Saturday, September 8, 2012

A Newer Vision of Tarsius: Updated Map


Now, let's do a quick run over of all the new areas named here:

Terkecil:
As you may have guessed (good person with working brain, good!) Terkecil is related to Kecil. Terkecil is a smaller Halfling settlement under the protection of the Elves of Doren. Although friendly with their relatives from Kecil, the two populations are pretty isolated from one another and Halflings from Terkecil are considered more worldly, socially advanced, and intelligent then their cousins for a number of reasons, chief among them being both their lack of geographic isolation and their long and intimate intermingling with the Elves.

Hrunguul:
Hrunguul is a pair of large islands off of the northeast coast of Mystwood known for its dense population of Goblinoids. Diving into history leads one to find that in older times they inhabited what is not Mystwood before it became what it is, and ran north when they had to abandon their ancient home. Although there are a few settlements on Mystwood's northern coast left, most set sail for Hrunguul, leading to what it is today.

Mystwood:
Mystwood is infamous for being the major obstacle most merchants trying to move goods through the southern continent have to face. It is a thick lush forest that covers a giant area between Tulud Erda and Doren. What makes it unique is that the forest is largely comprised of a special tree. These trees release a dense mist throughout most of the year. Visibility is so low that you could get lost ten feet in. This is not the only thing special about the forest, however. A number of vicious flora and fauna now dominate the forest, thriving in a habitat that damns those who rely on eyesight. Anyone who enters the Mystwood and returns alive is given a hero's welcome. There are rumors of an extreme clan of druids who call it their home, however.

Tulud Erda:
Tulud Erda is a giant desert planted in between Tulia and Mystwood. There aren't many inhabitants, although there are strings of merchant villages due to its central location in the southern continent making it important for trade routes. Its inhabitants are sparse and of mixed races, but a larger portion of people who live there are Gnomes. This is largely because of it being adjacent to Tulia and because many larger merchant cartels seem to be run by Gnomes.

Uzgamal:
Honestly not 100% on what to do with this. I may make my own race or use some obscure one from somewhere, but for now let's go with Kobolds! Everyone loves Kobolds.

The Black Forest:
Although most of the lands just north of Fut'Mundas and Tulia are inhabited by the Orcish, the Black Forest is where the bulk of the rogue Orcish population lies. It was originally said that the founders of Fut'Mundas descended from the north to separate from their brethren. They chose to run east as several mountains ranges and a large desert shielded them from their brutal relatives' pursuit. The northern part of Tulia regularly suffers from attacks from Orcish raiders, and it had been confirmed that a large portion of them belong to the Su'Laug.

Tolnithe:
Tolnithe was named by the Elves long ago. It means "shattered spearhead" in their tongue, a name given to it because of its appearance. It is a large group of mountainous islands north of Fut'Mundas and the unclaimed roughlands dead north of it. It is largely uninhabited other than its native flora and fauna, with the occasional small oddball town or pirate hideout. It is also a land almost untouched by time. The magic forces that reside within Tarsius still rage around the islands of Tolnithe. It has regular earthquakes, disastrous storms, and is infested with elementals. It is a very difficult environment to live in, hence few people venturing there.

Rutil:
Rutil is a human settlement south of Eupharas. It is what many consider to be the prime example of Eupharas' fair and benevolent rule. Rutil originally belonged to Eupharas, but because of its isolation from the mainland it began to feel like its own entity after some time. It eventually requested autonomy, and after several years of peaceful negotiations was granted it. It still holds an outstanding relationship with Eupharas, and allows Eupharas to pass trade goods through its lands. This is most important because it allows trade ships stopping at Rutil on their way north to Eupharas to restock on supplies, taking some burden off of the long journey.

Fut'Mundas: A Land of Barbarisms


First, let's talk about the ruling family. Orcs, being brutish and unintelligent in nature, traditionally did not have last names. They usually give themselves simple single names, usually with some meaning from their language. As the time of Half-Orcs had come the ruling family from a couple hundred years ago made an attempt to appear more civilized to other nations by encouraging families to create last names for themselves. Having the title of "Highthane" already in place, the title itself became the last name of the ruling family. This makes Highthane Grekka's name literally Grekka Highthane, but most of her followers use her name as the title to show respect. Half-Orcish (and Orcish) last names are usually pulled from their professions or roles in a community (such as Zau'zogtar, Orcish for blackmith or Mosparaun, Orcish for midwife), but certain last names have become unique, either by being bastardized form its original meaning or from taking the names from other languages.

Now, as far as the structure of the ruling family of Fut'Mundas, things are quite simple. A little cliffnotes history to give things context. Orcs once ruled as a majority over Half-Orcs, but over time the Half-Orcs grew in number and had a slight advantage in intelligence from the beginning. Eventually conflict broke out between the two and a war occured. The Half-Orcs won and claimed Fut'Mundas, the Strongest Throne, as their own. At the end of the rebellion the leaders of the movement picked Lapus, a member of the movement whose charisma, wisdom, and strength on the battlefield, to become the first Highthane. They set it up to be a simple monarchy that gives a large amount of power, particularly military, to the Highthane, but in their wisdom also set up a "Council of Thanes" to make sure that the Highthane is kept in check. There are 10 Thanes, each ruling over their own large settlement inside Fut'Mundas. Eight of them inherit their title from their parents as the Hihgthane does, and the Highthane his/herself is allowed to appoint two. The Thanes who inherit their titles are descended from exceptional leaders of the rebellion. The two appointed from by the Highthane usually come from the royal family, such as siblings or aunts/uncles, and the Highthane can change the two appointed Thanes at any time. The current roster for the leadership of Fut'Mundas is as follows: (They'll all get profiles later)

Highthane, the one who takes his/her seat on the throne of Hajat'Uruk: Grekka Highthane

Council of Thanes:
Appointed: (both by Grekka)
Thane of Majat: Galk Highthane (Grekka's younger brother)
Thane of Frukshul: Draksha Highthane (Grekka's younger sister, the middle child of the three)

Lineage:
Thane of Gozad: Lagat Rukul
Thane of Girdan: Kasol
Thane of Madargon: Zhurm Vitaar
Thane of Magath: Madom Goth (known as "The Iron Matron of Magath," Magath and Kokan are famous for their blacksmiths, more later)
Thane of Kokan: Zog Zau'zogtar
Thane of Urrogat: Kodar Nagithas (known as "Kodar the Horrible")
Thane of Suk: Akal Dagalush
Thane of Mobalt: Thruug (the only Orcish Thane, Mobalt is a large mining city in southern Fut'Mundas where most of their raw metal comes from)

Now let's introduce ourselves to a few important actors from Fut'Mundas.

Draksha:
Age: 21
The middle child of the three siblings, Draksha is the Thane of Frukshul, one of the smaller settlements in Fut'Mundas and a fishing town. Publicly she is known as someone who preaches peace between Fut'Mundas and the outside nations, Bulnd-Hugn especially. She often holds talks in public squares all around Fut'Mundas about how advantageous it would be to enlist the assistance of the Dwarves, both in arms against the Su'Laug and in cleaning up the bad blood between the two nations.Although she does powerfully believe in these things herself, she largely preaches this as a favor to Grekka. Grekka, in her campaign against the Su'Laug, feels her hands too dirtied to preach peace to her people. Because of this Draksha often serves as her voice to the people, and on occasion as an envoy to other nations. Draksha has a slender, frail build for a Half-orc and a face fairer than most for her race so she is known throughout Fut'Mundas as its pacifist beauty. She does have a secret she and her siblings keep from the public, however.
She assassinates people for Grekka. All Grekka need do is call a hit and Draksha will have the deed done in a week's time. Although not overpoweringly talented as her siblings are, Draksha has used her slender build since a young age to build her abilities as a rogue and an assassin. Hiding this fact from her adoring people both in Frukshul and accross Fut'Mundas, she sneaks around the shadows of the great nation cleaning up Grekka's hit list.
Her personality is a bit strange and complicated. She emits a persona of tenderness and pacifism in her sister's place for the sake of spreading the message, but those are in the first place only Draksha borrowing her sister's ideals. Draksha's following Grekka is much less independent than her brother's. While Galk usually has a strong sense of his own will in his decisions Draksha usually turns to Grekka for her ideals and opinions. Draksha also has a much stronger attachment to Grekka. Born weak and raised in Grekka's shadow, all Draksha could do was eventually worship her sister. Left completely to herself without Grekka and while not acting for her sake, in other words showing her true personality, Draksha doesn't have too much of a personality honestly. Almost introverted, she tends to keep to herself and has to think long and hard to form any opinions by herself. She can act independently, but it doesn't happen often. Grekka knows this, of course, and tries to tease her into becoming her own self, but mostly to no avail. Draksha is extremely attached to Grekka in a number of ways. (I can build more on this later.) There is one thing that Grekka has said Draksha hates completely of her own will, however. During one of her assassinations she lost her right eye to her victim. She was very shaken by this because of what having an eye out commonly means to her people. Worshiping Gruumsh, and more importantly, opposing Grekka. She wears an eyepatch now and gave her people an excuse they all quickly accepted to hide what she has been doing in the shadows, but it still greatly disturbs her.

Galk:
Age: 18
Galk is the youngest of the three siblings, however his fame throughout and even outside of Fut'Mundas rivals that of his Grekka. This is not only because of his Thanehood over Majat or his relation to Grekka, but because of his build. Upon reaching puberty it was made very obvious that he had been gifted with wondrous build. By the time he turned 14 whispers of him receiving the body of Kord himself rolled throughout Fut'Mundas. Well, Kord wasn't a Half-orc but, you know, Half-orcs. Anyway, a towering stature, Galk stands at an overpowering 8' 6". His build also very sturdy and tone for his height, he weighs nearly 500 pounds and is an immovable object even against a group of assailants. His body is also unnaturally hardy and resistant to poisons and illnesses. It's been said that his can take a dosage of lethal poison meant for an elephant without batting an eyelash. He does not waste these gifts, either. The citizens of Majat know him as a gentle leader who is a great aid in their survival in the desert. his kindness and love he shows to any innocent, especially ones who show loyalty to his eldest sister, is great enough to sneak its way into his reputation despite all else. Grekka's followers look at him as a young but respectable warrior worthy of their pride. However, members of the Su'Laug see him as a vile and dangerous enemy. Galk occasionally travels with the title "Eye of Gruumsh Hunter" as a warrior who specifically targets the stronger members of the Su'Laug (who usually ascend to a form of warrior with the title Eye of Gruumsh) and ruthlessly hunts them in the name of his eldest sister. A great number of times he enlists Draksha's aid in the hunting of more influential leaders of the Su'Laug. Basically, Galk busts through the door causing a giant distraction while Draksha sneaks in the back door and puts a knife in the throat of the Su'Laug leader. It works quite well. His personality is pretty simple, honestly. He's not too bright so he doesn't try to act it. He's very simple in a number of ways. He is, however, mostly a gentle giant. He is naturally kind and good-natured, and it takes a very large amount of provocation to receive a response form him. He is very protective of people he cares about, however, Grekka and Draksha especially. He's also been shown to be very protective of the citizens of Majat.
When he fights seriously it's usually against someone who opposes Grekka in some way, most often a member of the Su'Laug. During these battle he channels his anger towards those who would seek to crush his eldest sister's dreams, making him nigh unstoppable. His weapon of choice is a giant wooden mace made specifically for him by Madom. It features a wooden handle that ends in a large wooden body which is covered by thick iron plates. It hurts to get hit by it.

Madom Goth:
Age: 43
Of all of the leadership of Fut'Mundas the one second-best known is Madom Goth. She is the Thane of Magath and also recognized as the leader and commander of all of Fut'Mundas' organized military forces. Being an older woman she has has ample time to establish herself as a trusted and fierce warrior of the Highthane, having survived many campaigns against the Su'Laug, and a number of skirmishes from other lesser foes. She does well to protect both Magath and Fut'Mundas as a whole. Of all the Thanes beside Galk and Draksha she is the one who most strongly supports Grekka. Madom was a great close friend of the siblings' mother, Lapus, and had a large part in raising all three of them. Because of this all three look to her as an aunt or a godparent, and they are all very close. Madom Goth has a personal obsession with blacksmithing, and especially loves crafting weapons. She personally crafted all of the weapons that the three siblings carry into battle, as well as the weapons of several other Thanes and important members of their armed forces. Being gifted a weapon from Madom Goth is thought of as the highest honor to anyone serving Grekka.
Madom's is a woman who values discipline over most things. She was very stern with the siblings as they were being raised, albeit understandably because of the roles she knew they'd play. Approaching old age but feeling that she can not yet retire, Madom also shows high value of self-discipline by training rigorously every day to keep her physique and forging weapons and armor in her spare time to further perfect her craft. Other than that, however, she tends to be decently gentle with her friends and allies. Although always alert and almost never resting, she can occasionally show hints of a lax attitude when she's around people she trusts. Her long life has taught her caution, a lesson she'd rather not soon forget.
She is well-known for being a master of many weapons, and has no preference for one over the other. She does, however, always carry a pair of battle axes with her. The twin axes, one made by Zog and the other by Madom, were born in the heat of their competition to out-craft each other and are considered masterpieces. They arose from a challenge Zog issued to Madom to craft the same simple weapon to see once and for all who was the more skilled. In the end Zog gave his to her as "A token of gratitude to you, who pushes me to be a greater craftsman." while adding "I wouldn't use it, anyway." Together the pair is known as Mir'Armauk, which is Orcish for "good enemy", or rival. No one has ever been able to decide which of the two is more finely crafted.

Zog Zau'zogtar:
Age: 39
Zog Zau'zogtar, called ZogZog or Zoggy by those close to him, is the light-hearted, big-bellied thane of Kokan. Like Magath Kokan is a town largely known for its blacksmiths, although it does not have a long history of this. Zog had a passion for smithing since childhood and brought that passions to his people, establishing Kokan as a second large smithing settlement in Fut'Mundas over his Thanedom. Zog is a very talented one much like Madom, and some rumors state the quality of his works is just a little better. However he does not have the same miltary influence she does. Devoting his entire life to his crafting and his Thanehood, Zog is a non-combatant. His is quite hefty, spotting a giant belly won by years of mead and boar's meant, but still possesses the strength of his people. Years of smithing has hardened and strengthened his arms to the point where his bare-fisted blows devastate, even though he has never seen real battle outside of beating down ruffians that pester his favorite bar.
Because of Kokan's location, at the top of a giant mountain and a great distance from Mobalt, he makes regular trips there himself to handpick materials for his next masterpiece. Because of this, along with the simple fact that Kokan is on top of a bloody mountain, he's also well-known for his survival skills. Zog and his guard have been outstanding aid to the people of Kokan in surviving the harshness of elevation. His crowning achievement born of the love for smiting he brought to Kokan is the construction of the Great Kokan Forge, a giant stone structure underneath Kokan that is used both to forge weapons and heat the people of the settlement. Because, you know, snow. Mountains. Etc.
Zog has a healthy friendship with Madom. They often compare works and joke about whose is of the higher quality. Like Madom, Zog's loyalty to Grekka is fierce and has been bred since his youth when he followed her father. He is generally laid-back, however, wasting his time on booze, boar's meat, and striking the irons of his latest masterpiece. He is also generally friendly, although he shares with Galk the protection of the people from his settlement, and the settlement itself. He considers Kokan itself his child, and he deserves to.

Monday, March 26, 2012

Fleshing out Eupharas' Dragon Pantheon




The Dragon Pantheon:
Yeah, it's one of those corny dragons and elements kind of thing. Let's start by just explaining things using a legend that, in one for or another, is in almost any Eupharan history book. TRYING TO BE AS CORNY AS POSSIBLE HERE.

---At the beginning of the world the elements of the infant world of Tarsius raged unchecked across the land. The earth would not settle into place, the waters swirled and raged, the winds blew wild in every direction, and fire engulfed all it could. This turbulence at the beginning of the world was led by elementals, endless in number and given shape by the great magics trapped inside the infant world, recklessly exercising their power over their young and unshaped surroundings. Life had no place in such a world.
---The first of ancient beings, the dragons, had grown wise and powerful. Through their understanding of the magics trapped inside Tarsius they had grown the ability to exercise control over the elements themselves. They decided to calm the raging world. Fafnir the Flamefather, the great red wyrm presiding over all dragonkind, called to his side Naelyan, queen of black dragons, Grael, king of blue dragons, and Sairyss, king of green dragons. Together the four mighty wyrms cut down swaths and swaths of elementals until the planet's magics were exhausted from giving them form.
---The quaking earth settled into the vast lands of the world. The violent waters settled, leaving the oceans and rivers flat. The wild winds calmed, ceasing to wreak havoc on the surface. The raging fire calmed, sinking to the dark depths of the earth.
---It was through the wisdom and power of the ancient dragons that the platform for life on Tarsius was created.


That's not where things end, though. There is another story that tells where the four big special landmarks in Eupharas come from. It's not as worked out, but basically Fafnir goes nots (LOLHI I'M DEATHWING) and starts destroying everything. In the end the other three decide to destroy him. Fucker's ridiculous, so it takes the combined effort of Naelyan, Grael, and Sairyss to take him down. The three themselves are so exhausted that they also pass away by the end of things. Where Fafnir's body fell an ever-active volcano takes form. Where Naelyan's body feel a giant river began to flow, and swiftly cut its way to the ocean. Where Grael's body fell and great mountain, taller than any other on Tarsius, takes form. And where Sairyss' body fell a giant ever-whirling sandstorm appears.
The four major cities (other than the capital) are built around these. Nir is a town built at the base of Mount Vulnir, using the flames of the volcano to fuel its forges. Yan is a port town built at the mouth of the Nael River. It's known for trade and, well, fish. Ael is a mining town built in and on Grekal Mountain. It's the most successful of the four because of the vast riches that the mountain contains. Yss is a trade town which is probably the most unique. It's built in several layers in a giant circle around Sairza, the sandstorm. It uses the storm's rapid, circular winds as a course of transportation. More on that later. It's big thing is the manufacturing of prana for Eupharas. It's easiest there for a number of reasons.

As far as worshiping dead gods goes, you don't. The dragon's eldest children take their places. Succeeding Fafnir and inheriting the title of Flamefather is his eldest son, Taalnir. Succeeding Naelyan is her eldest son, Goryan. He is also given the title Watercaller by his followers. Succeeding Grael is his eldest daughter Raael. She is also the title Earthshaper by her followers. Succeeding Sairyss is his eldest son Yiindyss. He is also given the title Windwalker by his followers.
Information for worshiping them is below:

Taalnir the Flamefather:
Chaotic Good
Domains: Dragon, Scalykind, Good, Fire, Courage, and Renewal
Favored weapon: Greataxe

Goryan the Watercaller
Lawful Good
Domains: Dragon, Scalykind, Good, Water, Healing, and Ocean
Favored weapon: Quarterstaff

Raael the Earthshaper
Neutral Good
Domains: Dragon, Scalykind, Good, Earth, Strength, and Metal
Favored weapon: Warhammer

Yiiindyss the Windwalker
Chaotic Good
Domains: Dragon, Scalykind, Good, Knowledge, Mind, Air, Magic, and Trickery
Favored weapon: Dagger

You can also worship Fafnir, which is quite honestly a bad idea. It's quite looked down upon. There are cultists who believe that he's still alive deep in Mount Vulnir, through. Fafnir is Chaotic Evil and his domains are: Dragon, Scalykind, Evil, Fire, Madness, and Wrath.

Let's get this started right!

I'm throwing this blog up because of Tarsius' normal host, the SoloHandle forums, being down. This is pretty much just going to be a copypasta from the forum posts since I was smart enough to save them in a Word doc.

Getting straight to the meat! Go go!


Well, let's get the world setting into place first. Prototype political map GO.



This is a world of strong separation by race. They obviously intermingle, although some relationships are much better than others. To make things easier, and since I still haven't thought of that much, I'll just do quick descriptions for now.
On top of the core pantheon of gods that can be found in the PHB, an additional pantheon of dragon gods exists in this world, and dragons don't act as usual with chromatic/metallic types and alignments. More on that later.

TIPHARAS:
Tipharas is one of the two human nations, known together as The Twin Empires of Pharalan. Their story can come later. Tipharas is a nation of strong rule by its king, King Tarsus, and his bloodline. They are the much more military of the two nations, and spend much of their resources simply increasing their might. Not many other nations are very comfortable with this. Another way that they differ greatly from Eupharas is their philosophy of magic. In Tipharas magic is outlawed to the common man. It is only to be used for the crown, and as such only members of the military and nobles are allowed to use it. If a common man wished to practice magic he must enroll in the Tipharic army. To make matters worse, anyone caught practicing magic without a permission is punished by imprisonment or worse, depending on the type and purpose of the magic. The rules were far less strict before the latest king took his throne, but as of late the punishments have gotten so much worse that there are rumors of people being put to death for casting a light spell.

Wee Jas is often revered as the deity of the empire, although there are worshipers of others. Anyone who worships one of the dragon gods is quite rare. Most people who decide to worship them simply relocate to Eupharas.

EUPHARAS:
Eupharas, the other of the two Pharalan Empires, is the more peaceful and beloved of the two nations. It is also rules by a king, King Eupric, but the royal line of Eupharas is much more loved and respected by its people. It doesn't bother with a military past what is needed to protect its own people, and trusts most towns with its own guard to take care of itself, only really extending its own forces to its four largest towns, Yan, Ael, Yss, and Nir. There are four giant landmarks in Eupharas that are a little special: a giant volcano named Mount Vulnir, the Nael River, a giant sandstorm named Sairza, and Grekal Mountain. Each of the aforementioned cities is built on or around each one of the landmarks. We'll develop more on those later. Eupharas, unlike its twin, encourages anyone who would like to to practice magic. It is largely a land of freedoms of all sorts. As such magic thrives throughout the land and is commonly practiced.

Religion in Eupharas is special compared to most other places. There is a dragon pantheon that the vast majority of Eupharans worship, all of which are good. They need their own section, so nothing too descriptive here. Worshiping deities other than the dragons isn't looked down on in particular, but it's uncommon nonetheless.

KECIL:
Kecil is a large island nation off of the west coast of Tipharas that belongs mostly to the Halfkings. As it doesn't share its borders with anyone by being placed in the middle of the Tarsian Sea, it's a relatively isolated and peaceful place. (I haven't thought up anything special for it yet)

Yondalla, unsurprisingly, is most commonly worshiped there.

DORENLAURË: (door-in-low-ray)
Dorenlaurë, "Land of Gold" in their own tongue, is the land of the Elves. Many of its inhabitants affectionately call their lands [i]Dor En Leben Aearsenglor[/i], or "Land of the Five Golden Seas", as a large portion of its citizens live on or near the coast, which they boast borders the most beautiful seas in the world. It 'owns' five seas, two to the north that it shares with Tipharas, two to the south that it shares with Bulnd-Hugn, and one in the center that borders only its own lands. A place where magic is practiced by almost the entire populace, the Elves are most proficient in its use than the other races. This most importantly leads to their discovery of prana, a way to crystallize magic, which is used commonly in Elvish technology. The decision of its Council of Elders who rule the land to share the secrets of prana with Eupharas has led to great tension between Tipharas and the two nations.

Although in current times Corellon Larentian is most commonly worshiped, a good number of more peaceful Elves worship Pelor. Dorenlaurë was originally named in his honor.

TULIA:
Tulia, the land of the Gnomes, is the smallest of the inland nations. As it shares its borders with four of the six other nations, it has historically been caught in the middle of conflicts, leading to the Gnomes becoming wary of making alliances. (I haven't thought up anything special for it yet)

Garl Glittergold, unsurprisingly, is most comonly worshiped here.

FUT'MUNDAS:
Fut'Mundas, literally meaning "The Strongest Throne" in Orcish, is the land of the Half-Orcs. It is a land consumed by conflict, very similar to ancient Pharalan. The conflict in this case is the Su'Laug (meaning "evil eye" in Orcish), who gather worshipers of Gruumsh, causing chaos for the throne and its followers, who worship Kord. The current monarch, Highthane (Needs a name fuck), spends most of her resources on suppressing the chaos that the Su'Laug cause. Bounty hunters from all over the world come to Fut'Mundas to receive her coin for the heads of members of the Su'Laug, as they have even tried to overthrow the crown in recent times. This civil war is ripping the lands of Fut'Mundas apart, and have been for hundreds of years. In her fear, the Highthane recently requested aid from Eupharas, Dorenlaurë, and Buldn-Hugn, and act which was seen by many as distasteful in that it shows weakness in the throne.

Although the Highthane, her family, and her followers worship Kord, the chaos that almost constantly grips the land is a testament to the large number of Half-Orcs that worship Gruumsh.

BULND-HUGN:
Bulnd-Hugn is the land of the Dwarves. In their tongue it roughly means "The Blue South." Its lands comprise mostly the frozen tundras of the south, and was originally only that, but conditions grew harsher. Even the hearty tunneling Dwarves were beginning to find it hard to inhabit. Through the generosity of Dorenlaurë and bargaining with Tulia they obtained more lands to the north. The youngest of the northern lands of Bulnd-Hugn, the lands that are now below Fut'Mundas, were not acquired so easily. In old times before the Highthane's bloodline took its hold in Fut'Mundas it was won with an ancient war. Followers of the Highthane hold no grudge against the Dwarves, but members of the Su'Laug find it a disgusting offense despite its age. The northeastern borders of Bulnd-Hugn are constantly harassed by Su'Laug, leading to stress between the Dwarves and Half-Orcs. Because of this the Dwarves were the first to answer the Highthane's request for aid.

Most Dwarves, unsurprisingly, worship Moradin.

NARAG-LUH:
Also named by the Dwarves that once tried to colonize it, Narag-Luh means "The Black North" in the Dwarven language. For reason similar to their moving north out of the frozen south of Bulnd-Hugn but on a much larger scale, the attempt failed. It is a frozen wasteland that no one touches, and has been that for for the longest.