Probably the last info-post before I close the vote.
Great Powers of the world:
The most powerful political groups in the world, whose actions can change the course of history.
The Holy Gastonian Empire. A fractious feudal government divided up into many complicated Holds, Duchys, Baronies, Crown Lands, Free Cities, and so on and so forth, all ultimately paying tribute and fealty to Emperor Carrus III, long may he reign. In times past the title of Emperor was little more than ceremony, but under Carrus II it began to centralize more and more powers under the Emperor, most notably in stripping much of the various nobles houses' power to decide the next Emperor, forming an Imperial Army, and removing some intra-Empire tariffs.
Erdwel. A people with very strong seafaring traditions, who are known to swap between piracy and trading in an instant. There is no single overall ruler of the Erdwel Nations, but against external foes they will band together and form the most powerful Navy in the world. They expand by conquest and raiding, often kidnapping women and children to return to their homeland - though these captives are rumored to actually be better treated on average than Gastonian slaves, made into peasant families but not degraded and forced into hard labor.
Lumeria. This land is ruled according to strict religious codes, maintained by the Church of the Everlasting Light. By living according to the tenets of humility, discipline, order, and hard work, people can live relatively safe and peaceful lives, shielded from the worst threats in the world. Those who take up the a holy calling as Guardians of the Light join a military that is somewhat lesser in skill, numbers, and equipment but makes up for it with excellent discipline, solid leadership, and a willingness to sell their lives dearly for the Light.
Minor Powers of the world:
Nations notable and influential enough to warrant consideration, but not quite in the same tier as the Great Powers.
Ionia. Idyllic islands with pleasant weather, good farmland, an excellent position for trading, and a collection of minor deities that did not decide to return to Heaven, which discourages the occasional thoughts of invasion.
The Republics of Sudaria. Loose coalitions of city-states on a desert-dominated continent. The usual way to reduce dissent is to launch crusades where tens of thousands of angry young men leave and a few hundred heroes return.
The Murkhid Horde. Nomads who travel with their herds over vast steppes too cold for good farming, with a fiercely independent culture. They are dangerous when angered but don't pose a true threat to major powers.
Veschwar. A kingdom with a long history of defending itself against invaders of all kinds, that it survived and thrived against despite the odds. High population, martial culture, and an aggressive posture towards potential threats.