Main populace: Humans, hill dwarves, centaurs, goblins, ogres
Languages: Abanasinian, Goblin, Common, Qualinesti Elf, Ogre
National Alignment: Tends towards Neutral Good
Government: Independent Tribes and Cities.
Geography: Abanasinia consists mostly of the grain-burgeoning plains south of the Straits of Schallsea and the north of Qualinesti and the Kharolis Mountains. Though Abanasinia contains the northern reaches of the Kharolis range, and the Eastwall Mountains, those who speak of Abanasinia generally refer to the plains.
In the extreme east of Abansinia stands a fetid swamp infested with clinging weeds and haggard, moss-draped trees. The ruins of Xak Tsaroth lurk here, as well as other things better left undisturbed.
Darken Wood, south of the Seeker Lands, is a wood left undisturbed; it is haunted by ghosts, and, some whisper, creatures far more fell than that.
The White-Rage River marks the northern border of the Qualinesti elf-kingdom; farther south of Qualinesti lies the Kharolis Mountains, and the ancient fortress of Pax Tharkas, built as a monument to the peace between men, elves, and dwarves.
Climate: Abanasinian weather tends to be fickle. Its hot summers last from late Corij to early Reorxmont, providing near-perfect conditions for the grains grown here. Rain does not come regularly to the plain, but falls in downpours when it arrives. Long stretches of sultry weather fill the space between the summer storms. Winter begins in Hrarmont and lasts into Chismont. During this time, the moist air from the Straits of Schallsea clashes with the bitterly cold air from the mountains, producing heavy snowfalls. The critical pass of Sentinel Gap, between Solace and Haven, often snows closed, cutting the two villages off from each other.
Politics: The forbidding mountains, swamps, forests, and seas that ring the Abanasinian peninsula insulate this region from the spread of civilization. Abanasinia is a land of villages, not cities. Aside from the agrarian settlements of Solace, Gateway, and Haven, the tribal villages (Que-Shu, Que-Kiri, and Que-Teh) provide the only notable political bases. The plainsmen have never formed any sort of cohesive political group, each village pursuing its own aims. All harbor some suspicions of the Qualinesti elves to the southwest.
Trade: The plainsmen of Abanasinia trade chiefly in corn, hides, furs, horses, feathers, blankets, and pottery. The population of the Seeker Lands specializes in smithing, ale, weapons, armor, and hospitality. The barbarians often journey to Solace for weapons, armor, and Qualinesti-worked leathers.

DMing done by Pip