3  The Twelve Kingdoms of OnceWas


3.0.1 Arcanum

Location and Geography:

The Magocracy of Arcanum is north of Dunmar on the southern coast of the Bay of Curumo. It is renowned as a place of magic and the arcane arts. The realm spans diverse terrains, from enchanted forests and shimmering lakes to rugged mountains where ancient ley lines converge, enhancing magical potency.

Government

The Magocratic Oligarchy of Arcanum is governed by a council of Archmagisters, each representing a different school of magic. These elite mages dictate governance, law, and magical research, ensuring Arcanum remains a bastion of arcane knowledge. At the top of this hierarchy is the Archon, a singular leader with both supreme political and magical authority.

Archon Narolveld, titled "Protector of the Arcane," is the supreme ruler of Arcanum, safeguarding the realm’s magical heritage and ensuring its stability. Narolveld is an immensely powerful mage, skilled in Transmutation and Abjuration, and a master of both politics and magic. His influence within the Senate is absolute, as he secures the loyalty of the Archmagisters through both magical might and strategic alliances.

through careful manipulation of the Senate, forming alliances with key Archmagisters to secure his position.

The Archmagisters govern the schools of magic, from Enchantment to Necromancy. They provide guidance on magical research, education, and law. Though powerful, the Archmagisters often vie for influence, but under Narolveld’s rule, they are united, at least outwardly, in their loyalty.

Archmagus Selene (School of Enchantment)

This school specializes in spells that charm, beguile, and manipulate the minds of others.

Archmagus Baladir (School of Evocation)

This school focuses on spells that manipulate energy, such as fireballs and lightning bolts.

Archmagus Galadon (School of Divination)

This school teaches spells that reveal information about the past, present, and future.

Archmagus Vaerlin (School of Abjuration)

This school specializes in protective spells and wards that defend against magical and physical attacks.

Archmagus Elowen (School of Conjuration)

This school teaches spells that summon creatures and objects from other planes of existence.

Archmagus Malachai (School of Necromancy)

This controversial school deals with spells that manipulate life force and raise undead minions.

Archmagus Aerendil (School of Transmutation)

This school focuses on spells that alter the properties of creatures, objects, or the environment.

Archmagus Silas (School of Illusion)

This school teaches spells that create sensory illusions or deceive the senses of others.

Archmagus Oswyn (School of Elemental Magic)

This school specializes in spells that harness the elemental forces of fire, water, air, and earth

Commerce

Arcanum's economy revolves around the production and trade of magical artifacts, potions, and enchanted items. Cities like Arcanum City, Astral Spire, and StarFall are hubs of magical commerce, where rare spell components and mystical knowledge are exchanged. Trade with neighboring realms enriches Arcanum, bolstering its influence in magical circles.

Population and Culture

The population of Arcanum embraces a diverse tapestry of wizards, bards, and scholars dedicated to magic. Cultural life revolves around the pursuit of arcane mastery, with art, literature, and architecture infused with magical motifs and symbolism. The realm fosters intellectual curiosity and creativity among its inhabitants.

Appearance and cultural characteristics:

Skin Color: Fair to olive-toned, reflecting their diverse heritage.

Hair Color and Style: Dark or chestnut brown hair, styled in elaborate curls or updos.

Height and Weight: Average height with non-athletic builds from spending much more time on studies than physical labor.

Eyes: Hazel, green, or brown eyes, often framed by thick lashes.

Facial Features and Facial Hair: Soft, refined features with well-groomed facial hair among men, if any.

Clothing: Mages and wizards wear elegant robes made from fine silk and embroidered with intricate patterns. They wear pointed hats adorned with stars and moons, symbolizing their affinity with celestial magic. Richly dyed cloaks and jeweled accessories denote their status and expertise in the arcane arts.

Religion and Deities

Curumo, the revered deity of knowledge, bards, and magic-users, reigns supreme in Arcanum. Temples and libraries dedicated to Curumo serve as repositories of arcane lore and wisdom, where rituals and ceremonies enhance magical prowess and seek divine guidance in matters of state and academia.

Terrain:

Magical Biomes: Areas influenced by powerful magical energies, altering Terrain and terrain.

Features: Floating islands, crystalline forests, perpetual storms, enchanted springs, and mythical creatures or plants imbued with magical properties.

Heraldry

The emblem of Arcanum features a Sphinx, symbolizing wisdom, mystery, and the guardianship of arcane knowledge. This majestic creature, with its enigmatic gaze and regal presence, represents the realm's dedication to preserving ancient wisdom and unraveling the secrets of magic. The Sphinx is prominently displayed on banners, robes, and magical artifacts throughout Arcanum, embodying the unity of magical traditions and scholarly pursuits.

The Great School of Magic

Arcanum City is the seat of the Great School of Magic, a sprawling citadel where the most promising wizards and scholars from across the realm converge to study and hone their magical talents. Towering spires and arcane laboratories dot the cityscape, where magical experiments and research breakthroughs are commonplace. Arcanum City serves as the heart of magical education and innovation in the realm.

The Great School of Magic is a place of arcane learning and the heart of Arcanum society. While many magic-users have been privately tutored, the best and brightest come from the Great School.

There are 4 two-month quarters at the school separated by month long breaks. One on one mentoring continues until the Magic-User is 4th level at which point they are released to independent study. Routine testing is still administered until 6th level at which time the Magic-User graduates and is formally declared a Magic-User.

After that time, they may stay at the school to use the facilities and take Arcana courses, but this is usually frowned upon.

The Great School of Magic Costs and Expenses

The tuition for the Great School is 300 gp per spell level. One week is required per spell level to complete the research. Tuition covers access to the facilities, mentor, classes, and common needs such as ink and paper. Thrown in for free are a small room and three (poor) meals a day for those who want it.

Challenges and Defense

Despite its magical prowess, Arcanum faces periodic raids from barbarian tribes descending from the northern wilderness. These raids test the realm's magical defenses and require swift action from its battlemages and enchanted constructs to repel the invaders. Arcanum's security measures include powerful wards and defensive enchantments, ensuring the safety of its cities and the preservation of its arcane knowledge.

Cities

Arcanum City

Morvand

Astral Spire

Starfall

3.0.2 Banorak

Location and Geography

Banorak is a sprawling island located east of Solandil and north of the Jungle of the Unknown. It is a place of rugged terrain of rocky cliffs and sandy shores. The terrain is tropical, featuring a rainy season in early summer that brings violent thunderstorms to the region.

History

Once known as Banishment Rock, the inhospitable island was originally a remote penal colony under the dominion of the Kingdom of Solandil. Situated far from the mainland, it served as a place of exile for criminals and dissidents from across Solandil. The harsh conditions and isolated location made it a brutal punishment for those condemned to its shores.

Over time, as the population grew, a diverse mix of races and peoples found themselves united in suffering and defiance against their Solandiln captors. Bands of exiled warriors, both human and non-human, forged alliances born of desperation and a shared desire for freedom. Led by the charismatic and fearsome Horrut the Terrible, a figure whose name struck fear into both captives and captors alike, they plotted and executed a daring revolt against the Solandiln occupiers.

In a swift and bloody uprising, the mixed armies of Banorak overthrew the Solandiln forces, driving them from the island. Horrut the Terrible, hailed as a hero and liberator by his people, declared Banorak a sovereign nation, free from the shackles of Solandil. With the Solandiln occupation ended, Banishment Rock was reborn as Banorak, a defiant bastion of freedom and independence amidst the tumultuous seas.

Under Horrut's rule, Banorak embraced its new identity with pride, standing as a testament to the resilience and unity of its diverse inhabitants. The island's turbulent past as a penal colony faded into legend, replaced by a burgeoning nation where strength and unity forged a new future amid the rocky shores and treacherous waters of the Banorak Isles.

Government

Ruled by King Horrut the Merciless, Banorak operates under a regime that combines brute force with calculated leadership. King Horrut, a half-orc of imposing stature and cunning intelligence, commands respect and fear among his subjects. His rule is absolute, enforced through alliances with powerful tribal leaders and a reputation for ruthless tactics.

Commerce

With no natural resources to sustain them, the occupants of Banorak turned to piracy and the slave trade. Situated in the midst of treacherous seas and isolated from mainland scrutiny, Banorak became a haven for ruthless pirates and slavers who preyed upon merchant ships and coastal settlements with impunity.

Despite its outlaw status and the condemnation of neighboring nations, Banorak's pirate lords and slavers remained defiant, forging alliances and fortifying their defenses against any who dared challenge their sovereignty. Under Horrut's ruthless leadership, Banorak became a feared and formidable power in the seas, its kraken flag causing terror to those who crossed its path.

Population and Culture

With a population of approximately 25,000, Banorak is a melting pot of races including orcs, humans, goblins, dwarves, halflings, and various other humanoid and monstrous creatures. Despite its reputation as a lawless island, Banorak is a rare example in OnceWas where different races coexist, albeit uneasily.

Appearance and cultural characteristics:

Skin Color: Varied, with mixtures of fair, tan, and darker complexions due to diverse heritage.

Hair Color and Style:  Varied, typically worn in unkempt and wild styles.

Height and Weight:  Varied, reflecting diverse ancestry and labor conditions.

Eyes: Diverse eye colors, reflecting mixed ancestry and cultural diversity.

Facial Features and Facial Hair: Diverse facial features, influenced by various ancestral backgrounds.

Clothing: Attire varies between oppressed and elite classes. Former slaves wear simple, tattered garments from rough fabrics, symbolizing their struggle for freedom. The elite dress in opulent attire influenced by their former masters, wearing silk robes adorned with jewels and gold to display wealth and power.

Religion and Deities

The patron deity of Banorak is Irmo, known as the Queen of Thieves, revered for her domain over drinking and luck. Irmo's influence is rivaled by Zul'gorth, the Lord of Chains, a deity of dark power and subjugation, who is also venerated among Banorak's diverse inhabitants.

Terrain:

Tropical: High temperatures and humidity year-round, heavy rainfall, and lush vegetation.

Features: Canopy trees, exotic flora, vibrant bird species, and dangerous predators like jaguars and anacondas.

Heraldry

The coat of arms of Banorak is the kraken. The Kraken is a legendary sea monster known for its immense size, tentacled limbs, and ability to capsize ships. It represents the unpredictable and perilous nature of the sea surrounding Banorak.

Bloodmoon Bay

Bloodmoon Bay is a bustling port city known for its legendary tavern the Temple Cantina as well as being a hub of illicit trade. It is named for its crimson-hued waters that reflect the setting sun like spilled blood, Bloodmoon Bay is a vast inlet surrounded by towering cliffs and ancient volcanic formations.

Pirates anchor their ships in the bay's deep waters, where they can easily observe approaching vessels while remaining hidden from view. The bay's forbidding appearance and mysterious aura contribute to its reputation as a place where only the bravest dare to venture.

Hidden Port

Hidden Port, the capital of Banorak, stands as a strategic port city on the western coast, serving as the linchpin of the nation's maritime activities. Situated at the mouth of a broad bay flanked by towering cliffs and protected by natural rock formations, Hidden Port boasts deep, sheltered harbors that accommodate a bustling trade in stolen goods, contraband, and slaves.

The city itself is a sprawling maze of narrow streets and shadowy alleys, lined with taverns, brothels, and warehouses brimming with plundered riches. At its heart lies the Horrut’s Black Citadel, an imposing fortress built from black volcanic stone that overlooks the entire harbor. Tattered flags bearing the symbol of a crimson kraken flutter atop its ramparts, a testament to the city's defiant spirit and formidable defenses.

Cities

Bloodmoon Bay

Hidden Port

3.0.3 Corsairia

Location and Geography

Corsairia occupies a strategic position in the southeastern seas, characterized by a rugged coastline dotted with natural harbors and sheltered coves. The nation's geography includes several islands, each serving as crucial waypoints and defensive outposts in its maritime domain. Rocky cliffs plunge into azure waters, creating a picturesque yet formidable landscape that has shaped Corsairia's maritime identity.

Government

Corsairia is governed by a monarchy led by King Rodrigo the Usurper, whose rule is centered in Ulmoth, the capital city. Below the king, nine influential Sea Lords preside over Corsairia's coastal cities, collectively forming the Council of Captains. This council not only oversees maritime affairs and defense but also holds significant sway over Corsairia's policies on trade, piracy, and foreign relations.

Commerce

Corsairia thrives as a prominent trading power, leveraging its maritime dominance and strategic locations to control key trade routes. The nation's economy is fueled by bustling ports such as Ulmoth, Colbalt Bay and Dragon Port, where exotic goods from distant lands are traded alongside plundered treasures acquired through less savory means. Despite its reputation for piracy, Corsairia also engages in legitimate commerce, attracting merchants seeking profitable ventures amidst the risks of maritime raiding.

Population and Culture

The population of Corsairia numbers approximately 300,000, predominantly human but also encompassing significant communities of Wild elves, halflings, and dwarves from the Iron Hills. This cultural diversity enriches Corsairia's society, fostering a blend of seafaring traditions, mystical beliefs, and pragmatic craftsmanship. Common is widely spoken, serving as the lingua franca that bridges cultural and racial divides in everyday life and commerce.

Appearance and cultural characteristics:

Skin Color: Tanned or olive-toned, from constant exposure to sun and sea.

Hair Color and Style: Dark brown or black hair, worn in practical styles to withstand sea winds.

Height and Weight: Lean and muscular, adapted for life aboard ships.

Eyes: Dark brown or hazel eyes, keenly observant of changes in weather and sea patterns.

Facial Features and Facial Hair: Weather-beaten faces with salt-streaked beards among sailors, reflecting their life at sea.

Clothing: Seafarers dress in practical clothing suited for life on the water. They wear sturdy breeches, linen shirts, and leather boots for traction on slippery decks. Oilskin coats and woolen caps shield against sea spray and cold winds. Amulets and tattoos depict maritime symbols and protect against dangers of the deep.

Religion and Deities

Corsairia's spiritual life revolves around Ulmo, god of water, oceans, and rivers. King of ships. Ulmo’s blessings are sought by sailors and fishermen alike, offering protection on perilous voyages and ensuring bountiful catches. Alongside Ulmo, worship of Brovendan the God of Beer, Feasts, and Trade, underscores Corsairia's dual identity as both a haven for pirates and a hub of maritime trade. Temples dedicated to these deities dot Corsairia's coastal cities, serving as centers of spiritual guidance and communal gathering.

Terrain:

Coastal Regions: Warm temperatures influenced by ocean currents, varying precipitation.

Features: Sandy beaches, cliffs, rocky shores, tidal pools, and marine life such as seals, dolphins, and seabirds.

The Corsair's Strait

This is a treacherous route that pirates frequent.

Heraldry

Corsairia's coat of arms features a striking orange dragon emblazoned upon a field of deep blue. This emblem symbolizes the nation's fierce independence, naval prowess, and the unpredictable nature of its maritime activities. The colors reflect the azure seas and fiery spirit that define Corsairia's identity, proudly displayed on banners, sails, and the armor of its seafaring warriors.

Cities

Cobalt Bay

Dragon Port

3.0.4 Dominion of Sand

Location and Geography

The Dominion of Sand is a vast and unforgiving expanse of desert characterized by harsh winds and relentless sun. Bordered by the formidable Wyvern Mountains and the Endless sea, landscape is dominated by endless stretches of arid sands and rocky terrain.

The coastal jewel of Sahardin, known as the "Gift of the Goddess," stands as a testament to the Dominion of Sand's resilience amidst the desert's challenges.

Government

The governance of the Dominion of Sand is led by the Grand Caliph Zahir, whose seat of power resides in Sahardin. As the supreme authority, the Grand Caliph commands respect from the numerous warlords scattered across the Dominion of Sand, although the extent of his influence over distant regions remains uncertain.

Commerce

The Dominion of Sand thrives on a bustling trade in rare desert goods, primarily facilitated through Sahardin. Caravans traverse the desert, transporting exotic spices, textiles, and precious gems coveted across the realms. The city's markets bustle with activity, attracting merchants from far and wide who engage in vibrant trade under the scorching desert sun.

Population and Culture

The population of the Dominion of Sand totals approximately 100,000 inhabitants, predominantly human with a diverse mix of other races including Lamia, Jackalware, and Sand Dragons dwelling in the desert's unforgiving terrain. Despite the harsh conditions, the Dominion of Sand's people are known for their resilience and adaptability, shaped by centuries of nomadic lifestyles and the challenges posed by the desert.

Appearance and cultural characteristics:

Skin Color: Deep bronze to rich brown, adapted to harsh desert sun.

Hair Color and Style: Dark brown to black hair, worn short or braided to keep cool.

Height and Weight: Lean and wiry builds, suited for desert agility and endurance.

Eyes: Dark brown eyes, often shaded by headscarves to protect against glare.

Facial Features and Facial Hair: Angular features with prominent cheekbones. Men may wear trimmed beards or mustaches for cultural significance.

Clothing: Inhabitants wear lightweight clothing made from linen and cotton to stay cool in the scorching sun. Loose-fitting tunics, trousers, and robes in earth tones blend with the desert landscape. Headscarves and turbans shield faces from blowing sand. Jewelry crafted from desert gems reflects wealth and status.

Religion and Deities

Nanna-Sin, the Goddess of the Moon, holds sway as the patron deity of the Dominion of Sand, revered alongside Malkor, god of change, transformation, and adaptation. Religious practices center around lunar cycles and celestial reverence, reflecting the intimate connection between the Dominion of Sand's people and the heavens above.

Terrain

Deserts

Description: Hot days and cool nights, minimal rainfall, and sparse vegetation.

Features: Sand dunes, oasis, cacti, and adapted wildlife such as camels, scorpions, and snakes.

Heraldry

The Dominion of Sand's heraldry proudly displays a white crescent moon and star set against a field of garnet and blue, symbolizing the nation's devotion to Nanna-Sin

Cities

Sahardin

Zarqath

3.0.5 Dunmar

Location and Geography

Nestled in the heartlands, the Kingdom of Dunmar sprawls across expansive plains and fertile farmlands, flanked by the mighty Argent River to the east. Its landscape, dotted with rolling hills and occasional woodlands, not only enhances the kingdom's natural beauty but also serves as a formidable barrier against potential invaders. Knights clad in shining armor roam the countryside, while troubadours serenade villagers with tales of heroism and romance.

The King of Dunmar

King Aradun of Lion's Roost embodies the chivalrous ideals of the House of Dun. He is known for his unwavering commitment to justice, prosperity, and the protection of his people. His rule is marked by a deep reverence for tradition, fairness in governance, and a stalwart defense against external threats. His young son, Prince Eldun mirrors his dedication to duty and honor.

The castle in Lion's Roost, once the seat of the Great King Feall, holds a storied history. When Ixalor seized the throne, he too governed from these ancient walls, wielding dark magic and tyranny. The House of Dun that played a pivotal role in the revolution against Ixalor, marking the downfall of the Great Kingdom and forcing Ixalor to retreat northward.

The War of the Southern Sea

King Aradun led his ships to war against Corsairia, leaving his brother, Lord Eldred, as steward of Lion's Roost. In Aradun's absence, Eldred wielded his power ruthlessly, using it to enrich himself and his allies while the common folk suffered under his oppressive rule. Whispers of corruption and tyranny spread like wildfire through the kingdom.

When King Aradun returned victorious, he was met not with celebration but with confrontation. Eldred had raised soldiers loyal to him, challenging the king's authority. Despite their familial bond, Aradun knew that Dunmar deserved justice and leadership untainted by greed and abuse. With a heavy heart, the king faced Eldred's forces in a fierce battle and emerged victorious. In the aftermath, Aradun decreed Eldred's exile from Lion's Roost, casting his own brother out to atone for his betrayal of the realm and its people. Eldred flees to the Village of Ravencrest.

Commerce

Dunmar's economy thrives on a foundation of agriculture, bolstered by bustling market towns and a robust network of guilds and merchants. The kingdom's strategic ports in Lion's Roost and villages along the Great River facilitate trade with neighboring realms and distant lands, ensuring a steady influx of goods and wealth that sustains Dunmar's prosperity.

Population and Culture

With a population nearing 300,000 inhabitants, Dunmar is predominantly human, fostering a rich cultural tapestry shaped by diverse influences. Dwarves from Ringinghammer, elves from Silvandor, and halflings from Runneymede contribute to the kingdom's cosmopolitan character, each group bringing unique traditions and skills that enrich Dunmar's social fabric.

Lion's Roost, is renowned for its annual Tournament of the Lions, where knights from across the realm compete in jousting, swordplay, and archery to honor the kingdom's valorous heritage. This grand event not only showcases Dunmar's martial prowess but also fosters camaraderie among its diverse populace, making it a celebrated spectacle of chivalry and skill in OnceWas.

Appearance and cultural characteristics:

Skin Color: Fair to rosy complexions, influenced by colder Terrains.

Hair Color and Style: Blond, red, or brown hair, styled in conservative cuts or braids.

Height and Weight: Varied, but typically sturdy and well-built.

Eyes: Blue or green eyes, reflecting their connection to the sea and green landscapes.

Facial Features and Facial Hair: Strong jawlines, with men often sporting well-maintained beards or mustaches.

Clothing: Nobles and courtiers wear attire characterized by layers of richly colored fabrics such as velvet and brocade. Men don tunics, hose, and cloaks adorned with heraldic emblems, while women dress in flowing gowns with elaborate embroidery and headdresses reflecting their noble lineage.

Terrain

Grasslands

Description: Moderate temperatures, low rainfall, and expansive open plains.

Features: Tall grasses, occasional shrubs, roaming herds of deer, and predators like wolves.

Religion and Deities

Goath, the patron deity of wind, thunder, storms, and monster-slaying, reigns supreme as Dunmar's favored god, revered for his protective and heroic attributes. His temples stand as bastions of faith and fortitude, offering solace to the faithful and guidance in times of peril. Clerics and paladins of Goath uphold his virtues, ensuring his divine protection extends across the kingdom.

Terrain

Heraldry

Adorning Dunmar's banners and shields is a striking heraldic emblem: a gold rampant lion cross emblazoned on a sky blue field. This iconic symbol symbolizes the kingdom's courage, righteousness, and steadfast commitment to upholding noble ideals amidst the challenges of medieval life in the heart of the realm.

Each of provinces and cities has

“Good King Aradun went to war

and had Duke Eldred mind the store.

When King Aradun came back home,

He had to pry Eldred from the throne!”

Cities

Lion's Roost is the capital city and seat of King Aradun's rule, known for its towering citadel and bustling ports.

Realm's End is a city on the eastern border. The city nicknamed "The City of Keys," stands atop Lonely Hill, divided by the swift Lagithil River. It is an unusual place and believed to be built on a powerful high point of magic. The king’s young cousin, Duke Arond II rules the city.

Griffindale is located south of the foothills of Ringhammer along the Elderwater River and sternly ruled by the oppressive Duke Cedric.

Villages of Dunmar

Outervalley Well

Ravencrest Situated amidst dense forests, Ravencrest is renowned for its skilled woodworkers and archers, providing vital lumber to the kingdom. Lord Eldred

Green Meadow

3.0.6 Empire of Ix

The Empires dominion includes the Bandit Wilds, the City of Ixador and the vanquished remains of Sunhaven.

Location and Geography

The Ruined Vale

This forsaken landscape is characterized by cracked earth, where the remains of ancient bodies lie dormant beneath the surface, awaiting the opportunity to rise and ensnare the living. Above Ixador, the sky swirls with giant Ixian vultures, casting ominous shadows over the cracked and barren land. Biting flies add to the oppressive atmosphere, making it a place of perpetual gloom and terror.

Bandit Wilds. Once a borderland of strategic value, the Bandit Wilds were long ago abandoned by most civilized powers due to harsh terrain, monstrous threats, and unrelenting lawlessness. Now, it serves as a dumping ground for the empire’s worst elements—dissidents, war criminals, deserters, and worse. It is a crucible of cruelty and survival, where warbands clash daily, and blood seeps into the roots of the black earth.

The Wilds are marked by ruined fortresses, twisted woods, and scorched pastures—a violent frontier now ruled by the infamous Bandit Baron Thanegrave, a former Ixalor general turned warlord.

The City of Ixador

Ixador, the chilling capital city of the Empire of Ix, lies on the edge of Lake Ix.

Government

Ixalor was the first Emperor of Ix. Emperor, wielding his dark powers from his citadel of black stone. His reign was marked by chaos, tyranny and cruelty. After centuries of oppression, the Ragged Rooks rose against Ixalor, imprisoning him and plunging the empire into a brutal civil war. Amidst the chaos, Vexis the Bloodlord emerged in 1585 AoM. Known for his ruthless conquests and strategic alliances, Vexis swiftly ascended to power, bringing stability through fear and force.

Under Vexis's rule, Ixador found a grim semblance of order, but his reign met a grisly end. Recently, Vexis was brutally murdered, and rumors whispered of his bones being used to fashion a new throne, foretelling the return of Emperor Ixalor.

Commerce

The Empire thrives as a hub of dark commerce, dominated primarily by the salt trade. Extracted from cruel mines where forced laborers toil under oppressive conditions, salt has become a highly sought-after commodity. Its demand is so intense that merchants from distant lands are willing to engage in trade with the Empire, drawn by the promise of an easy profit.

Population and Culture

The population of Ix numbers approximately 75,000 inhabitants. This includes a diverse mix of humans, orcs, half-orcs, hobgoblins, and other demonic beings, with humans comprising the majority at around 55%. The population also includes an estimated 10,000 undead, adding to the eerie atmosphere of the empire.

The people of Ixador live under constant fear and oppression, their culture steeped in dark rituals and obedience to their malevolent ruler. Life in Ixador is a struggle for survival, where the weak are exploited and the strong vie for favor in the eyes of Ixalor and the Deathshrouds who now rule on his behalf.

Appearance and cultural characteristics:

Skin Color: Pale complexions, due to perpetual darkness.

Hair Color and Style: Dark brown to black hair, worn loose.

Height and Weight: Thin builds, due to poor living conditions and starvation.

Eyes: Large and luminous eyes, accustomed to low light conditions.

Facial Features and Facial Hair: Scarred and blemished skin with minimal facial hair due to lack of sunlight.

Clothing: Inhabitants wear thick, insulated clothing typically in layers of scratchy wool. Attire is devoid of bright colors, reflecting the somber environment.

Religion and Deities

The only deity allowed open worship is Mairon, the god of death, whose cultists, known as the Deathshrouds, perform grim rites and ceremonies dedicated to ushering souls into the afterlife. The religion of Ixador emphasizes mortality, suffering, and the inevitability of death, reflecting the harsh reality of life under Ixalor's rule.

Terrain

Taigas (Boreal Forests)

Description: Cold temperatures, long winters, and short summers with moderate rainfall.

Features: Coniferous trees (pines, spruces), mosses, lichens, and wildlife like moose, wolves, and bears.

Heraldry

The sigil of the Empire of Ix is a white serpent set against a black backdrop.

Cities

Ixador

Sunhaven

3.0.7 Frostheim

Location and Geography

Frostheim is nestled in the northern reaches of a frozen landscape, characterized by vast expanses of snow-covered terrain and icy mountains. The kingdom stretches along the rugged coastline to the west, with the Lochlannach Mountains serving as a formidable barrier to thenorth. The region experiences harsh winters with biting cold winds and frequent snowstorms, making survival outside the fortified settlements a constant challenge.

Government

Frostheim is governed by a council of nine Jarls who convene at the Maul of the Gods every three years. Each Jarl leads their respective clan and territory, wielding significant influence over local affairs and decisions affecting the realm as a whole. The Jarls are esteemed for their prowess in battle and leadership qualities, embodying the martial traditions and values cherished by the barbarian clans. The council operates on a consensus-based decision-making process, where alliances and rivalries among the Jarls shape the political landscape of Frostheim.

Commerce

Commerce within Frostheim revolves primarily around barter and trade among the clans. Resources such as furs, ivory, and rare minerals mined from the Corrusk Mountains are exchanged for goods brought by merchants from distant lands during the brief trading seasons when the coastal ports are accessible. Raiding coastal settlements during the annual "sailing the horn" also serves as a means of acquiring additional wealth and resources through plunder.

Population and Culture

Frostheim's population is predominantly human, with a strong warrior ethos permeating the culture of the barbarian clans. These clans prioritize strength, endurance, and martial prowess, valuing feats of bravery and valor in battle above all else. The harsh environment fosters a resilient and self-reliant mindset among the populace, where survival skills and mastery of the natural world are essential. Clan loyalty and kinship ties form the bedrock of social structure, with traditions passed down through oral histories and tales recounted during communal gatherings.

Appearance and cultural characteristics:

Skin Color: Fair, due to limited sun exposure in their cold environment.

Hair Color and Style: Blond, red, or light brown hair, worn long or in braids.

Height and Weight: Taller than average, with muscular builds adapted to the harsh northern Terrain.

Eyes: Blue or gray eyes, reflecting the icy landscapes they call home.

Facial Features and Facial Hair: Strong, angular features, with prominent noses and long braided beards.

Clothing: Barbarians of the north wear thick furs and pelts to protect against the biting cold. Their clothing is rugged and utilitarian, featuring fur-lined boots, leather tunics, and woolen cloaks. They decorate their attire with runes and symbols representing their clans and feats of strength.

Religion and Deities

The primary deity revered in Frostheim is Orome, the god of war, who embodies the ideals of strength, courage, and victory in battle. Orome's worship is central to the martial culture of the clans, with rituals and ceremonies conducted to invoke his blessings before raids and battles. Alongside Orome, Grommash, god of strength, is also revered.

Terrain

Tundra

Description: Very cold temperatures, permafrost, and low precipitation.

Features: Low-growing vegetation (mosses, lichens), hardy shrubs, and wildlife adapted to extreme cold like reindeer, polar bears, and arctic foxes.

Heraldry

The heraldry of Frostheim features a white polar bear depicted on a grey field, symbolizing resilience, ferocity, and adaptability in the face of adversity. The emblematic polar bear serves as a unifying symbol among the clans, representing their shared values of strength, survival, and the indomitable spirit that defines life in the frozen north.

Cities

Krakenheim (led by Jarl Sigurd)

Ice Keep (led by Jarl Magnus)

Maw of the Gods (led by Jarl Ragnar the Frost Giant)

WizardBane (led by Jarl Stalvus)

3.0.8 Hearthland

Location and Geography

Hearthland occupies a diverse landscape marked by rolling hills, dense forests, and the towering Dragon’s Back Mountains to the north. Its eastern borders stretch along a tumultuous coastline, that harbors the cities Nyr’s Gate and End Port which provide crucial maritime access. Hearthland's strategic position has historically made it a battleground and a crossroads of trade routes, shaping its fortunes and conflicts over the centuries.

Government

Hearthland is a monarchy governed by King Draegon the Unyielding. Supported by a network of feudal lords overseeing the kingdom's provinces and territories, the king makes decisions on matters of state, law, and defense. A council of trusted advisors, comprised of skilled administrators, military commanders, and influential nobles from across the realm, aids in governance. Despite recent challenges, the monarchy remains a symbol of unity and stability in Hearthland, navigating the kingdom through its current hardships.

Commerce

Hearthland's economy thrives on agriculture, mining, and maritime trade. Fertile plains and valleys yield abundant crops, while the rich silver mines of Dwarvengarde, contribute significantly to the kingdom's wealth. Trade routes, both overland and maritime, connect Hearthland to neighboring kingdoms and distant lands, facilitating the exchange of agricultural produce, timber, minerals, and crafted goods. Recent conflicts have strained trade relations, but efforts are underway to restore commerce and foster new economic opportunities.

Population and Culture

The population of Hearthland numbers approximately 100,000, predominantly human, with significant communities of wood elves, dwarves of Dwarvengarde and other races adding to the kingdom's cultural tapestry. Common is the primary language spoken, promoting communication and unity among the populace.

Appearance and cultural characteristics

Skin Color: Tan due to an emphasis on farming and husbandry.

Hair Color and Style: Varied, with people wearing practical hairstyles suited for their daily lives and the constant threat of raids. Usually long and tied in the back.

Height and Weight: Average, with a range of body types reflecting a population engaged in both defense and survival.

Eyes: Reflecting a spectrum of emotions—from resilience and determination to weariness and longing for peace.

Facial Features: Strong and weathered, showing the marks of hardship and resolve against adversity.

Clothing: Everyday attire is practical and durable, consisting of layered clothing made from wool and leather. Neutral colors such as browns, greens, and grays dominate, enabling them to blend with their environment and avoid detection by raiders.

Those tasked with protecting the land wear practical armor and sturdy clothing, such as leather armor reinforced with metal, and chainmail. Helmets and shields are commonplace, providing protection against the ruthless attacks.

Terrain

Lowlands Terrain

Description: These lowlands are characterized by gently rolling hills, expansive plains, and meandering rivers that weave through the landscape. The elevation is lower compared to the nearby mountains, resulting in milder temperatures and a more temperate climate.

Features: Vast stretches of open grasslands carpet the lowlands, dotted with wildflowers during the warmer seasons. These meadows provide fertile grazing grounds for livestock and attract a variety of herbivorous wildlife.

Clusters of deciduous and coniferous forests are scattered across the lowlands, offering shelter to diverse flora and fauna. The trees here are often younger and more densely packed compared to their high-altitude counterparts.

Near rivers and lakes, marshes and wetlands form intricate ecosystems teeming with aquatic life, waterfowl, and amphibians. These areas serve as vital breeding grounds and provide natural filtration for water sources.

Attacks from the Empire

Attacks from the Empire of Ix have left Hearthland a realm rent asunder; its lands scarred by bloody conflicts. The toll is grim: nearly 60,000 lives lost in battle, with twice that number fleeing in desperation, seeking refuge and livelihoods beyond its borders. Amidst the fractured realm, morale falters among nobles, soldiers, and the commonfolk alike. Hunger grips the populace, pushing some regions to the brink of starvation, while the kingdom's once brimming coffers now echo hollowly.

Taxation, necessary to fend off the looming threat of Ix to the north, has become a crushing burden, stoking rebellious flames among peasants and urban dwellers alike. Streets once vibrant with commerce now teem with destitute souls, their neighborhoods overrun by beggars and urchins, symbols of a kingdom in decline.

In the heart of this turmoil lies Nyr’s Gate, where authorities pluck bodies from the Weeping Sea, grim testimony to the treacherous currents that run beneath the surface of the kingdom. Refugees huddle in impoverished districts, while trade, once the lifeblood of Hearthland, withers under the weight of uncertainty and strife.

Religion and Deities

Hearthland's favored deity is Teine, goddess of fire and poetry, revered for her aspects of warmth, hearth, and protection. Temples dedicated to Teine serve as spiritual centers, offering guidance and communal support during both adversity and prosperity. Believers find solace and strength in Teine's teachings, which emphasize resilience and unity in the face of challenges.

Heraldry

Hearthland's coat of arms proudly features a white owl against a vibrant orange background. The owl represents the giant owls that call Hearthland home, symbolizing the kingdom's wisdom, vigilance, and unwavering protection. The orange background is a direct tribute to Teine, the revered goddess of fire and poetry, who is said to have gifted the land with both the flame of inspiration and the warmth of community.

Cities

Nyr’s Gate

Ever Reach

Teinara

Dwarvengarde

3.0.9 RingingHammer, the Dwarven Stronghold

Location and Geography

Southeast of Dunmar, within the greatest mountain is RingingHammer the legendary Dwarven Stronghold. Named after the massive mountain range that contains it, RingingHammer encompasses the entire city-state of the dwarves. The mountains themselves are known as the RingingHammer Peaks, towering peaks that overlook the Endless Sea.

The Dwarven King and His Hold

Atop the highest summit of the RingingHammer Peaks, Thorgrim Stonebeard the Dwarven King commands from his impregnable stronghold. Built with stout dwarven stonecraft and legendary defenses, the hold has never fallen to siege. Within this stronghold lies the Great Dwarven Hall, a colossal chamber supported by massive pillars hewn from the living rock. Dominating the hall is a towering stalactite that descends from the ceiling, nearly touching the floor hundreds of feet below. Hollowed out with meticulous care, this stalactite serves as the majestic throne for the Dwarven King, a symbol of his rule and the strength of his ancestors.

Mining and Commerce

Beneath the Dwarven King's stronghold sprawl vast iron mines and caverns that delve deep into the heart of the mountains. These mines yield precious ore that is meticulously extracted and transported to bustling port villages. Despite their prowess in crafting, dwarves do not sail the seas themselves. Instead, iron merchants from Dunmar converge upon these ports to trade for the renowned dwarven iron, known for its unmatched quality and durability.

Population and Culture

RingingHammer boasts a population numbering around 50,000 inhabitants, overwhelmingly composed of dwarves, who make up 98% of the populace. The remaining 2% are primarily gnomes, drawn to the city-state for trade and cultural exchange. Dwarven (Underspeak) serves as the predominant language, reflecting the deep-rooted cultural heritage of the dwarves, while Common is also widely spoken among traders and visitors.

Appearance and cultural characteristics

Ruddy complexions, influenced by their underground dwellings.

Red, brown, or black hair, worn in braids or practical styles.

Height and Weight: Stocky and robust builds, reflecting their resilience and craftsmanship.

Eyes: Deep-set eyes in shades of brown or gray, keenly observant of their surroundings.

Facial Features and Facial Hair: Strong, rugged features with thick brows and long braided beards among men that are fastidiously well-maintained.

Clothing: Dwarves prefer sturdy and functional clothing suited for underground life and craftsmanship. They wear thick tunics, trousers, and leather aprons reinforced with metal plates for protection. Dwarven clothing is practical, featuring geometric patterns and motifs inspired by their mountainous homes. Heavy boots and stout belts with tool pouches complete their attire, reflecting their industrious and resilient nature.

Religion and Deities

The dwarves of RingingHammer hold a deep reverence for Dobhainn, the god of the earth, mountains, blacksmiths, and hard work, who embodies their dedication to craftsmanship and the toil of mining. Brovendan the God of Beer, Feasts, and Trade is also celebrated for his fierce spirit and jovial revelry, reflecting the dual aspects of dwarven life—industry and merriment.

Terrain

Mountainous

Description: Varies with altitude, cooler temperatures at higher elevations, and varied precipitation.

Features: Alpine meadows, snow-capped peaks, glaciers, and adapted wildlife like mountain goats, eagles, and snow leopards.

Underground

Description: Dark, cool, and stable temperatures, with little to no sunlight or weather changes.

Features: Stalactites, stalagmites, underground rivers or lakes, bioluminescent fungi, and adapted creatures like bats and cave fish.

Heraldry

Adorning the banners and shields of RingingHammer is the city-state's proud coat of arms: an iron crown set upon a field of brown. This emblem symbolizes the enduring strength and sovereignty of the Dwarven King, a reminder to all who behold it of the unyielding spirit that has fortified RingingHammer through ages of prosperity and adversity alike.

3.0.10 Silvandor the Enchanted Elven Kingdom

Location and Geography

Silvandor, the jewel of the Eldertree Forest, stands as a testament to elven craftsmanship and natural beauty. Nestled deep within dense woodlands north of Dunmar and nestled around the Elderwater River, the city thrives amidst cascading waterfalls, serene valleys, alpine meadows, and towering mountains. Its strategic location ensures both natural beauty and formidable defense against intruders.

Silvandor is a living testament to elven culture, resilience, and the enduring bond between its people and the natural world. Under Lady Lorien's benevolent rule, Silvandor flourishes as a bastion of art, spirituality, and harmony, embodying the timeless beauty and serenity of the Eldertree Forest that surrounds it.

The Elven Queen

Lady Lorien reigns as the beloved Elven Queen of Silvandor, revered for her wisdom, grace, and leadership. She embodies the highest ideals of elven nobility, guiding her people with insight and compassion amidst the enchanting splendor of their realm.

Commerce

Silvandor maintains a rarefied economy centered around self-sufficiency and artisanal craftsmanship. While trade is infrequent, it is conducted primarily with nearby Elven communities and occasionally with select merchants from surrounding human kingdoms. The city's artisans produce exquisite works of art, music, and magical artifacts sought after for their quality and enchanting beauty.

Population and Culture

Silvandor's population of approximately 4,000 inhabitants is predominantly High Elves, with a small minority of Wood Elves and Moon Elves. The city resonates with the melodious strains of Elven music that echo through its white stone buildings adorned with intricate, nature-inspired motifs. Parks and gardens abound, reflecting the Elves' deep reverence for the natural world and their harmonious coexistence with it.

Appearance and cultural characteristics

Skin Color: Pale to fair with an ethereal glow, reflecting their mystical nature.

Hair Color and Style: Silver, gold, or platinum blond hair, worn long and flowing.

Height and Weight: Slender builds and slightly taller than men, emphasizing grace and agility.

Eyes: Bright, vibrant eyes in shades of green, blue, or violet, often luminescent.

Facial Features and Facial Hair: Delicate features with pointed ears and refined expressions. Elves have no facial hair.

Clothing: Elves favor clothing that reflects their connection to nature and elegance. They wear flowing robes made from enchanted fabrics that shimmer like moonlight or blend seamlessly with their forest surroundings. Leaf motifs, intricate embroidery, and delicate jewelry crafted from silver and gemstones adorn their attire, symbolizing their affinity with magic and the natural world.

Religion and Deities

At the heart of Silvandor lies an immense temple dedicated to Yavanna, the revered goddess of life and nature. Constructed from intertwined trunks of ancient trees, the temple serves as a spiritual sanctuary where Elves offer prayers and ceremonies to honor Yavanna and other deities aligned with the cycles of life and the natural world.

Terrain

Temperate Forests

Description: Mild temperatures with distinct seasons, abundant rainfall, and dense foliage.

Features: Oak, maple, and pine trees; diverse wildlife including deer, bears, and wolves.

Heraldry

Silvandor's coat of arms features a white tree on a green field. It symbolizes the city's reverence for Yavanna and represents their longevity as a people.

Elven Archers and City Defenses

Silvandor boasts a formidable cadre of elven archers renowned for their unparalleled skill and precision. Trained from youth in the art of archery, these sentinels of the forest wield bows crafted from the finest materials found within the Eldertree Forest.

Powerful magical enchantments have been woven into the very fabric of Silvandor's defenses. Concealing illusions shroud the city, rendering it invisible to all but those with the keenest senses or magical prowess. These enchantments, passed down through generations of skilled mages and wardens, ensure Silvandor remains a sanctuary hidden within the verdant embrace of the forest.

Vairethil, the Elven and Human Village

Nearby, nestled along the banks of the Elderwater River, lies Vairethil—a bustling village where elven and human traders converge to exchange goods and ideas. Serving as a crucial trading post and cultural crossroads, Vairethil thrives on the harmony between its diverse inhabitants. Elven artisans display their masterful crafts alongside human merchants offering goods from distant lands. The village square echoes with the melodic cadence of different languages, a testament to the peaceful coexistence fostered by mutual respect and shared prosperity.

3.0.11 Solandil

Location and Geography

Solandil is located to the Southwest and is made up of fertile plains and rolling hills. Sunport, the capitol city, is northwest of the Suncrest Forest and the Wetlands. The kingdom is traversed by the Goldenstag River, connecting inland settlements to distant shores and serving as a vital artery for trade and commerce.

Government

Solandil is ruled by Her Majesty, Queen Catriona the High Monarch, whose authority is supported by a council of clan chieftains and advisors. Governance is decentralized, with local leaders in towns like Stag Harbor upholding the kingdom's laws and traditions, fostering a sense of kinship and unity among the populace.

Commerce

Solandil is renowned as a flourishing center of trade in the Oncewas. Sun Port and Stag Harbor serve as bustling hubs where goods from across the realm are exchanged. The kingdom's economy thrives on agricultural produce, mining resources from the Suncrest Mountains, and maritime trade routes that extend to distant lands. Solandil's strategic location and robust infrastructure enhance its reputation as a hub of prosperity and cultural exchange.

Population and Culture

Solandil’s population of approximately 250,000 is predominantly human (84%), with vibrant communities of dwarves (8%) renowned for their craftsmanship in the Suncrest Mountains, elves (5%), and halflings (3%). Gaelic is the common language, fostering a shared cultural heritage and facilitating communication. Solandil’s culture celebrates ancient traditions of valor, hospitality, and storytelling, with festivals and gatherings marking both religious observances and seasonal cycles, reinforcing community bonds.

Appearance and cultural characteristics

Skin Color: Light brown to dark brown, influenced by heavy sun exposure.

Hair Color and Style: Red, blond, or dark brown hair, worn long and often braided.

Height and Weight: Sturdy and compact builds, well-suited for rugged terrains.

Eyes: Brown or gold eyes, reflecting the natural hues of their homeland.

Facial Features and Facial Hair: Strong, angular features with prominent cheekbones. Men often wear beards or mustaches, sometimes adorned with beads or metal rings.

Clothing: The Solandiln wear tunics or kilts made from wool, dyed with natural colors from local plants. They accessorize with leather belts, pouches, and brooches bearing family symbols. Long cloaks are often worn to the side.

Terrain

Steppes

Description: Moderate temperatures, low rainfall, and expansive open plains.

Features: Tall grasses, occasional shrubs, roaming herds of bison or antelope, and predators like wolves or lions.

Religion and Deities

The spiritual life of Solandil revolves around Antru, the deity revered as the guardian of the sun, heavens, and earth. Antru's teachings emphasize harmony with nature and the cycles of life, influencing religious practices and rituals across the kingdom. Temples dedicated to Antru are sacred sanctuaries where communities gather for prayer, meditation, and communal rites, embodying the kingdom's deep spiritual connection to the natural world.

Heraldry

The Solandil coat of arms features a majestic symbol: a great stag in radiant gold, set against a field of deep purple. This emblem symbolizes courage, wisdom, and resilience, reflecting the kingdom's commitment to honor, kinship, and the defense of its ancestral lands.

Cities

Sun Port

Stag Harbor

Glen Hollow

3.0.12 Orckrag

Location and Geography

Orckrag is a foreboding and inhospitable land characterized by high jagged mountain ranges that create nearly impassable barriers. The landscape is dominated by barren wastelands, dotted with volcanic activity that spews fire, ash, and toxic gases into the air. The Terrain is hot and dry, with harsh weather conditions making survival outside settlements challenging. The terrain is rugged and desolate, offering few resources beyond what the orcish clans can scavenge or wrest from the unforgiving environment.

Government

Orckrag has historically been a land without a centralized leader, with numerous orcish tribes and other evil creatures dwelling in constant discord and conflict. Recently, however, the orcish clans have begun to organize and unite under a common banner, striving for greater coordination and strength in the face of external threats and internal rivalries. Key figures such as Baltab the Immortal Orc, Lord Madkin, Queen Berúthiel, General Murok, and High Priest Ho wield varying degrees of influence over their respective domains, attempting to maintain a tenuous balance of power amidst the chaotic landscape.

Commerce

Commerce in Orckrag is rudimentary and largely driven by raiding neighboring lands or scavenging from the land itself. The hostile environment and lack of natural resources compel the inhabitants to rely on plunder and pillage for sustenance and survival. Trade, when it occurs, is typically conducted through barter and exchange of captured goods rather than structured economic systems or markets.

Population and Culture

The population of Orckrag is predominantly orcish, comprising about 72% of the total inhabitants. Other humanoid creatures such as hobgoblins, goblins, ogres, bugbears, gnolls, and a small percentage of humans make up the remainder. The culture of Orckrag is steeped in violence, dominance, and the worship of Grund-Wyrgen, the mother of monsters. Orcish is the primary language spoken, reflecting the dominance of orcish culture and values among the diverse and quarrelsome tribes.

Appearance and cultural characteristics

Skin Color: Shades of green, gray, or brown, with tough, weather-beaten skin.

Hair Color and Style: Dark and coarse, often braided or shaved into elaborate patterns.

Height and Weight: Tall and muscular, with broad shoulders and thick limbs.

Eyes: Glowing yellow, red, or orange eyes, reflecting their fierce nature.

Facial Features and Facial Hair: Pronounced jawlines, tusks or sharp teeth, and occasional facial scars. Orcs have no facial hair..

Clothing: Orcs favor clothing and armor made from animal hides, leather, and bone. Their attire is practical and sturdy, designed for both combat and survival in harsh environments. They often adorn themselves with tribal symbols and trophies from defeated enemies, reflecting their warrior culture.

Religion and Deities

The favored deity in Orckrag is Grund-Wyrgen, revered as the mother of monsters and embodying the primal aspects of destruction, chaos, and dominance Religious practices often involve dark rituals, sacrifices, and ceremonies aimed at appeasing these malevolent entities and invoking their favor in battle and conquest.

Terrain

Mountainous

Description: The high mountain range is characterized by extreme conditions influenced by altitude and weather patterns. At these elevations, temperatures plummet, and precipitation often manifests as snow or freezing rain, creating a harsh environment that challenges even the hardiest of creatures. The terrain is rugged and unforgiving, with steep slopes and jagged peaks that pierce the sky. Deep valleys and narrow passes are carved out by ancient glaciers, leaving behind rocky outcrops and scree slopes that make travel treacherous.

Sparse and hardy coniferous trees cling to the rocky slopes, their twisted forms adapted to withstand the brutal mountain winds and occasional avalanches. Some ancient specimens, bent and weathered, stand as silent witnesses to centuries of orcish presence.

Features: Adapted wildlife like Orckrag crows, stirge and giant spiders.

Underground

Description: Dark, cool, and stable temperatures, with little to no sunlight or weather changes.

Features: Stalactites, stalagmites, underground rivers or lakes, bioluminescent fungi, and adapted creatures like bats and cave fish.

Heraldry

The common banner of Orckrag features a red wolf on a yellow field, symbolizing the strength, dominance, and bloody history of the orcish clans. This heraldic emblem serves as a rallying point for the tribes, representing their unity in the face of adversity and their relentless pursuit of power and conquest in the hostile lands of Orckrag.

This overview encapsulates the dark and menacing nature of Orckrag, highlighting its challenging geography, fragmented governance, primal culture rooted in conflict and dominance, malevolent religious beliefs, and symbolic heraldic traditions that define life in this harsh and unforgiving realm.

Cities

Ghor'Mak (translated roughly to "War City")