Continent - Eleroth

The lands of Eleroth is one of the largest continents in the known world. Recovering from the recent horrors and calamity of the Great War--a conflict between humans and elves--the future of Eleroth is uncertain.

Ancient Era
Before the arrival of the first humans, Eleroth was mostly home to the nomadic tribes of Vanni, Centaur, and Halflings. They were otherwise uninhabited, with no cities or towns or roads. Monuments to were erected across the land, with divine symbols etched into the hillsides and mountains.

During the Dawn Age, the lost Rakshasa Empire rose up from the shores of what is now the Bleak Coast. Black spires were raised from the ground and the vile Krinth were brought in to being as their slaves and the bulk of their army. To stem the tide of this demonic empire, the elves arrived and founded the empire of Vah'Lorien, and they fought the Rakshasa for many years. After the end of the Dawn War, the elves remained and would become the Sky Elves.

For several more centuries, the sky elves lived in peace with the fey and the halfling people of the south. Human settlers arrived about 2,900 years ago and the dwarves came not long after.

When the non-elf races began to arrive, the elves moves west of the Dividing Mountains into the fertile, green western valleys. Meanwhile, in the east the humans and dwarves fought many long, bloody conflicts. A number of small nation-states were rose and fell.

2,000 years ago, the kingdom of Eleroth was founded, starting the Rothi Dynasty and marking the beginning of the first era.

The First Era
Eleroth becomes closely tied with the elves of Vah'Lorien, and the elves begin to guide Eleroth and teach them magic. The Silver Council is founded, marking one of the first human-led magical societies in Tyrind.

In 490 FE, the Blood War began, marking the coming of orcs and goblinoids to the continent. Eleroth itself bravely stood as a wall against the coming tide, and as a result many smaller kingdoms and territories were absorbed into the kingdom. It was during these brutal conflicts that the kingdom really solidified itself as a power not to be trifled with.

In 701 FE, the Long Winter began as frost giants and winter wolves came down from the north at the behest of the white dragon Iythik. This war was quite costly, and it was only through the powerful magics of Vah'Lorien that the tide was stemmed and a band of heroes managed to find and slay the white dragon. One of these heroes, Hus the Tall, became a folk hero and a king in the northern lands that still bear his name.

The Lost Coast
The dragon Arguil, a massive red dragon older and larger than any dragon ever seen in the world of Tyrind, took up roost in the far east of what is now known as Nandothil. Arguil ruled the peninsula with an iron claw, slowly transforming the land into a volcanic wasteland.

Eventually, the elves and a coalition of men of Nandothil and Andolor felt that the dragon needed to go. According to legend, a band of elves, Andal wizards, and Nando chevaliers led a sustained assault on Arguil's lair for twenty days.

Despite massive loss of life, the dragon was slain by the famed Paladin of the Platinum Dragon, Fabian Kordilus (the future first emperor of the current Nando dynasty). Two centuries after the dragon's demise, the peninsula has been reclaimed by nature and today is a lush, fertile region known as the Emerald Coast.

The Great War
In the wake of the Shadow Incursion, the elves, growing arrogant and selfish, began to strike out, taking the lands beyond their borders through magic and force of arms. The human kingdoms that bordered Va'lohrien were devastated, losing city after city to the ruthless elven attacks. Nandothil led the remaining human kingdoms in fighting back, forming an alliance. Likewise, the elves began to draw allies among the fey and beastfolk.

In the Savage North,the elves began to settle throughout the western reaches, driving many of the tribes and clans eastward. Due to this, the Northmen grew angry and after their loss to the elves at the Battle of Daggerfall, the Northmen joined the Legion. Shortly after this, the majority of the Dwarven holds followed suit. While there was no "official" stance for the halflings, trollkin, or the Vanni, both ended up fighting on either side.

The conflict begat a century of brutal warfare, and became known as the Great War. Rivers of blood were shed and the fighting devastated the Elerothi countryside. While both sides achieved many triumphs and suffered serious losses against the other, the wars were caught in a stalemate with no end in sight.

The Last Resort
Queen Lliandra, the last queen of Va'lohrien, became plagued by dark dreams of a terrible future, and as time went on paranoia slowly filled her thoughts. Fearing that the humans would lead Eleroth to a terrible fate, reluctantly, she issued the construction of a powerful magical superweapon.

The Legion did their best to track the weapon down to stop its completion, but they were unable to do so. Nobody now knows what the weapon was or even what it technically did, only that the elves claimed it would end the war in a matter of weeks. What does matter is that when they activated it they quickly lost control of it. Va'lohrien was destroyed, including the vast majority of its population and its cities. The lands they once occupied was now warped and devastated, and is known now as the Fallen Lands.

The Fourth Era - Eleroth Today
The Great War ended nearly one hundred years ago, but its effects are still felt even today. For all the open smiles and friendly handshakes, old grudges do not die easily. There are centuries of dark memories, rivalries and atrocities to put behind them, and forgetting such things is never easy. For every body that has been moved, someone's home or family has been displaced. For every battle lost or won, someone's loved ones are gone.

Most of the major nations in Eleroth demonstrate an ability to live openly with representatives of all nations, races, and ideologies, but such progressive thinking doesn't extend across the countryside. Elves in particular face many hardships, rejected and ostracized as the people who destroyed their continent through war and destructive magic.

Population
A vast array of races populate Eleroth, from the ingenious humans, the the hardy dwarves, and the nomadic elves, among countless others.
 * Common Races of Eleroth
 * Uncommon Races of Eleroth

Geography
The continent of Eleroth is long and relatively narrow, extending from Savos in the south to the Savage Frontier and the Frostfell in the north. The northern lands are less densely populated than the south despite their roughly equivalent size.

The Bleak Coast
South of the Fallen Lands, life gradually seeps out of the earth. Lush forests fade to a broad tableland of fallow soil and cracked rock. Further south, elevation rises into the bleak chain of mountains known as the Duskencrags and then again drops dramatically.

The Grey Plateau, or the Bleak Coast as it is more commonly known, is broken into badlands, a network of canyons and mesas that form a natural maze leading out to the blackened sand and volcanic glass. This is the Bleak Coast—the last remnants of an ancient civilization ruled by the Rakshasa that fell even before the First Era.

Amid ruins so old that they barely resemble the structures they once were, fiendish creatures search for fresh blood while ancient forces silently observe from the shadows. In this realm of desolation, long-forgotten treasures and primeval secrets hide in this cursed place.

The Fallen Lands
Once, the crystal cities of Va’Lohrian shone more brightly than any other in the lands of Eleroth. The Great War took a toll on the nation and its people, leading to their desperate use of the Arcane Weapon that ended their civilization. Today Va’Lohrian is gone. This land once home to song and magic now goes by a different, darker name: the Fallen Lands.

A dead-gray mist hugs the borders of the Fallen Lands, creating a barrier that only occasionally offers a glimpse of the devastation beyond. This battle-scarred wasteland remains a grim memory of the Great War, cloaked in perpetual twilight. Like a festering wound that will not heal, the land is broken and blasted. The ground has fused into jagged glass, the very air you breathe a vile poison. Elsewhere the earth is burned and gouged, with the debris of fallen mountains littering the deep valleys and noxious lakes. The broken bodies of soldiers from either side of the Great War litter the landscape, bodies that seem to refuse to decompose. This makes the Fallen Lands quite literally a vast, open grave.

Vile magical effects linger and even now they warp and mutate the land and the creatures who inhabit it into unrecognizable abominations fueled by vile magic. Arcane effects rain across the lands in magical storms that will never dissipate.

Misshapen monsters rage and hunt and struggle to survive. But of all of the nightmares found here, none compare to the new rulers of the Fallen Lands—the enigmatic, sinister race known as the Shardmind. These crystalline nightmares operate as a hivemind and assimilate other creatures into becoming one of them. The organization known as the Crystal Guard was specifically created to defend against them.

The Frostfell
Sometimes called the Hordelands or the Endless Wastes, the Frostfell was once the center of a mighty empire of giants that ruled these lands in the Dawn Age.

Today, they are a barren, mountainous tundra occupied by tribes of humans and wild elves who control loosely defined territories. The most notable of the barbarian lords here is known as the Mighty Kuldro, of whom many stories and songs exist that recount his larger-than-life exploits.

Islands of the Sea Princes
Spread across the Besmari Archipelago and stretching into the rough Bitter Sea, the Islands of the Seak Kings are a loose confederacy of pirate lords, sea barons, and merchant princes. Life here revolves around the sea. Even those who spend most of their time in one of the villages that dot the islands tend to work to provide support for the sea princes and those who sail them.

Harsh, stormy summers make life on the islands harrowing. They also make the people tough, weathered, and as volatile as the raging seas that regularly buffet their coasts.

The region consists mostly of lawless port towns. The largest settlement is the wild, anarchic city of Port Rum, which is ruled by the Council of Pirate Kings.

The Savage Frontier
The deep wilds of the Savage Frontier remain mostly uncultivated and pure as they were when the world was young. The towering redwoods of the Wildwood covers most of the region. The farmers of the frontier live simple, rustic lives. They have worked this land for generations and possess a strong sense of pride and ownership.

The typical Frontiersman has little interest in events beyond his community. The frontier has never been heavily populated, and there is plenty of room for farmers to expand if they wish. A Frontiersman focuses on caring for the land, producing a good harvest and leaving their children with prosperous land.

Andolor, the Adamantine Peace
Andolor is a realm of opposites; a land of grand cities surrounded by quiet, fertile farmlands. A land that relies on old magic to survive, and also a kingdom that hates and fears magic. One of the oldest kingdoms in Eleroth, Andolor has existed for more than 2,000 years. A green and fair land, it is blessed with broad and fertile river valleys, rolling hills and highlands, and some of the most favorable weather in Eleroth. These beautiful lands are home to rival baronies, duchies, and free cities. The borderlands are largely abandoned in the modern days, and have been since the waning years of the Great War.

Andolor is made up of twelve duchies, plus the conquered lands in the north in what is now Husland. The twelve duchies are: Alamaer, Anvil, Blackmoor, Boerling, Carlisle, Danvers, Dartmoor, Lovaine, Oxmund, Percis, Saint Tomas, and Taeghas. The duchies are each ruled by a powerful lord known as a Duke, who wields immense power second only to the King. The duchies each have their own standing armies, and the dukes can call upon a number of vassal states in times of war.

Courtly etiquette, chivalry, and honor are important traits in Andolor. Knighthood is highly valued, and no knights are more honored than the Purple Dragon Knights—the epitome of heroism, courtly honor, and courage in Eleroth. Their skill and deeds are legend in Eleroth. The Purple Dragon Knights serve none of the duchies, but instead ride directly for the king and take missions at the crown’s direction.

Historically, Andolor has been a land that values knowledge and innovation, and the Floating Towers of the Arcanarium were considered the finest institutions of study for the mystical arts in Eleroth. Many magical inventions were created to make the lives of the smallfolk easier, and a number of these inventions are still widely used today. In modern Andolor, due to the events of the Great War and the devastation caused by the elves’ Arcane Weapon, arcane magic is forbidden and the Arcanarium is now a glorified prison; those with magic potential are sent to the floating towers and forbidden to leave. They live under the oppressive eye of the Crimson Wardens, a guild of witch hunters trained to fight magic users, and will only see the outside world again if they are selected to serve among the King’s War Wizards or as a Magewright, who travel Andolor to restore and repair the nation’s magical infrastructure.

Despite their fear and hatred of magic, much of the nation’s infrastructure relies on magical creations of the past. These include automated farming machines, magical water wells, indoor climate control, and many other magical constructions make the relatively comfortable lives of Andals possible.

The Andals are a people who value wisdom and intelligence. They prefer finesse to brute force and appreciate cunning wordplay to fine fashions. The Knowing Lord is still worshipped in Andolor, though the magical connections are downplayed.

Dastanar, the Republic of Euphoria
Once known as the Middle Kingdoms, the Great War forced the four small kingdoms to unite in order to survive. As the war ended, the united Middle Kingdoms remained together, forming a kingdom called Dastanar. However, things didn’t go well for long; Dastanar’s corrupt nobility were beheaded in a bloody revolution. A new noble class stepped up, only to be victim to a similar revolution less than five years later. Over the next sixty years, nearly twenty different kings ruled Dastanar, rising and falling like wisps of smoke. Despite the relative anarchy, Dastanar attracted a number of philosophers and it had always been a nation of free thinkers. After the constant dissent and revolutions, the tides began to turn and recently has become a republic. Things are still in the early stages, however, and it is impossible to tell how well this will work out. Dastanar’s troubled history has soured almost all foreign relations.

While the government is fickle, there is a stable element of law enforcement—an apolitical organization known as the Grey Gardeners. These masked warriors (as in executioners’ mask) wander the country and act as a police force and militia armed with two-handed axes that act only to keep the populace safe. Their secret lies in anonymity: no Grey Gardener unmasks themselves, allowing them to operate outside of outside threat or influence.

Dastanar is hot and humid with marshy lowlands and rugged, dry mountains. Bandits are a problem along its shores. It’s extremely fertile and contains spacious plantations and beautiful cities that some tales describe as works of art.

Formene
Formene is a small nation in southern Eleroth, south of Gothronde and adjacent to the Fallen Lands. It is a twisted swamp, and is the home of the infamous Simic Combine. It is filled with extensive inland waterways and almost impenetrable swamps. The air and the water are both known as fetid, still, and noxious.

Once a peaceful land of meadows and tall, singing trees, the land was warped during the Titan Wars, allegedly after the blood of a Titan (every story attributes it to someone different) tainted the land, turning it into the swampland it is today. Thick jungles and bogs cover Formene,and it is populated by lizardfolk, naga, and kobold tribes. The southern half of Formene resembles a network of islands, broken up and connected via wide, deep rivers. A unique trait of Formene is a “yellow rain”; storms bring this foul-smelling rainfall, usually alongside intense thunderstorms.

Large, black pyramids and ruins dot the landscape, inhabited by grotesque undead, mysterious naga, or tribes of lizardfolk who have made infernal pacts with the strange magics found here.

Settlements in Formene are domed cities on raised stilts. They are strange and alien to most who visit, choked with tubes, moving walkways, wires, gears, and clouds of steam. Their inhabitants are known as the Simic Combine; strange humanoids who use magic to fuse different life forms together. They claim to be hyper-evolved and refer to themselves as the Simic. They are the original inhabitants of the land, who lived here even before they were warped so long ago. Their goals are a mystery and they are generally not trusted by the rest of Eleroth.

Formene is seen as a horrible place to most across the continent and few wish to venture too deep into its unforgiving marshes.

The Glamour Isles
A group of islands that form a roughly-circular archipelago in the White Sea, about 400 miles off the eastern coast of Husland. The Glamour Isles are home to a fierce, seafaring people known as the Ulfen. They are infamous raiders and sailors who raid coastal settlements for riches and goods to survive.

Most of the islands are not particularly fertile, though they are rich in iron and fishing. The inhabitants are forced to engage in raids in port towns. The ulfen are powerful, fierce, and reckless warriors. Unlike most other human societies in Eleroth, the men of the Glamour Isles do not worship the gods of the pantheon. Instead, they worship a Titan known as the Drowned One, whose teachings are what spurs them on to raid and pillage.

The insular winter elf city of Queny’irion is found on the northernmost of the islands, and is surrounded by the weather-magic created by the winter elf sages.

Husland, the Wild North
The northernmost region of Eleroth is known as Husland; a land of summer snows, wild men, and untamed wilderness. Most scholars would agree that the Ruide River marks the southern border of Eleroth, separating it from Andolor. The western boundary is the slopes of the Jottaryggrad Mountains. Most of Husland is cold forest, downs, and mountains. Its vast size belies the fact that Husland is actually sparsely inhabited. Husland is a land of dense pine forests, rolling moors, and deep, dark lakes. It is known for its fierce winters, and both spring and autumn are long, wet, and cold. Summers are brief and sometimes only last a matter of weeks. The forests of Husland are hardy taiga, or northern pines, and the mountains keep their glacial caps all year round.

The Hus themselves are a hardy people, most of whom are descended from the Northmen; the original, wild inhabitants of the north. Modern Hus are comprised of foresters, hunters, and warriors. Their clanholds are scattered along the forbidding coasts of the Miere Rhuann and the icy northern Thaelasian passage. A few small holdfasts can be found as far west as the Darkwood Valley, beyond the Jottaryggrad Mountains. They are a free-spirited people who place little importance on titles or rulers; a Hus lord’s rules by the strength of their honor and can be replaced if his people do not approve of their methods.

The Old Tongue once widely spoken by the Northmen, a language related to Sylvan, is still spoken in many places. When speaking common, their accents are called “frosted” by southerners. The Hus are often large in stature, with thick, long hair. They wear heavy cloaks, favoring wool and fur. They place less emphasis on courtly manners. The Old Ways, including Hospitality and the Green Faith, are both observed by the men of Husland. The Hus are suspicious of southerners, and view Andolor as a sleeping giant who could awaken hungry at any time. In the distant past, parts of Hus were once incorporated into the Andal lands despite a series of desperate campaigns to resist. When the elves began to invade their northern lands during the middle of the Great War, the petty kings and warlords throughout the north agreed to ally with the men of the south. It was only due to the Hus’ bravery and strength during the Great War that they were granted sovereignty.

Of even greater concern are the wild forests and foothills, where large numbers of goblins, trolls, and giants inhabit the wilds. They are known to gather in large numbers and attack Hus settlements. The Jotundowns are the most dangerous; wild, barren highlands that slope northward to meet the foothills of the Silverheads. Giant clans roam the highlands and hills, and roving gangs of bandits and goblin warbands make their homes in the shadows of these great monstrosities.

The greatest city of the Hus is Halskapa, a massive “free” city and one of the busiest ports in Eleroth. It is surrounded by tall, thick, blue stone walls that are said to have been built by giants.

The Holy Kingdom of Gothronde
The Holy Kingdom of Gothronde is a pious nation, known across the continent for their passionate faith in both the gods and military might. A theocracy, the gods are collectively seen as the true rulers of Gothronde. The nation’s ruler, known as the High Divine, is the head of each church in the nation and claims to speak directly to the gods in concerns of governing the realm. In centuries past, the people of Gothronde were an ambitious people, exploring the continent, and conquering and settling its far-flung reaches. They had an interest in philosophy and secularism. However, in their hubris, their mages opened a breach to the Far Realm, inviting in the presence of abominations and aberrations. Entire cities fell and its people were changed into nightmarish creatures loyal to the eldritch Old Ones. Even the King was slain, torn apart on the field of battle.

The Crown Prince refused the crown, and according to legend implored the gods for help. They answered his call, giving him the power to seal the planar breach and drive the aberrations from his land, leading the nation to salvation. In return, the Prince turned control of his nation over to the gods, dedicating the lives of its people to the gods who saved them in their time of trouble.

Gothronde played a large role in the Great War, due to its military and divine might as well as its proximity to Va’Lohrian. They provided staunch support throughout the conflict, with its field medics and clerics serving alongside the human forces, providing much-needed healing and protection in the midst of chaotic battles.

Today, Gothronde is an extremely conservative nation. Their cities are modeled after a patron deity, whose local traditions are drawn from the central religion. The city of Storming, for example, is a city dedicated to the Stormlord. It is a martial city, known for its skilled smiths, warriors, and athletes. The city of Vigilance is dedicated to the Platinum Champion and is home to the Unthaer Academy, a famed school known for training paladins and clerics. The city of Knowing is dedicated to the Knowing Lord, and is a quiet city filled with pious philosophers, writers, storytellers, and artists.

Trial by combat is popular and ruling through faith is the law of the land. The capital of Gothronde is Pantheonia, and is known for its twenty rainbow-towers.

Nandothil, the Chrysanthemum Throne
Nandothil stands as Eleroth’s wealthiest and most influential kingdom in the modern age. It is famed for its culture of extravagance and culture; a popular saying in Nandothil is that “one man’s extravagant is another man’s routine”. It shines like a brilliant sapphire from her perch in central Eleroth. She is the center of fashion and culture, and home to the most renowned artists and fantastic architecture known in Eleroth.

The land is rich, hilly, volcanic soil that makes for excellent farmland. Small farms are common; no land in Nandothil goes to waste. If it isn’t a pleasure garden or a building site, or an art commune, it’s being used for farmland. Her many rivers and regular rainfall provide natural irrigation, which leads to bountiful harvests.

Nandothil consists of large cities, large towns, and small farming communities. A man can walk for days and see nothing beside farms and suddenly come upon a sprawling affair full of grand manors and dizzying wealth. These cities are cosmopolitan, metropolitan oases. While the peasantry struggle to please their landlords and feed themselves, the aristocracy in the cities have no word for moderation.

All government and social politics revolve around Celene Alexandre, l’Emperess of Nandothil. The Lady of Sin, as some poets have come to call her, is the center of gossip and activity. Ranks of nobles orbit around her in an effort to jockey for her favor. Her parties are legendary and scandalous, and she is beloved by her people. The capitol city is called Beauclair, which boasts the University of Leon, a major center of learning that attracts young nobles from across Eleroth with the best education money can buy. The University is a relatively modern institution whose liberal-minded professors have already clashed with religious conservatives over the content of their classes.

Highsummer, the Dawnfather’s holy day, is particularly beloved. Children who come of age wear white tunics and gowns and join a procession to the local temple of the Dawnfather. When they reach it, they are taught the responsibilities of being an adult. There is much music, dancing, and feasting.

In their personal lives, Nandos favor habits such as indulging in alcohol or smoking pipes. They tend to prefer small toy dogs as companions. The lot of elves in Nanothil is unique, even among the common classes. Servitude is the existence of many, and they are not welcome in most smaller settlements without a writ or without being accompanied by adventurers, or the like.

Until recently, Nandothil and Savos were engaged in a series of bitter skirmishes and border disputes. These battles took a serious toll, but the spoils of war have only added to the coffers of the rich.

Orgahakam
Both a sovereign realm and a mountain range between the kingdoms of Andolor and Nandorthil, Orgahakam is a series of canyons, peaks, and valleys populated by the gold dwarves, vanni, and ursan. It is the biggest exporter of iron and steel throughout Eleroth, and many of the largest and most prosperous mines, foundaries, forges, and ironworks. Its iron is considered to be among the best in the world. It is famed for the strength of its weapons, especially the dwarven urgrosh, made with advanced dwarven methods.

While it is ruled by a High King in name, in reality the dwarves prefer to keep their cities largely autonomous. The true power lies in the hands of the local dwarven clans who govern each city, who are known for their shrewd and ruthless business acumen. They are a prosperous nation with strong foreign ties; they do trade with nearly every human kingdom on Eleroth.

The Golden Valley Trading Company is one of the most influential organizations found anywhere. Despite their wealth and relatively small size, nobody in their right mind would dare invade Orgahakam—any outside threats and the dwarves would collapse the roads into their lands and flood their mines. For this reason, other kingdoms tend to be invested in keeping others from attempting the same.

Apart from the rich mines and astounding technological breakthroughs, the enclave is famous for its Brew Festival, which occurs every twelve years and attracts thousands of visitors from around the world.

Savos, the Kingdom of Veils
The southern portions of Eleroth are the lands of the Savosi. Protected from the bitter winters of [name] by high mountains and warm ocean currents, Savos enjoys more sun and longer growing seasons that any other region. In fact, large regions of Savos are arid steppes that can almost be called deserts. The Savosi differ both culturally and ethnically from other Elerothi; they have darker complexions and are descended from Maezari settlers who settled the region fifteen-hundred years ago. The Savosi have a reputation for hot-bloodedness and are seen as somewhat risqué by their more conservative neighbors. There are no defined gender roles in Savos; males and females are seen as equals in all walks of life. Elves face far less prejudice than in other nations, and half-elves are more common here than elsewhere. Foreigners find Savos welcoming and exciting, and they are notable for embracing both magic and technology; it was the first, and thus far is really the only, kingdom to welcome the use of airships.

The western portions of Savos rise into a swath of lush, warm forests and low mountains collectively called the Docandragh, an elvish phrase that translates to “heart’s wonder’. It is a beautiful, wild land of frequent rainfalls, hidden lakes, and magnificent cascades. Some of the last tribes of wind elves can be found in hidden groves throughout the Docandragh.

Savos is strong but relatively small, at least when compared to the other major powers in Eleroth, and their culture is concentrated around a few fortified cities and ports. Savosi culture is exquisitely advanced, with an articulated code of sayim, or beauty; one must strive to bring more beauty to the world with their actions, and this code is surprisingly complex, and they have a great respect for art and literature. Unfortunately, Savosi cities have also been embroiled for hundreds of years in a tangle of feuds, duels, and rivalries that have created a politically divided society.

Savos is found along the Sea of Cerilla, an ocean that stretches on and on and on, and the people make much of their living on these waters; they ply the sea, fishing and trading along the shores. The great Savosi ships, called the dhouras, embark on lengthy voyages to the faraway coasts of Casmaron and Dharrenal which like across the Shining Sea.

Tumunzaar
The Great War came with a great cost. While elves and men clashed in bloody battles, orcs and goblins eventually began coming together in an effort to capitalize on these opportunities. One such orc lord, known as Borzkin, fought in many battles on behalf of the human armies and became renowned for his ferocity and skill. When the Great War ended, Borzkin was granted a realm that formerly belonged to a clan of dwarves that had allied with the elves, a hold that Borzkin named Tumunzaar.

In Dharrenal, orcs have a reputation as savage and brutish. However, because of Borzkin and Tumunzaar, orcs have gained a reputation as proud, powerful warriors. They are plentiful in these unforgiving badlands, and there are no real settlements or cities within its bounds, apart from Tumunzaar City itself.

There is no real unified government in Tumunzaar, as it isn’t really in orc nature to maintain real organization. Borzkin rules with an iron fist, but his influence only extends so far.

They have started to work the old dwarven mines and are making a name for themselves as merchants and warriors, and their reputation is slowly growing across the continent.

Vinta Plains
The southernmost reaches of Eleroth, positioned in the vast grassy prairies between Savos and Gothronde, are known as Suma Vinta, or more simply as the Vinta Plains. It is the birthplace of the halfling race, and the diminutive race are still the most numerous of the lands’ inhabitants. They live simple, tribal, nomadic lives as they always have.

While rocky prairie covers most of the Vinta Plains,[there is also dense, primeval mushroom forests and a number of wetlands. Unique to the plains are a race of creatures from a time long forgotten in the distant past called Dinosaura in the oldest human tongues. These strange beasts inspire awe and terror in many who see them, and the halflings venerate and admire them. Many halfling tribes utilize dinosaurs as mounts and beasts of burdens. They believe it to be bad luck to eat a dinosaur, however. LRRwzNc.jpg Settlements are few and far between, with the majority of its people living in the aforementioned nomadic tribes, living out of wagons and following the migrations of gazelle and various dinosaurs. The Vinta halflings are notably more aggressive than their cousins in Dharrenal, engaging in vicious raids of human-controlled lands on the fringed of the plains.

A single settlement is found in the Vinta Plains, called Homestead. Humans and other races live here, beyond the reach of any king. It is populated by fugitives, explorers, and those desperate or crazy enough to try to make a living in the unforgiving plains.