The Realm of Elthira
Brixen (island to the south): These hardy sea-farers overthrew their monarchy roughly five centuries ago, instead forming a loose confederacy. Brixens are known for their bluntness, and are quick to take offense...but if you prove yourself to them, they're stalwart allies.
The land of these islands is poor, so Brixens have to import much of what they need. But with an entire ocean full of fish right at hand, few Brixens starve.
Tamora (south area of main island): The land of the elves, ruled by Queen Melarue the First of the Dawnbringer dynasty. With lush valleys, enchanting forests, and soaring peaks, traveling through Tamora is an incredible journey.
This kingdom is prosperous and peaceful...and some say that has led to complacency. Queen Melarue has often been accused of naivete and lack of foresight (even by her supporters), but so far none of these criticisms have led to major uprisings.
Umbermoor (center area of main island): A sometimes uneasy mix of humans and dwarves. A triumvirate rules this land, with whichever race is in the minority usually complaining that their interests aren't being represented.
The triumvirate is elected by a hundred-member Council of the Chosen, which is in turn elected by landowners every eight years. Complicated enough? Many citizens of Umbermoor think so, but as with Tamora, prosperity blunts their criticism.
Current triumvirate: Gulkam Folbreln (dwarf), Omri Grandfire (dwarf), Simon de Blucher (human)
Umbermoor is filled with builders and artisans, and many of its citizens believe they're the hardest-working people in the realm.
Varzand (northwest area of main island): A place of wizards, warlocks, scholars, and dreamers. Many other peoples don't take the "fuzzy-headed" Varzandians seriously...until they're in need of magic or knowledge.
Archmage Zenorin Grandvale rules this land. Since he's a halfling, many underestimate him...and then usually find that he's far more cunning than he lets on.
Unlike other lands, Varzand has a true representative democracy: all citizens over age 18 can vote for the Archmage, as well as the twenty-five member Parliament. Varzand is also the most polyglot of all the lands, though humans are still the dominant demographic.
Revenmark (northeast area of main island): The land of horses and open plains, Revenmark is barely developed. The people (mostly human) here keep to themselves, and aggressively defend themselves against interlopers. Revenmark cavalry is second to none; in times of war, jostling powers usually vie for an alliance with these proud people.
To rule here, one has to rely on force, cunning, and determination, not elections, laws, or protocols. Rokar the Black has ruled for ten years, and appears to still be in his prime.
Graylock (island to the west): The greatest veins of ore and gems can be found in the Axeblade Mountains. This, along with the natural defenses of an island, has made Graylock wealthy beyond measure...well, wealthy for some. While aristocrats live in colossal estates and spend enormous sums on parties and other conspicuous displays, the miserable lower classes toil in the mines.
King Damien VI (a human, like most of his subjects) rules, but everyone knows he's a figurehead; the aristocrats rule Graylock. Dealing with bloody insurrections in the past has persuaded them to provide some support for their subjects; for example, Graylock is the only land that has old-age pensions.
Still, wealth disparity remains greater here than anywhere else in the realm. This, along with Graylock's penchant to finance both sides in any war, means that many openly despise this kingdom.
The Unclaimed East (east area of main island): Bandits, dungeons, necromancers...all standard fare for this land. But along with danger, there's opportunity, as there are plenty of treasures to be found deep underground or in enchanted forests.
Every so often, one of the nearby lands will mount an expedition to "clean up" the east. After making a lot of noise and suffering a lot of casualties, the expedition then returns home, having accomplished little.
Winter's Isle (islands to the east): It's rumored that a snow queen rules this area, but the harsh climate and abundant monsters make exploration all but impossible.
Tempest Islands (islands to the west): The domain of the mysterious "Sea Princes." Even the greatest scholars know little of these islands. As with Winter's Isle, most expeditions here end in tragedy.
Yellow Fin Islands (islands to the northwest): Unlike the other islands, these tropical islands have been thoroughly explored. Populated by a (mostly) friendly tribal people, these folks keep to themselves. It's a popular vacation spot for the wealthy...and for escaped convicts, or for others who tire of the "oppressive hierarchy" of other regions.