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==Beyond the Drakkath== The world is a vast place, even in the scope of mighty empires such as the Drakkath. The nations of this region would fare poorly without trade and migration from farther lands. Across the Marble Sea to the east, there lies a continent known as Ara. Little is known for certain of most of Ara, although you can find any number of scholarly ''hypotheses'' on such things based on rumours and travellers' tales. The northern coastal regions are the home of a clannish people known as the Ironjacks, thaumaturgical engineers who dwell upon strange, Dawn-era rigs in the shallow waters; beyond the coastal regions it is said that there are several sorcerous magocracies. Most importantly, the southerly reaches of Ara are the lands of the Kamuri Conglomerate, a powerful trading polity whose ports play host to innumerable merchant vessels from lands both western and eastern. Beyond Ara is the archipelago nation of Great Amun and the coast of the small continent known as Vekath, where the Bright Empire and the Storm Clans dwell. In the Marble Sea itself, the Rift Islands are a snaking chain of volcanic lands that play host to a few small ports and that sit adjacent to the Rift itself, a strange mid-sea phenomena created by Ishrak during the Dawn War. The northerly lands of the same immense continent which the Drakkath is part of are largely inhospitable; beyond the Myrmec, there are mountainous plateaus and blasted lands that may have been the original Carthagian homelands. Civilisation keeps to the coast before eventually reaching the verdant northern coastal plains where several states hold sway including the marvellous Scriptorium of Ashenay, the Librarian-Republic; beyond them, an arid peninsula connects north to the mountainous southern reaches of Lower Hunam, where the great towers of the chitinous Eretreni are said to stand, the Hive-Kingdom of the Anansi. Little is known of northern Hunam. West, the Malachite Sea is a great many-tongued expanse of waters that reaches deep into the continent, both north and south. The Ascarian tundra eventually accedes to the Munerik tundra, sparsely populated with a different people with different traditions; north of the Munerik, the Masked Kateni people host several city-state republics along the southern edge of the Malachite Sea, practicing strange rites and politics that are said to be unfathomable to outsiders. West and north of the Wasteland lies the greater Ashen Desolation of Gilam, and the fell city of Baalshegarath is said to survive at its heart still. Beyond the Desolation lie the mighty many-rivered kingdom of Irgut, where men and women dye their skin strange colours, and the mountainous Tavashti lands where the Zenith Union rule. Beyond even they are the patchwork nations of the Irminsa, and the great and terrible Steel Consulate that is said to still hold to worship of the Elder Gods and provide many and potent biothaumaturgists. Beyond these lands, even less is known amongst the common people of the Drakkath, although scholarly works and travellers' texts can be fine sources of greater enlightenment.
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