>>12942
I found it easier than most. Most of this one is your 15 spells and fluff that can be skimmed over until something catches your eye. Those 15 spells are around half the decisions you have to make. There might be a lot of companions and other things, but you cannot choose very many and the color coding helps you focus on them by theme.
Here's a summary of nation/god/race fluff to make it easier.
Nations
Dark Green: Teb'Eis
Humans, hardy and short with blond/red hair. Known for skilled sailors and elaborate saunas. The area consists of volcanic islands with icy forests and wind-blasted cliffs. Teb'Ihr (middle green) tried to invade in the past. Lots of trade, much like the other human (green) lands.
Middle Green: Teb'Ihr
Humans. Serfs, castles, and traditionalism. Lots of ancient noble families and shifting borders. Northern parts are forests, plains, and mountains. South has badlands. Deserts are along the southern coast.
Light Green: Teb'Hai
Humans. Split off from Teb'Ihr (middle green) in war hundreds of years ago. Exiles and heretics from Teb'Ihr are welcome. Lively with lots of trade, but the crown controls much of it.
Gray: Leuchtevto
Elves. Nothing ever changes. The elves are tribal and like to enslave others. Warfare is done silently over slights between elders. Trade is rare, but "elves are willing to trade bizarre and absurd requests for their magical tools and slaves." These trades are outlawed by death in Teb'Hai and frowned upon in Teb'Ihr and Teb'Eis.
Purple: Matchtevsto
Elves. Very militant. Believes the world is destined to be theirs. Split off from Leuchtevto (gray), but on good terms with them. Tried to take over Duparmiya (orange) to the south, but failed. Hasn't given up, but is very patient and plans carefully. Trades with Lorekhmu (red) and less scrupulous merchants of Teb'Ihr (middle green).
Red: The Untamed Lands - Lorekhmu
Kobolds and humans. Resting place of The Child (deity). North is badlands and deserts. South is swamps, jungles, and wealthy city-states.
Orange: The Untamed Lands - Deparmiya
Nomads of all kinds and small settlements. Hottest country. Mostly quiet. Exile from communities for troublemakers is common. Ancient, massive ruins in remote locations testify to a different, distant past in the region. Cities in the south.
Gods
The Mother
Patron of humans and the main god. Interfering with death is abominable.
The Father
Patron of elves and those who do not worship the mother. Values personal strength, cunning, and duty.
The Child
Child of The Mother and The Father. Both boy and girl net neither, kind and cruel. Made war upon its parents, but lost and was buried in Lorekhmu.
The Emancipated
Fedoras and cults that don't worship the main three.
Races
Humans
Teb'Hai (light green) humans are darker. Teb'Eis (dark green) are shorter, stouter, and lighter. Humans in untamed lands (red/orange) are much darker. Worships The Mother.
Elves
Non-faggot elves that like chattel slavery and hunting. Farms with slaves. Worships The Father.
Kobolds
Don't live very long. Culture/lives are simple. Spiritual/pacifist probably because they suck and their lives suck. Created by The Child.
Tiefling
Otherworlders, few among them remember from where they came. Neutral relationship with the gods. Merchants are common, as is the moral of equivalent exchange and that deals be fair. They live 150-250 years and are held in high regard among kobolds.