The northern coasts are home to many various and ancient cultures. Each group has a long and varied history in the region.
[Humans based on Nordic culture]
The Aelgardians of Aelgard are a settled people with a modern Noradrie culture. They are foremost known as brave warriors, wise sages, and eager traders. Much like the other Noradrie cultures of the region, these people have a strong respect for their ancestors and their warriors. However, in contrast to the Krungi, the Aelgardians no longer wage war with their neighbors or send out raiders to raid the eastern coasts. The Aelgardians see themselves as the keepers of Noradrie culture, spreading their world view through trade with the south.
The settlements of Aelgard are as much Noradrie as one can be. Most homes are simple waddle-and-daub long-huts with thatch roofs. They grow barley and oats in the summer, while relying on herds of goats, sheep, and reindeer in the winter. In the Aelgardian cities, one finds enormous long-houses of strong timber that serve as mead houses, gathering halls, and organizational headquarters. Stone buildings are usually limited to small chapels and temples devoted to the Noradrie pantheon.
Much like all Noradrie, Aelgardians are a tall people with pale to ruddy skin and hair colors that range from whites, blonds, light browns, and reds. Aelgardians tend to wear fur-lined cloths, typically linens and wools. They are quite fond of metallic rings hanging and embedded within their clothing. Their armaments are often decorated with bone and ivory. Most Aelgardians speak Noradrie and Nomen (Common). Aelgardians typically worship the Noradrie pantheon with a strong reverence for Hethroth, the hero who united their people.
[Humans based on Norse Vikings]
The Krungi clans are a strong-minded, warrior culture that dominates the northernmost regions of the settled world. They hold strong to ancient Noradrie traditions and eschew trade and peace with southern cultures. They see the Aelgardians as weak sell-outs who have given up on traditional ways of life. Each clan allies or wages war with their neighbors as the seasons change, with any alliance lasting no more than a couple years. The coastal clans are particularly known for sending out raiding parties in longboats down the eastern coast, razing and looting unprotected settlements.
The settlements of the Krungi greatly resemble those of the other Noradrie people. However, the shorter summers in Krungar forces the people to rely more on their herds of animals. The Krungi people tend to wear more hides and furs than their southern counterparts in Aelgard. Krungi people also tend to have more scars that they wear proudly like badges of war. Most Krungi only speak Noradrie and worship the Noradrie pantheon. They have no special preference for Hethroth, they treat him as a god of war and battle, as the dragon-tamer, but Krungi care little about the Hethroth ancestry and the unification of Aelgard.
[Humans based on shamanistic-animalistic Germanic tribes]
The Dyrferd tribes are shamanistic semi-nomadic, hunter-gatherer tribes of the north. These people cling to very old traditions that predate Noradrie culture. They descend from the people that managed to escape enslavement by the ancient Jotun empires. Many tribes venerate a specific animal spirit that embodies the spirit and attitude of the tribe. The tribes tend to settle temporarily for the short summers gathering what they can of the northern forests and plains. In the long winters, the tribes follow the herds of reindeer, caribou, or elk across the land to ensure their survival in the harsh climate. Some tribes also follow and hunt the mighty mammoths that roam the wild grasslands.
The Dyrferd people exclusively wear hides and furs, draped over their bodies and tied with sinew. Many consider the Dyrferd to be wild barbarians and their physical appearance would not disagree with that assessment. They wear various animal totems as jewelry and are quite fond of horns and ivory. Physically the Dyrferd people greatly resemble other Noradrie, however, they tend to have darker hair colors and a ruddy, sunbaked skin-tone. Most Dyrferd only speak their tribe’s variation of the Dyrferd language, though some also speak a common language known as Dyrferd, an ancient Old Noradrie that is used as a trade language between the tribes. Dyrferd people have an animalistic religion overseen by their shamans.
[Humans based on Inuit tribes]
The Nupik tribes are semi-nomadic groups of humans that originate from an unknown land. During a change in climate, the Nupik tribes migrated across the north pole into northern Ularin, following the seals, walruses, and whales into new territory. Now that the climate has warmed again, some of the Nupik tribes remained in the northern-most parts of the continent, still hunting their favored prey. These people are adept hunters on the sea, using kayaks made from hides. During the winters, they create shelters called igloos composed of solid ice and snow.
The Nupik people are quite short compared to the Noradrie, with stout, somewhat chubby bodies that provides them with insulating layers of fat. They typically have black hair and tapered eyes. Their skin is usually quite pale in color. Most Nupik only speak their own language, Nupik. However, some may speak Noradrie as a trade language. The Nupik have their own small pantheon of spirits and beasts.
[Cosmopolitan city culture of all ancestries]
The culture of Hopesdawn is the most cosmopolitan, diverse culture in the known world. The city is heavily influenced by all cultures of the world, from the Noradrie and Amarie in the north to the Xaya and Arathians of the far south. Along with Elves, Dwarves, Gnomes, Halflings, and even Orcs and Goblins. The refugees of Goldwall founded the city, and thus its origins were influenced by the same cosmopolitan, open-minded founding as its predecessor city. To be Hopien is to be ‘modern’ and consisting of a swirled combination of all possible ways of life, picking and choosing traits from every culture imaginable.
There is no one particular trait or style that defines Hopien culture. Every possible material is available in the grand metropolis, allowing fashions to change with each season. In general, Hopiens tend to wear eclectic combinations of bright colors and unique materials and love to mix disparate cultural trends. One resident might wear an elven cloak decorated with dwarven runes with an orcish tooth-necklace. Since every possible culture and ancestry exists in the city of Hopedawn, just about any type of person can be found there. One unifying characteristic of Hopiens, however, is that most Hopiens tend to be quite proud of their democracy and open-society, and many will not hesitate to talk about it at length. Religiously, a Hopien can worship almost any deity, pantheon, or philosophy that one can imagine. However, Hopedawn’s temples are primarily devoted to the Eastern Pantheon.
[Humans based on Anglo-Saxon and Dutch culture]
The people of Angmar are a people beset with a history of tragedy and harsh survival. Angmarians are a combination of Amarie, Nomen, and Noradrie traditions. They have developed their own unique culture that views defense and safety as their highest ideals. The people of Angmar are prominent sailors with their main settlements all long the coasts. They are known as skilled whalers and traders, helping to connect the rest of the world with Hopesdawn with vast trade networks. Angmarians are known to be quite diplomatic, but shrewd traders.
Angmarians tend to have pale to ruddy skin with hair colors of various shades of browns and occasionally red or blonde. They tend to dress in simple clothing, favoring blues, whites, and oranges. Fur-lined cloaks are common during cold seasons. Due to their trade-focused nature, most Angmarians speak many languages, but Nomen (Common) is their main language, with Noradrie, Toldan, Dwarven, and Elven as common secondary languages. Angmarians follow the Eastern Pantheon of deities.
[Dwarves of Kalavar]
The Dwarves of Kalavar, known as the Khuzdi, are the dominate culture in the mountains of Kalavar. While dwarven history suggests that they did not originate in this part of the world, their presence here has had a major influence over the many centuries since they arrived. Early Dwarven culture greatly influenced the early Noradrie. The Dwarves once expanded over much of the northern region as they waged war with the giants, leaving numerous ruins throughout the area. However, the modern domain of the dwarves is limited to the mountains of Kalavar and the immediate region. The modern Dwarven culture is quite focused on expanding their trade networks and protecting their borders and, like the Elven culture, seems to be in a slow decline.
Most Khuzdi dwarves have hair colors that range across the spectrum, from white, black, browns, blondes, and reds. Their skin tones range from pale, ruddy, to dark browns. Dwarven style is exemplified by geometric shapes and runes. Every Khuzdi tool or implement tends to be quite detailed and stylized, leaving no one possession without art and personal significance. The Khuzdi worship the Dwarven pantheon.
[Elves of the Northern Aegis Forest]
The Thunmar [wood elves] of the northern reaches of the Aegis Forest are semi-nomadic tribes of elves that hunt and gather on the southern coast of the North Sea. Sometimes these people travel into the Hanu-Gar Forests, but as per the long-standing agreement with the dwarves of Kalavar, they are not permitted to stay too long in the shared territory.
Thunmar elves are typically tall and lithe with coppery skin tones and hair colors that range from the color of bark to greenish tints. They are masters of the forests, expert hunters and woods-people. Their spiritual beliefs tend to follow ancient druidic traditions.
The Skintathunmar [frost elves] are various tribes of elves that left the Aegis Forest many centuries ago to dwell in the Whitepeak Forests. These tribes are primarily hunter-gatherer bands that often skirmish with the Dyrferd tribes over the life-giving herds of reindeer, caribou, and elk. Though these elves are so rare that many in the region consider them to be of mythical origins.
Skintathunmar have a very pale, almost blue skin with shimmering hair that comes in various shades of white. They speak the Elven language, but often also know Dyrferd or Noradrie. These elves follow a druidic tradition.
Hashkan Orc Tribes
[Gray-orc and goblinoid culture]
The Orcs of Hashkan, also known as gray-orcs, typically have a mixed orcish-dohkan lineage. These tribes are composed of fierce hunters and warriors that manage to eke out life from the harsh and barely habitable lands of the Hashan Plateau. The orcs tribes are constantly at war with each other and occasionally ally with goblins, giants, and even dragons to help them overcome their neighbors in the hopes of becoming the next warlord. These tribes occasion raid into the areas around them, causing mayhem in Krungar, Aelgard, and Kalavar. The goblinoid tribes of the region are typically subservient to the orcs, serving as scouts, skirmishers, and sometimes food for the physically imposing orcs.
Hashkan orcs are quite tall and broad with a grayish green skin tone. Their hair colors range from blacks to reds. They tend to decorate their bodies in stylized burn scars, tattoos, and piercings. Each tribe has their own traditional styles and designs. Hashkan orcs speak Orcish and worship the Orcish pantheon of deities, focusing on Hashkan, the mythical first warlord, and Talax, the red dragon that rules over the orcs from the city of Gruum.
Frostblood Goblin Tribes
The Frostblood goblin tribes dwell in the region’s mountains and caverns. They have a characteristic bluish skin, but otherwise behave and act like their green-skinned brethren. The Frostbloods are mostly found in the Frostpeak mountains and do not typically associate with the orcs. However, frost giants often employ these goblinoids as slaves.
Frostblood goblins have skin tones of blues and whites on their hairless bodies. They dress in crude clothing of various furs stitched together with sinew. Unlike most goblins, Frostblood only speak Jotun, a remnant of their time as subservient to the giants. The Frostblood tribes have a shamanistic tradition.
[Giants of many various types]
The Jotuns, or giants, the children of Gigas, are an ancient people that have lost much of their old culture. They once had a mighty empire that dominated all the region. Now, most Jotun tribes are scattered throughout the northlands living as no more than hunter-gatherers or small settlements. The Jotuns, much like the elves, split into many varieties as their heritage split form the Firstborn. Thus, there are many different ancestries of giants: hill, cave, frost, fire, stone, etc. However, these disparate tribes of Jotuns hate each other as much as they hate the “inferior”, smaller ancestries. Occasionally, the Jotuns will join with an orc tribe to wage war against other orcs, to raid a Noradrie village, or to attempt an assault on the dwarves of Kalavar. However, these alliances are tentative at best.
The physical characteristics of the Jotun vary greatly based on the tribe and type of giant. All giants speak Jotun, with many also knowing Orc, Noradrie, or Common as well. The Jotun have an ancient pantheon of deities that they worship.
-9000+ G.R. – Northeastern reaches of Ularin are ruled by the Jotun [giants]. Each tribe of giants control various regions and they struggle against each other. To the south the stelmar (star elves) empire of Astrearvis rules the eastern coasts and the sulmar (sun elves) empire of Magenaarvis rules the Aegis Forest. The Tenearvis empire of shadmar (dark elves) rules the eastern mountains and fight frequently with the Jotun.
Human tribes (proto-Noradrie) live along the coasts as small hunter-gatherer bands and are enslaved and subdued by the rising Jotun clans. Additionally, local goblin tribes of the hills are enslaved by the Jotun as well.
-8000 G.R. – The Jotun empire of Braellheim is formed as the varying tribes of giants are united under one banner. The new empire stretches from across the mountains to the coasts, encompassing all that is now Krungar, Aelgard, and eastern Kalavar. Most of the proto-Noradrie tribes are enslaved. The humans that fled enslavement to the north and west become the proto-Dyrferd tribes, which settle to the far northern reaches of the Whitepeak Forests, Hashan Plateau, and Northrim mountains.
-7000 G.R. – The Dwarven tribes led by Thaladin Kalgeddin flee the growing might of giants from their unknown homeland and travel through the Endless Road of Shadows in the Deep Underground and appear in the northern tip of Ularin in a mountain near the frozen pole.
-6900 G.R. – The Braellheim Empire dominates the northern coasts and the Empire builds many mighty cities and monuments throughout the region with their human and goblin slaves.
-6800 G.R. – The south-bound Dwarven tribes cross the Frost Lake and reach the northern lands. They begin to settle in the Northrim mountains and wage war against the Jotun of the mighty Braellheim Empire. Their experience fighting giants allows the dwarves to make many early victories against the Jotuns.
-6600 G.R. – The Dwarves migrate southward, freeing human tribes and adding them to their armies. They deal a great blow to the decadent Braellheim Empire who loses much of their western lands.
Dragons begin to assault the region en masse, attacking the Jotun civilization, razing and assaulting their many settlements.
-6500 G.R. – The southbound Dwarves reach the eastern mountains of Ularin. They defeat the rest of the giants in the mountains and begin to skirmish against dragons and the shadmar elves for control of the northern range, founding the dwarven Promised Land. The dwarves begin to settle for good and begin to carve out great cities into the mountains.
-6300 G.R. – The dragons continue their assault on the region and wage war with the Stelmar Astrearvis Empire leaving it largely in ruins. They also destroy much of the Braellheim Empire of Jotun, greatly weakening the giant’s hold on the region. The remaining elven tribes unite to form the Kingdom of Four Crowns and push back against the dragon scourge from the Aegis Forest. The dwarves are able to defend their new homeland as well, defeating the dragons in the mountains. The Jotun barely defend their territory from the dragon onslaught. Defeated, most dragons leave Ularin as the humanoid races continue to expand.
-6000 G.R. – The Braellheim Empire begins to collapse and numerous human slaves begin to rebel and break free. The dwarves then begin an assault on the giants, and the Jotun-Dwarven Wars begin. With the help of the dwarves, the proto-Noradrie human tribes rebel against their captors and slay many giants, forever ending the hold of the Jotun on the humans in the region.
-5800 G.R. – The Jotun Empire of Braellheim is finally defeated. The giants are hunted and slaughtered by both Dwarves and Noradrie. The few remaining giants are scattered in the region. The proto-Noradrie human culture develops its warlike characteristics and expands. The proto-Noradrie begin to fight with their southern neighbors along the coasts, the proto-Amarie human tribes.
-3750 G.R.– The Hammer Confederacy [Grund-Kalavar] is formed by the united dwarven clans of the eastern mountains to protect themselves from the elves and the growing goblin tribes. The Confederacy begins to grow and begins trading and exchanging some culture with the proto-Noradrie.
-3785 G.R. – The Dwarven-Elven Wars begin as the expanding Grund-Kalavar dwarven empire encroaches on elven territories in a thirst for wood and charcoal to power their forges.
Humans have now filled the void left by the extinct star elves and cover the eastern coasts in agricultural and pastoral villages. Human tribes are recruited by both sides (elves and dwarves) during the war. The proto-Amarie humans are largely recruited by the elves, while the proto-Noradrie humans are recruited by the dwarves. This allows a great exchange of culture between the humans and their sponsors.
The Noradrie dominate the northern reaches of the cold coasts and the Amarie expand in the fertile valleys and riverways where the Astraervis Empire once thrived.
-3560 G.R. – The Treaty of Arrow and Axe is signed, putting an end to the Elven-Dwarven Wars. The first recorded orc horde, seemingly led by a dragon overlord, marches northward from the Dragon Swamps of the far south. It decimates much of the early proto-Toldan and proto-Amarie human civilizations as it marches northward. The Dwarves and Elves unite (with their allied human clans) against this force and decimate the army.
The orcs are scattered throughout the eastern coasts, but the majority of these orcs end up pushed into the northern rocky badlands of Hashan as the Noradrie continue to fight with them and push them out of their territory.
The Shadmar and Dogarun clan of dwarves are banished and sealed into the Deep Underground with powerful Sulmar magic, for the assassination of the Elven Emperor and Dwarven High Magistrate and also for consorting with demons.
-3535 G.R. – The Elven and Dwarven empires begin to shrink as both the Amarie and Noradrie men begin to overtake the eastern coasts, out-breeding their long-lived predecessors. Many human clans dominate one area or another for various periods of times, but no lasting kingdoms emerge during this time.
-2063 G.R. – The prosperous Kingdom of Amaria is formed in the Astonian valleys as trade prospers between men, elves, and dwarves.
-2000 G.R. – The Noradrie clans continue to fight among themselves, with no prominent civilizations taking hold. They remain in constant battle with the orcs, goblins, giants, and Dyrferd tribes.
-1981 G.R. – The Nomenir refugees arrive in the Golden Bay. Quinius Mentus secures safety for the new refugees from the Amarie people by defeating a local red dragon tyrant. King Graith Brentellin of Amaria grants the refugees lands the contested northern portion of his kingdom, which pits the refugees against the Noradrie clans in the area.
The Nomenir bring the first horses, to the new continent, which spread throughout the northern and southern plains. The Noradrie greatly expand their territory after acquiring these new horses, which give them the upper hand against their enemies. The rolling hills of their home country are a perfect habitat for these beasts.
–1935 G.R. – Aureusurbis (City of Gold, Goldwall) is founded on the Golden bay by the Nomenir refugees. The city is formed as a republic, the first on Ularin, and grants access to all races and tribes for free trade. The small republic of Auremarvum then expands northward, displacing many Noradrie clans further northward that do not wish to integrate into the new republic.
-1900 G.R. – The Noradrie use their horses and their new warrior culture to expand greatly in to the lands northward. They wage war against the orcs, goblins, giants, and Dyrferd tribes as they expand into the lands of Krungar.
-1815 G.R. – The Amari-Nomen Alliance is formed as the outlying Noradrie to the north and Toldrie clans to the south cause increasing trouble for the united people. This connection grows over the years as the Amarie learn the technology and magic of the Nomendrie (high-men). Many interracial relationships develop, forming a long-living nobility among the kingdoms.
-1785 G.R. – The Nomen Republic is formed as Amaria and Auremarvum officially become one sovereignty continuing its trade with the elves and dwarves in the region.
-1385 G.R. – The Nomen Republic is beset by constant raids from the north by the Noradrie and south by the Toldrie. Additionally, orcs hordes become common again as orcs expand out of the mountains and hills. Many cities on the edges of the Republic are razed and destroyed.
-1375 G.R. – Emperor Thalius Auremtus restructures the republic into the Nomen Empire using the military might of the new empire to expand and conquer their foes.
-1360 G.R. – The united Nomen Empire successfully pushes the Noradrie into the lands north of the Dulerrun River. This creates a lasting war between Noradrie and the people of the Nomen Empire.
-1200 G.R. – The Noradrie of the northern coast begin to develop naval forces and continuously raid the towns and cities along the eastern coasts, as far south as Kalrua. Fear of the Noradrie expands throughout the eastern coasts and the Noradrie are viewed as horrible raiders.
-800 G.R. – The orc tribes of Hashan send a mighty horde of orcs, goblins, and giants into the Noradrie lands. The Northern Orc Wars last for many decades. The Noradrie people are greatly weakened, but eventually manage to push the orcs out of their lands.
-650 G.R. – A changing climate causes the northern lands to become increasingly colder. This also reduces the influence of the horse-dependent Noradrie in the Krungar area. The Nupik tribes also begin to arrive in the area, as they follow their prey southward with the colder climate. The Dyrferd tribes begin to gain the upper hand and expand into the lands left by the Noradrie.
-585 G.R. – Eshlien peaceably secedes from the Nomen Empire forming the Confederate City-states of Eshlien as the eshmar (half-elves) diplomatically earn their right to self-governance.
-523 G.R. – The southern regions of the Nomen Empire are lost to regional generals and aristocrats as they each claim dominion over small regions. War between these leaders ignite dissolving the influence of the Empire in these regions. The Nomen Empire is reduced to what is now Hopesdawn, Angmar, Astonia, and Verland.
-513 G.R. – The Noradrie Jarl, Rohard Hethroth, unites the many scattered Noradrie tribes into the Aelgardian Empire. Rohard, the new Storr-Konungr [Great-King] assembles a mighty army of Ridders.
The people of Aelgard greatly wish to expand southward as the changing climate makes their homeland less habitable.
-510 G.R. – The Ridders of Aelgard charge into the northern Nomen Empire pushing out the Nomen people to the Dulerrun River. The Aelgardian Empire expands through all of Angmar and surround and lay siege to the city of Goldwall.
-508 G.R. – Goldwall is sacked and looted by the Ridders of Aelgard. The Aelgardian Empire continues to hold the lands of Angmar, displacing the Amarie-Nomenir people there.
The Angmarian culture grows to resemble a combination of both Noradrie and Amarie cultures.
-510 G.R. – The Nomen Empire is able to secure their northern border at Goldwall, but the sacking of Goldwall greatly reduces the Empire’s remaining cohesion.
-450 G.R. – The Nomen Empire recaptures the territory of Angmar, defeating the Noradrie lords that rule over the people there. The hybrid Nomen/Noradrie culture of Angmar eagerly rejoins the Empire.
-430 G.R. – The Aelgardian Empire dissolves into separate city-states, each controlled by a powerful Jarl family. For many years, the Jarls battle against each other as each tries to reform the lost Aelgardian Empire.
-400 G.R. – The Nomen Empire dissolves into many smaller kingdoms. However, the metropolis of Goldwall maintains itself, controlling the lands of what is now Angmar and Hopesdawn.
-300 G.R. – The northern coasts continue to descend into lawlessness and danger as the governments continue to fall apart. The Noradrie city-states of Aelgard continue to war among themselves while the Nomen Empire persists in name only.
1 G.R. – The Republic of Goldwall returns to a democratic government as a resurgence of old culture emerges in the metropolis.
The lands of Angmar break apart into warring city-states, leaving Goldwall itself as the last remnant of the Nomen Empire.
Many small feudal kingdoms control the eastern coasts, occasionally changing hands in small wars. Regional leaders are in a constant struggle for power and trade outside of Goldwall has diminished greatly.
123 G.R. – The Demon Wars begin in the Aegis Forest as the shadmar return to the surface with a demonic army. The Enaarvis capital, Elienspar, is besieged. The demons are defeated by the elves and the shadmar that have renounced their evil leaders. A band of heroes close the gate to the plane of Xellenthor ending the demon-wars. The shadmar are again welcomed into the new Kingdom of Four Crowns. The shadmar retake their ancient fortress of Valraen. Much of the elven forests are burned and destroyed, taking many centuries to recover.
130 G.R. – The Last War begins. The armies of the Dohkan appear on the shores of Verland and spread across the eastern coasts creating devastation in their wake.
133 G.R. – The war effort goes poorly for the men of the eastern coasts. The many small kingdoms eventually band together to drive the Dohkan northward, but are barely able to keep the enemy from overtaking them. The resistance armies begin to gather at Goldwall to meet the invasion.
Bryman Hethroth defeats a powerful white dragon in the mountain now known as Hethroth Hond and gathers the Noradrie tribes under a single crown again. He forms a powerful united army to meet the invasion force.
134 G.R. – The Great Cataclysm occurs. The City of Goldwall is destroyed in an instant by a dohkan sorcerer who utilizes a large shard of Nembral. The armies of men are destroyed with the city. The armies of Astonia, last to arrive, find the devastation and regroup at the small Angmarian fortress of Hopekeep. The dohkan send all their forces to besiege the fortress in a siege that lasts many weeks. An army of elves and dwarves then charge in from the south as the men of the fortress make one last charge to the overwhelming enemy. It is then that Bryman Hethroth, riding a white dragon, and his recently united clans of the Noradrie, charge into the Dohkan breaking the siege and ending the war.
The remaining Dohkan are scattered and mostly pushed northward into the orc lands of the Hashan Plateau. The Dohkan begin to inter-breed with the northern orcs, forming the gray-orc lineage.
Fear of magic becomes pervasive throughout the eastern coasts, causing those who practice the art to become outcasts and magical institutions are abandoned.
135 G.R. – The city of Hopesdawn forms around the fortress of Hopekeep to house the many refugees left in the wake of the war. The city declares itself a democratic city in remembrance to Goldwall.
137 G.R. – The Kingdom of Astonia, ruled by the Alangara family, is officially recognized as the small kingdoms remain united after the war.
145 G.R. – The Kingdom of Aelgard is officially recognized as the Hethroth family brings honor and nobility to the Noradrie clans. Racism and fear towards the Noradrie declines greatly over the years.
200 G.R. – The colder climate in the northern region begins to fade and the lands of Krungar warm again. The northern lands begin to be settled again by the Noradrie, fighting against the existing orcs, goblins, giants, and Dyrferd tribes. There are many Noradrie who wish to return to the ‘Old Ways’ and forgo trade and the new cultural exchange with the south.
268 G.R. – The Kingdom of Verland is united by the Urgomen family, formed from smaller kingdoms, to compete economically with Astonia and Eshlien.
322 G.R. – The Clan-Kings of Krungar secede from Aelgard returning to their traditional warrior culture.
335 G.R. – The independent city of Vestrdyrr is founded on the shores of the North Sea. It becomes a place known for lawlessness and villainy, with powerful crime syndicates controlling trade.
355 G.R. – The Noradrie clans of Krungar begin to send raiders on longboats to the south. Much of Angmar is razed and raided by these rogue Noradrie clans.
372 G.R. – The Angmar Principalities unite to protect their domains, as the larger nation states expand their territories. They expand little beyond their city-states as monsters expand out of the ruins of Goldwall and the Noradrie raiders continue to assault their farmsteads.
The Kalruan barons also form a loose confederacy, the Confederate Baronies of Kalrua.
452 G.R. – Another great orc horde descends from Hashan, destroying and slaughtering much of eastern Krungar and Aelgard. The Council of Thorns, a powerful druidic order helps to stop the first wave by sacrificing themselves. The orcish war last many years until an alliance of dwarves, Aelgardians, and Krungi clans finally destroys the horde. It takes many years for these regions to recover.
460 G.R. – The Alliance is formed, consisting of soldiers from Kalavar, Aelgard, Hopesdawn, and Krungar to hold and defend the western border from orcs and giants.
602 G.R. – The Cult of Bael claims theocratic control over Kalrua, using Bael’s religious influence out of Dracea.
625 G.R. – The united Baronies of Kalrua declares war on the Kingdom of Verland while simultaneously igniting a covert war with the Kingdom of Loyolla. Non-humans are given limited access to Kalrua and must wear a visible badge to indicate their lower social status under the new Hellish hierarchy of Bael.
643 G.R. – An army of undead, men, and devils attacks the Loyollan city of Brindonford as the beginning of the War of Devils. The war wages for many years as the Kalruans take much territory in Verland and parts of eastern Loyolla. Brindonford is never overtaken, however. The war helps to dissipate the predominate fear of magic as many wizards appear to aid in the war effort.
655 G.R. – A joint effort of Astonia, Verland, and Loyolla manages to get a majority of the Kalruan barons to sign a peace treaty, ending the War of Devils.
690 G.R. – Many people in the region fear that the Alliance (the joint defensive effort between Aelgard, Krungar, Kalavar, and Hopesdawn) is being torn apart by infighting and restlessness. Each member seems to be withdrawing more and more troops from the defensive fortresses, feeling they are wasting their resources while the lands are seemingly quiet. But the residents of these borderlands know better. Bandits and roving orcs are becoming more common in the borderlands near Hashan. Rumors and whispers abound about the orcish tribes forming alliances and falling sway to new leaders. Many fear another great orc horde may be imminent.
REGIONS OF THE NORTH
On the most northernmost area of the coast is a great taiga biome that stretches to the polar tundra. The trees are primarily pines and spruce with the occasional birch or larch. The waterways of the forest are filled with numerous fish and birds. There is also plentiful hunting game. These forests are home to wandering Dyrferd tribes, frostblood goblins, Skintathulmar elves, and hunting Nupik tribes. The occasional orc band can occasionally be found roaming the forests as well. Other dangers include predatorial beasts that also hunt intelligent prey, such as dragons, drakes, and giants. Also the region is home to various megafauna, such as glyptodons, megaloceros, smilodons, and mighty mammoths.
The mountains known as the Frostpeaks are particularly dangerous for most folk. It is a known haven for dragons and giants as well as the primary home for the frostblood goblin tribes. The Nupik tribes can often be seen near the mountains, as their favored prey tend to prefer the rocky cliffs on the northern side of the mountains that border the sea.
Hvitr Fyri [Shining Forest]
The forests of the Hvitr Fyri, or Shining Forest, is rumored to be home to various fey creatures. The Krungi tend to avoid the forests, believing it to be haunted by ill-tempered spirits. Nupik tribes dwell on the eastern edge of the forest along the sea where whales and seals are quite plentiful.
The Rolling Hills of Krungar
Land of the Noradrie Raiders
Capital: Midgaard (9500, midsummer only)
Notable Settlements: Fellheim (1500), Nodrheim (900), Salheim (850), Krossheim (1800), Eikheim (1200), Sundheim (3200), Hafheim (3600), Halvrheim (2700)
Ruler: Eight Jarls (regional monarchs)
Government: Regional monarchies and warlords
Religion: Noradrie pantheon
The lands of Krungar are where the Clan-Kings of Krungar dwell. The lands are ruled by eight powerful Jarls that are often fighting among themselves. The Clan-Kings send their massive armies each midsummer to meet in Midgaard to trade and make the alliances for the next year. Though there are often some skirmishes and wrestling matches, fighting among the clans is forbidden in this sacred place.
The Krungi people are fierce warriors that are used to taking what they want and surviving in a harsh environment. The Krungi people tend crops over the short summers, as well as herd domesticated reindeer, cattle, sheep, and goats. These ruminant animals do well in the vast grasslands of the Elgr Elfr [Elk River] valley. There are also numerous independent villages and enclaves throughout the region that do not swear fealty to any one Jarl, but likely have their own local warrior-leader. The Krungi people of the coast (particularly those loyal to Hafheim, Sundheim, Halvrheim) are masterful ship builders. They craft great longboats that they use to follow the coasts southward to raid on unsuspecting villages from Angmar down to Kalrua.
The lands are composed of seemingly endless rolling hills covered in thick grasses that rise to alpine meadows near the mountains. Many of the hills have a rocky cropping at the top giving the appearance of numerous ruins dotting the landscape. There are plenty of actual ruins as well. The ancient Braellheim Empire of the Jotun dominated the region and the remnants of the civilization can be found throughout the lands.
The Daudiljos Marsh [Deadlight Marsh] is a particular dangerous area and a breeding ground for trolls, dragons, and other nasty creatures that prefer a wetland environment. The western edge of these lands are avoided due to its proximity to Hashan and the orcs that dwell there. The Rauda Elfr [Blood River] is a site of numerous battles and skirmishes between the Noradrie of Krungar and the Hashkan Orcs.
The Northrim Mountains are the primary lands of giants, dragons, and numerous orc tribes with their enslaved goblinoids. The Orcish city of Gruum is built into the side of the mountain. It is a vast city of steel towers and smoking monuments dedicated to war, industry, and destruction that dominates the Hashkan orc culture. The mighty red dragon, Talax, rules the city as a deity of industry and war. The orcs and goblins that dwell in this grand city are the mightiest in orcish society. The leaders of Gruum send out emissaries to the orc tribes to find new recruits and to demand tribute from the lesser tribes.
The rocky, dry badlands of the Hashan Plateau are home to numerous struggling orc tribes. The Hashkan orcs find little acceptance for their culture in other parts of the world. The orc tribes are semi-nomadic, wandering through the plateau and lands beyond to escape harsh treatment by outsiders and to escape recruitment by the war-machine of Gruum. The orc tribes are typically led by a warlord or brutish leader who is supported by a shaman. The Hashkan orcs worship the spilling of blood and the felling of their enemies in the name of their blood-thirsty deity, Hashkan, the First Warlord.
The river valley of Rauda Elfr [Blood River] marks the western most border of Krungar and the lands of men. Beyond the river is Orcish territory and certain death for anyone else. The town of Bolvirk stands interposed on the borderlands, forever defending itself from orc raiders. The town is composed of many half-orcs, often unfortunate offspring of orc raiders. However, the town is quite tolerant of others as long as they are willing to work hard and support their fellow townsfolk in defense of their town.
The town of Jarnby is the only major settlement in Jotunblod Vale [Giant’s Blood Valley]. The town is primarily a mining town, trying to get at the vast mineral riches in the Heropeak mountains. The town also serves as a starting point for adventurers that wish to explore the many ancient ruins of the Jotun empire of Braellheim.
The Noradric Kingdom of Aelgard
United Noradrie Homeland
Capital: Highhold (15,280)
Notable Settlements: Jorvik (3800), Elfrborg (4300), Skogrthorp (4500), Hafdyrr (6200), Sudrborg (7800)
Ruler: High-King Heregar Hethroth (monarch)
Government: Hereditary monarchy with legislative council (Council of Jarls)
Languages: Noradrie, Common (Nomen)
Religion: Noradrie pantheon, Hethroth
The country of Aelgard is the most organized and civilized lands of the Noradrie people. The country is ruled by the High-King and supported by a legislative council of Jarls (regional barons) who control each province and associated province capital. The biggest export of Aelgard are its well-trained horses. After the Nomenir brought horses to Ularin, the Noradrie quickly mastered the breeding of these beasts. The Noradrie people are quite devoted to these creatures and horse-breeders are important figures of their communities. Aelgard also exports a lot of timber, linen and wool cloth, as well as a variety of cheeses and salted meats.
The capitol city of Highhold serves as the seat of the High-King. It is a sprawling fortress town that crowns a high hill where the Norad and Winding Rivers meet. A grand palisade surrounds the rocky hill making the city only accessible from the city gates. On the highest point of the city is the Golden Halls of Hethroth, both the High-King’s seat of power and a grand temple devoted to the heroic deity and ancestor that united the country of Aelgard centuries ago.
The Lawless City of Vestrdyrr
City of Liars and Thieves
Ruler: Oligarchy of three rival merchant houses: House Galdyrr, House Rhountell, House Jorvarr
Government: Affluent Council (council of merchants)
Languages: Common (Nomen), Noradrie, Orc, Jotun
Religion: Any, Toki and Tulsin
The city of Vestrdyrr [Westgate], also known as the City of Liars, is known as a city of villainy and lawlessness. It is a gathering place of criminals and those not otherwise accepted in polite society. While most of Noradrie culture is centered on personal honor, Vestrdyrr is a place for those without such honor. Here people are ruthless and shady, always trying to gain an upper hand. The city is ruled by criminal gangs controlled by powerful merchant houses. These powerful families bring in goods from trading on the North Sea. These traders trade with dwarves, elves, orcs, and giants throughout the region, helping to bridge the trade between cultures that will not trade with each other directly.
The Free Republic of Hopesdawn
Cosmopolitan Metropolis of Trade and Tolerance
Banner: Silver wall under a glowing, gold crystal on a sky-blue flag
Capitol: Hopesdawn (250,000)
Notable Settlements: Hopedale (5400), Onton (4800), Wittenberg (6500), Eloree (3400)
Ruler: Grand Magistrate Ulren Aganor
Government: Democratic Republic (the Electorate, democratic body of district and regional representatives)
Languages: Common (Nomen), Any
Religion: Any, mostly Eastern Pantheon
The metropolis of Hopedawn is considered the center of trade in the eastern world. The city is the only major true democracy on the eastern coast. The city has long served as the center of tolerance and openness, allowing anyone who adheres to the law a chance to make a new life. The sprawling metropolis is composed of numerous districts. Some districts are eclectic mixtures of cultures and ideas, others are dedicated to preserving a specific culture and way of life, such as the Elven Gardens or the Khuzdi Hold. Most districts are separated by high walls, while others simply sprawl into their neighbors.
The city is flanked by the Dulerrun River to the west and the Thalmiria River to the east, which is really a salty mixture of the Erean Ocean that flows around Cancer Island. The city itself expands from the Segna Penninsula to two islands, Thalmira and Kastos, with numerous bridges connecting the city across the water.
The city boasts a powerful garrison of soldiers and a navy to protect its waters. While Hopesdawn usually seeks diplomatic solutions to problems with its neighbors, it doesn’t hesitate to flex its mercantile and military arm if the situation demands it.
Sea Principalities of Angmar
War-torn Land of Sea-Fortresses
Banner: Each city has its own banner.
Notable Settlements: Skerne (6800), Zealand (5500), Naur (4500), Almtoft (4200), Ornum (7200), Flavlev (6300)
Government: Regional Monarchies (city-states rules by a Prince)
Languages: Common (Nomen), Noradrie
Religion: Eastern Pantheon
While originally of Noradrie heritage, the people of Angmar were greatly influence by the Nomen arrival. Soon the area was a cosmopolitan mixture of Amarie, Nomen, and Noradrie culture. The city of Goldwall was the center of the world as the Nomen Empire expanded, and Angmar enjoyed its wealth and expansion. As the Empire collapsed, Angmar fell prey to Noradrie invasions by Krungi raiders. Eventually, Goldwall itself was sieged and sacked by the raiders of the Aelgardian Empire who stayed to settle Angmar. Many of the original inhabitants of this land fled, allowing the invaders to claim Angmar for their own. The lands of Angmar then became dominated by Noradric Jarls who ruled over the people following the collapse of the Aelgardian Empire. After a century of Noradric rule, the Nomens reconquered and liberated the people of Angmar. However, tragedy struck again when Goldwall fell to the Dohkan invasion and Angmar was hit hardest by the Last War. When the war ended and Angmar was resettled, they built powerful sea-fortresses to defend themselves from both the monsters of the Goldwall ruins and the Krungi raiders that still come to their land from the north.
Angmar is a land of tough people devoted to the sea. Each city-state of Angmar is ruled by a Sea-Prince. Some of the princes are hereditary monarchies, others are mercantile families that rose to power. Each Sea-Prince is endowed to protect their city from raiders and monsters, while ensuring that trade and fishing remain prominent on the waters.
The Dwarven Confederacy of Kalavar
Mountainous Dwarven Homeland
Banner: Golden hammer on a burnt-orange flag
Notable Settlements: Grimholdur (12,500), Taggad (9500)
Ruler: The Seven Mountain Kings [De Set Karak-Varrik]
Government: Confederation of regional city-state monarchies
Languages: Dwarven (Khuzdi), Common (Nomen)
Religion: Dwarven pantheon
The Confederacy of Kalavar is the center of dwarven culture on Ularin. It is ruled by the Seven-Kings of the Mountains that assist each city-state with trade and defense of the realm. The valleys of Kalavar are home to numerous dwarven villages upon the surface and hidden enclaves deep under the mountain. Most of the city states have portions above ground and below ground. The city of Kalgorret is the exception, with most of the sprawling city upon the surface, surrounding the Mirrormor Lake. The northern city of Grimholdur is a prosperous trade city, serving as the interface between the dwarves of Kalavar and the prosperous metropolis of Hopesdawn. The Tagdrin [Deep Road] connects each of the city-states through long guarded tunnels through the Deep Underground, beneath the mountains. These trade roads allow land-bound trade to connect with Hopesdawn and bypass the dangerous regions near the ruins of Goldwall.