of the continent, and controls much of the trade throughout the regions. Their biggest rival is the Rasirkstan Bloc, or the SAB, for political control, though the Shevilar Empire isn’t as friendly towards Makaira. This doesn’t stop the corporations from outsourcing or trading with the nations in the other regions.
Nations: Tyscadia, Saeland, Nalish, Dadaena, Kamodia, Graphten, Rence
Shevilar: Imperial Territories
The western half of the main continent contains a single empire: Shevilar. This massive nation is actually made up of more than a dozen of smaller states that are governed by bureaucratic officials, a strong military, and a senate that determines the various laws of the land. The emperor and royal family are now less of a ruling force, more of a celebrity family whom the empire follows like watching a soap opera, though the emperor still has a strong position in the Shevilar military. Officially, Shevilar, Sathir, and Rasirkstan are all in a peace agreement, but a cold war has been fought between these three regions, instigated by Shevilar and paid for by Makaira.
Nations: Shevilar, Tenevi, Ubarnon, Ziwab, Hakashe, Nav Satar, Thren, Safdia, Kipidas, Ynfira, Methusal, Padrael, Jinip, Pasin
Rasirkstan Bloc:Socialist Alliance
The Eastern continent make up the Rasirkstan Bloc, a series of nations that follow Kasiptan’s Manifesto, a socialist manifesto that led to the Red Harvest, killing their imperial leaders and replacing them with a dictator who claims to fight for the people. The bloody history of the Bloc, along with three world wars over the last two centuries heavily influenced by the Bloc, have made many enemies. These nations are held together by the common enemies of Corporate greed from the Makaira nations and the Shevalir Empire. Officially they are all in a peace agreement, but outside the Bloc the only allies are the Askardian Kingdoms.
Nations: Savalkea, Kinoke, Thesladi, Hasradi, Welvalia.
Factions of Helus
Helus is a massive melting pot of cultures and factions, everyone trying to live in a world of monsters and competition. This section gives a brief description of a few of the factions that can be found in the realm of Helus.
Seekers of the Spheres
Base: Zeiar
Influence: All of Helus\
This faction seeks out Aither and understand its powers better, formally an organization seeking the lost Seventh Sphere.
Sect of the Eighth
Base: Unknown
Influence: Across Helus and the realms
A nihilistic cult believing the 8th sphere to be the ultimate sphere: chaos.
The Board of Makaira
Base: Yark City, Dadanea
Officially known as the Office of Board of Directors for the Makaira Corporate Alliance, the Board of Makaira oversees trade agreements within the Makaira alliance and other areas.
Knights of Shevilar
Base: Aldyrn, Shevilar
Influence: Shevilar Empire and it’s territories
The Knights of Shevilar stem back to medieval periods holding to a knightly code established nearly 400 years ago. While the Knights hold these chivalrous values, corruption, as in any large organization that has been long established, can be found in the knights rank.
Grey Inquisition
Base: Lukeston, Shevilar
Influence: everywhere
The Grey Inquisition follows a monotheistic religion, known as Lighthenia, that many say they highjacked to promote a cultist world view. The Grey Inquisition has been labelled a terrorist organization by many nations and a cult by the Zeiar government, for their actions of witch-burning and bombings of clinics and academic societies that they view are antithetical to their religion.
Elohai
Base: Lytvois, Qretu
Influence: Churches of Light
The church of Elohai is currently the largest religion, though there are a dozen different sects (including the Grey Inquisition and the Caliphate). Each sect has its own tenants they follow as part of the larger religion.
There are many more religions in the Seven Spheres Setting, especially in Croneus, this religion is a primarily and the primary human religion, believing in a monotheistic God who sent her herald soon after the conjunction to, according to some, free mankind from its bonds, or cast out the non-humans.
Rasirkstan Intelligence Agency
Base: Arkod, Salavkea
Influence: Eastern Helus with spies everywhere
The Rasirkstan Bloc has been working for the last several decades to break down other major influences, like the Shevilar empire and the Board, often resorting to espionage and terrorism. These tactics are usually handled by the RIA and are well known for being ruthless, cold, and paranoid. Dealing with the RIA usually means you won’t get paid, even if you do succeed.
Organized Crime Syndicate
Base: Zeiar, with lesser families and clans spread throughout the world
Influence: Global
The Syndicate, which calls itself the Council of Clans, are a group of rival crime groups that, much like the nations around helus, have a tenuous treaty. Each major faction within the council has vested interest in keeping law enforcement out of their business and continuing their varied projects (usually smuggling, trafficking, or other illicit practices).
Other Factions
These are the major global factions of Helus, the big boys that, when they hit the news it’s always international. Other factions, like the Sand Rebels or the Black Talon Clans, do have some reach outside their areas, but don’t have a global influence like the previous factions.These guys tend to