[TTRPG Setting] - The World of ArgentDawnia - Help Create A Shared Fantasy World!

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Hello! This thread is an attempt to create a shared Fantasy TTRPG setting by Argent Dawn’s roleplaying community, and for Argent Dawn’s roleplaying community!

While the world has yet to have an official name, you’re welcome to contribute to it by offering lore, stories, or by turning your own WoW character into a kingdom using the original thread template below.

There’s no set rules or established canon, so don’t feel limited in your concepts. You can draw on Warcraft, or any fantasy media of your taste for inspirations.

You’re all welcome and invited to contribute as much or little as you wish. Thank you.

The Realm of ArgentDawnia

Nations of Argentdawnia

The Lands of Dark Sorcery

  1. Thuzaradin - A corrupt, crime-ridden nation ruled by an oligarchy of rogue wizards.
    [TTRPG Setting] - The World of ArgentDawnia - Help Create A Shared Fantasy World! - #2 by Thuzar-argent-dawn
  2. Wastes of Xynia - A dour, barbaric swamp overgrown with the cursed ruins of a lost, once-splendorous civilization.
    [TTRPG Setting] - The World of ArgentDawnia - Help Create A Shared Fantasy World! - #4 by Xynia-argent-dawn
  3. Coltheim - A bucolic, seabound kingdom of chivalric knights and honest, hard-working people.
    [TTRPG Setting] - The World of ArgentDawnia - Help Create A Shared Fantasy World! - #6 by Denwick-argent-dawn
  4. The Blacksoul Dominion - An oppressive, cannibalistic hellscape of monster hordes, tyrants, and greedy industrialists bound by the power of an evil, mysterious god.
    [TTRPG Setting] - The World of ArgentDawnia - Help Create A Shared Fantasy World! - #7 by Corpseburner-argent-dawn
  5. Annihilor - A decadent, godless empire of demons and their slaves, where evil magic and sophisticated cruelty reign supreme.
    [TTRPG Setting] - The World of ArgentDawnia - Help Create A Shared Fantasy World! - #8 by Desolaari-argent-dawn

The Moribund Scar

  1. The Desolation of Atahalnia - Graveyard of the world, a bleak, sun-scorched abyss of salt flats, bleached bones, and the wreckage of devoured nations. Far from a decent place, where there’s teatime. The shadowy death cult that rules here disturbs the comforted, and comforts the disturbed.
    [TTRPG Setting] - The World of ArgentDawnia - Help Create A Shared Fantasy World! - #41 by Atahalni-argent-dawn

The Sunlands

  1. Ebon - A nation with no borders, an empire with no cities, only bands of roving warrior nomads sweeping across a boundless sea of colourful grassland.
    [TTRPG Setting] - The World of ArgentDawnia - Help Create A Shared Fantasy World! - #15 by Thuzar-argent-dawn
  2. The Distantpeak - A sacred, lonely mountain rising majestically above the ceaseless plains of the steppes in defiance of the emptiness, where peaceful, shamanic tribes of Ursun and their allies nourish and defend their home.
    [TTRPG Setting] - The World of ArgentDawnia - Help Create A Shared Fantasy World! - #17 by Distantpeak-argent-dawn
  3. Magocracy of Alerhionia - Enlightened and oppressive, a studious, influential realm where religious zeal and arcane acuity exist in cold, ordered harmony.
    [TTRPG Setting] - The World of ArgentDawnia - Help Create A Shared Fantasy World! - #18 by Denarhion-argent-dawn
  4. House Bluemoon - A powerful fiefdom of temples and bazaars set amidst the mysterious lands of Hé-Shan on the far edge of the Steppes.
    [TTRPG Setting] - The World of ArgentDawnia - Help Create A Shared Fantasy World! - #19 by Linma-argent-dawn
  5. Confederation of the Krasarang - Ruling the waves, a vast, immensely wealthy empire-republic built from many kingdoms, city-states and tribes. An assemblage of the tired, the poor, the huddled masses yearning to breathe free.
    [TTRPG Setting] - The World of ArgentDawnia - Help Create A Shared Fantasy World! - #22 by Krasarang-argent-dawn

Deities & Faiths of Argentdawnia

  1. Torthlorn, God of Honour, Justice, Chivalry.
  2. The Hand, Divine of Midnight, Rituals, Secrets and Freedom.
  3. Church of the Flayed God, God of Mercy, Martyrdom, and Redemption.
  4. Night Wicca, Old Druidic Ways of the Moonfather, Starmother, and their feuding children of Darkness, Dusk, Dawn, and Daylight. Popular amongst the Swamp Elves.
  5. Kazjor, The Sea Beast, whose appetite cannot be quenched, and whose vengeance may only be tempered with worship.
  6. Creole Religion - A faith made of bits and pieces of many creeds and gods. Popular amongst outcasts, slaves, and heretics.
  7. Church of the Sulphur God - The Most Wicked Corpse-Burner, evil mysterious overlord of the Blacksoul Dominion, hated and feared by all.
  8. Atheism - The way of Annihilor. There are no gods, there is only power.
  9. Hearers of Ursolan - Followers of the Bear God of the Moon, revered by the Ursun.
  10. Speakers of Ammunal - Disciples of the Sun God, worshipped by the Ursun.
  11. Dwarven Pantheon - The ancestor-creator gods of the Dwarves. Their names and rites are kept carefully hidden, lest they be invoked in vain.
  12. Church of the Divine Eye - The Divine Eye, God of All-Knowledge, Reason and Enlightened Order. Alerhiona is an infamous theocracy zealously dedicated to The Eye’s commandments.
  13. The Celestials - The four symbols, the four auspicious beasts of the Krasarang Republic and the lands of House Bluemoon. Invoked as guardians, each embodies not only a different aspect of virtue, but of the metaphysical and elemental balance of the cosmos itself.
  14. Cult of The Dark Seer - Arikura, God of Death, Oblivion & Lightless Dark. His messiah; Atahalni, The Dark Seer, Lord-Master of The Desolation; born mortal, cursed to never die. He teaches his disturbing secrets; even immortality, to all who swear their eternal allegience to him and his nihilistic creed.

Races/Species of Argentdawnia

Humanoids

  1. Humans - The baseline from which all humanoids are measured. The rats of mortalkind, found almost everywhere civilization is found, drawn into diverse societies. They are defined by their folly, fallibility and greed, yet some rise to great deeds in rare moments.

Elves

  1. Swamp Elves - Matriachal, nomadic Elves who dwell amidst the swamps of Xynia and the Tenasan Caverns, wearing veils and ash-caked robes to hide themselves from the sun’s harsh light.
  2. Sky Elves - Long lived, swift, magically gifted people with pointy ears and eternal youth. Some Elves live amongst the humans of Coltheim, others as the slaves of the Dark Powers. Their ancient Woodland Realm lies in ashes, devastated by the Beastmen and Orcish legions of The Dominion.
  3. Ebon Elves - Nomadic warrior Elves of the endless steppes, the lost people of a realm scattered to the winds long ago, they combine skill in horsemanship and archery with careful use of necromancy. They are cosmopolitan, and well travelled, hiding many secrets in their centuries of memory.

Dwarves

  1. Ironhelm Dwarves - Stout, short, stocky bearded people who live underground, like mining, drinking, and nursing grudges. Some live amongst the humans of Coltheim, but most dwell in subterranean clanholds spread through the ‘debatable lands’, the rugged moors and mountains seperating Coltheim from Thuzaradin.
  2. Darkfire Dwarves (Dark Iron) - Dwarves transformed by infernal magicks, giving them ashen skin and eyes that burn like embers. Cynical and bad-tempered, many work in the scarred lands of The Blacksoul Dominion, engineering complex machines and overseeing the mines and railways. This association has led to them being known as ‘Dark Iron’ Dwarves.
  3. Crystalhearth Dwarves - Ruling over the winding volcanic caverns beneath The Distantpeak, the Crystalhearth Dwarves are among the world’s greatest jewellers and stonewrights, reknowned even amongst their kind. Less boisterous than other Dwarves, serene and monastic.

Monsters & Outcasts

  1. Undead - Sentient beings no longer living, yet who wander the world still, for good or ill. Some are mindless, and hostile to life. Others retain their intelligence, and live as exploited labourers in many lands, or as settlers of the Tenasan Caverns.
  2. Orcs - A ferocious people of proud warriors who toe the line between codes of honour and war; and savagery, rage unceasing. Many serve as soldiers for the Dark Powers, such as the Blacksoul Dominion or the mercenary lords of Xynia.
  3. Goblins - Small, plucky, brutally cunning survivors who hunt and gather as dungeon-lurking tribes, or serve as minions to darker powers. Once whimsical fey-creatures, they were broken and enslaved, now; free or not, they do whatever it takes to survive.
  4. Ogres - Generally lumbering, fat-stomached, belligerent and ugly giantkin, who are easily persuaded to fight for whatever side will bully or bribe them into service, such as the overseers of the Blacksoul Dominion or the Mage Lords of Thuzaradin. Their appetites are voracious, and large mobs of them can presage famine.
  5. Trolls - An adaptable, pungent, monstrous people with weakness to fire, but who possess the uncanny ability to regenerate lost limbs. They range in size from hulking giants to wiry, long-limbed humanoids. A complex and ancient lineage filled with superstition.

Dragonkin

  1. Dragonborn (Zrynxakir) - Known as Zrynxakir in their own tongue, Dragonborn resemble humanoid, (mostly) wingless dragons. Created by Dragonkind in mockery of humanity as part of some long-forgotten primordial joke. Envied for their beautifully hued scales and the magic of their eyes and breath. Suffering genocide at the hands of the Blacksoul Dominion, what scattered survivors live difficult lives amongst the slums and ghettoes of Thuzaradin, as maddened cultists in the dire lands of Atahalnia, or as tight-knit, honour sworn clans of wandering mercenaries and army camp followers.

  2. Kobolds (Pesh’esh) - Created in the distorted image of Dragonkind as a bizarre retort for the creation of the Zrynxakir. They are short, wiry reptillian humanoid creatures part rat, part dog, part dragon. Clever and cunning to a fault, if they’re not slavishly serving the True Dragons as minions, they’re living in the sewers of cities or in ancient dungeons, building complex traps and machines from scavenged junk. Those who are free often find acceptance and purpose doing unpleasant work larger species would rather not concern themselves with, such as cleaning sewers, catching rats, and performing audits.

Planar Spawn

  1. Demons - Evil, war-like or seductive unclean spirits given flesh and blood, innumerable in shape and nature, who are the antithesis of the natural order. Their minds are alien, their every thought and instinct turned to malevolence and corruption.

Beastmen

  1. Beast-Races - Fragmentary reports of these creatures describe beings neither man nor animal. They have no single appearance, nature or form, yet many serve the Dark Powers, the primal forces of Nature that spawned them, or themselves.
  2. Minotaurs - Towering, powerfully muscular, roaming clans of majestic bull-people. Beneath The Distantpeak they live in peaceful, shamanistic tribes hunting alongside the Ursun. In other lands they are a marauding scourge, raiding the villages of Coltheim, and little can withstand their horns or hooves once angered.
  3. Ursun - Known as ‘bearmen’ amongst the lands of humanity, a shaggy, stocky species native to The Distantpeak. Stoic and honourable to a fault, safeguarding the precious crystals of their mountain home, living harmoniously with nature, valuing survival and balance above all else.
  4. Pandaren - An offshoot of the Ursun, typified by skill in unarmed combat, and expertise in both farming and the culinary arts. Resilient and deeply focused upon the present, their tranquil, ornate society is a paradisical veneer over a traumatic history few recall, and an evil curse that always was. Wanderers, including their famous monks and brewmasters, travel and settle far and wide.
  5. Jinyu - Called ‘Fish Elves’ outside of earshot, their ancient, caste-based society dwells the wetlands of Hé-Shan. They spend as much of their life underwater as on the surface, using powerful hydromancy to shape stone, seashells and pearls into weapons and beautiful, seamless architecture. In the eastern lands, they live as sages, craftsmen and riverborne messengers.
  6. Hozen - Short-lived, exceedingly passionate primates from the lands of The East. They live in large extended family tribes amidst the misty, cloud-forested borders of House Bluemoon’s demense. Impulsive and easily bored, often launching raids on the settlements of their age-old rivals, the Jinyu, or throwing themselves into the crews of sea and rivergoing pirates. Their distinct language is a source of fascination for linguists.
  7. Grummle - A species of beastmen, but of what manner of beast none can say. Stout and furry, with broad shoulders and strong backs, they have a more acute sense of smell than they do sight, including an uncanny intuition for fortune. Most dwell in the lands of House Bluemoon, the Krasarang Confederacy and among the mountains and steppes of Ebon and Distantpeak, having carved a niche for themselves as long-distance couriers and merchants. Killing them is believed to be extremely unlucky.
  8. Gnolls - Marauding bands of hyena-men, red in tooth and claw, who are brutality and terror incarnate. They make war on the people of Coltheim, feasting on the blood of the weak and innocent.

Factions of ArgentDawnia

Mercenaries, Adventurers & Sellswords

  1. The Chosen of Arikura - Eleven immortal champions, their souls bound as one. Each one an avatar vessel of the Death God’s unstoppable spirit.
    [TTRPG Setting] - The World of ArgentDawnia - Help Create A Shared Fantasy World! - #44 by Atahalni-argent-dawn

The Library of Fel’thuzar - Stories and Lore

“Origin of the Arcane Traditions” - by Kefarian Goldflame of Thuzaradin

“The Genesis of The World” - According to the Cult of Arikura

The Original Thread - Turn Your WoW Character Into A Kingdom

If your character was a fantasy High Medieval nation or kingdom, what would it be like?

Outside of WoW, I’m trying to collate a dark medieval fantasy world for use in TTRPGs like D&D or Pathfinder.

Naturally, dark fantasy, high medieval settings are dime a dozen these days, so I came up with an interesting idea to not only create a forum fun thread, but a world with a unique feel, because what roleplaying community is like Argent Dawn?

Don’t worry about going into too much detail if it seems daunting, Dark Souls creates much through allusion alone. Brevity is the soul of wit.

Here’s a template, based partially on those established in Matt Mercer’s Tal’dorei Campaign Setting (2017) and Eberron: Rising From The Last War (2019):

Nation/Kingdom Name: NameofKingdomland
Government Type: Hereditary Monarchy
Coat of Arms or Banner: A Crown on a Red Shield
Capital: Capitol City

Ethnic Groups/Species: 99% Humans, 1% Kobolds
Religions: Gosh, God of Exclamation 90%, Lintiateralyn the Loremaster 10%
Imports Lemons, Slaves, Mako Crystals
Exports Sugar, Apples, Butter
Hallmarks: Sugar Mining, Bagpipe Music, Excels in Poverty
Signature Weapon: Bigsword - Like a greatsword, but really, really, really big.
National Dish: Candied-Pickled Fish

Interesting Things About NameOfKingdomland

  1. These are three short paragraphs or sentences.
  2. Explaining what’s so interesting about this place.
  3. Like what to do here.

Characters of NameOfKingdomland

  1. What weird cultural or societal quirks.
  2. Are common.
  3. Among people from this land?

Places of Interest:

  1. Landmarks and geography.
  2. Or otherwise interesting places to visit.
  3. Like dungeons.

Politics And War

  1. Who rules the nation?
  2. What is their army like?

Inspirations/Cultural Analogues:
English & Swedish, Low Fantasy Mud & Gristle

You’re welcome to write more, or just a sentence for each section. How is the government run? What sort of crimes happen and how are they punished? What intrigue or stories would be fun to play here?

Just, what is your character as a country?

If this thread gets a modest number of responses, I’ll hand draw a map displaying the world of ArgentDawnia.

6 Likes

alright I’ll give it a dance.

Nation/Kingdom Name: Thuzaradin
Government Type: Council
Coat of Arms or Banner: A three fingered hand with each finger twisted unnaturally towards North, west and East respectively.
Capital: Nelth’ezar

Ethnic Groups/Species: Broadly even mix of every sentient race
Religions: The Hand, Divine of Midnight, rituals, secrets and freedom 56%, other 34%
Imports Magic reagents, livestock, fruits and wood
Exports meat, criminals, wine, mead and spell scrolls/books
Hallmarks: unregulated magic research, Isolated and low crime rate.
Signature Weapon: Spellthrowers, gun like contraptions that fires magic spells instead of gunpowder, very modular and adaptive.
National Dish: Smoked Mountain Ram sausage, with garlic cheese and blood wine.

Interesting Things About Thuzaradin

  1. Thuzaradin boasts a low crime rate only because of its highly corrupt judicial system and relatively few punishable laws, many crimes go unreported or culprits are rarely arrested and prosecuted.

  2. Thuzaradin was founded by a cabal of wizards who wished to study magic unimpeded by such things as morals and regulations, they raised a citadel in a remote mountainous region which has over time drawn likeminded individuals to its values.

  3. Thuzaradin offers unregulated access to magical knowledge at one’s own discretion.

Characters of Thuzaradin

  1. Sheep are seasonally tapped for blood to craft blood wine however imitation made with Mountain Wilder berries also exist.

  2. Every citizen knows at least some magic as it is required by law to be an able bodied spellcaster before you can obtain residence within Thuzaradin.

  3. Marriage in Thuzaradin requires both parties to craft an object to be gifted to the other. To divorce in Thuzaradin one party have to destroy the object they made thus proving the effort and sentiment they placed into the marriage no longer exist

Places of Interest:

  1. Serpent Spire Peak is a famous rock formation overlooking the passage leading to the Citadel city of Nelth’ezar, is said to be an actual giant serpent that was petrified in ages past.
  2. The Grand Academy of Fel’thuzar is an infamous library and “school” that allows everyone to attend, its infamy comes from its notoriously high mortality rate among students.
  3. Divinfall is a temple said to have been build in an impact crater made from the body of a rival god to the Hand, The Myth details how the two Divines fought equally until the Hand threw its rival to the mortal realm where the Hands servants bound and slew the wounded god.

Politics And War

  1. The nation is overseen by an elder council known as the Fingers of the Hand, each of its 15 seats are reserved for a spell caster of exceptional skill, however infighting is common among rival Fingers and thus there are usually only among 8 to 13 seats filled at any given time.
  2. The majority of the army is comprised of golem constructs mounted with different weapons for different roles and warmages equipped with spellthrowers, The nation also posses a decent arial army of chimera mounted dragoons. While an elite guard called the Disenchanters over see the day to day protection of the citizens using various forms of counter magic equipment and weapons.

Inspirations/Cultural Analogues:
High Fantasy, Grimdark, Gothic, Medieval Slavic.

6 Likes

That’s pretty good, actually. We now have context to infer from -

A cold, dark, mountainous kleptocracy of rogue mages and spellslingers.

If this is where everything is legal, who is trying to keep them in line?

=
If you’re too shy to fill in the template, I’ve an idea that might help. feel free to tell me a bit about your character, and I’ll have a go at interpreting them.

3 Likes

Since we’re here, I may as well do my character.

Nation/Kingdom Name: Wasterealm of Xynia
Government Type: Contested, Tribal Fiefdoms, ‘Free’ Towns of Outlaws
Coat of Arms or Banner: A Dreamcatcher of Raven Skulls/Feathers
Capital: Contested. Either Xynia in the west, or Shan Hua in the east.
Ethnic Groups/Species: Swamp Elves (30%), Goblins (45%), Humans (20%), Other (5%)
Religions: Church of the Flayed God (5%), Night Wicca (30%), Kazjor, The Sea Beast (15%), Creole Religion (25%)
Imports Foodstuffs, Weapons, Metalwork, Stone, Gunpowder, Slaves, Exotic Monsters, Plunder
Exports Scavenged Artefacts, Medicinal Fungus/Herbs, Timber, Fish, Scrimshaw, Ships
Hallmarks: Disturbing Swamps, Ancient Ruins, Bandits & Tribes.
Signature Weapon: Tentacle-Cutter - Part glaive, part rhomphaia, a curved crescent-like polearm with a serrated inner edge capable of severing heads and limbs. Often wielded by tribal ‘Witchblade’ berserkers.
National Dish: Golshar Gumbo, an extremely hot and spicy broth of mushrooms and assorted shellfish cooked in marsh-strider milk.

Interesting Things About Xynia

  1. Much of Xynia is a dark, gloomy, ice-blown swamp where nature has overtaken civilization. What scant society does exist is isolationist and savage. Nomadic Swamp Elves, vicious tribes of Goblins and men, and monsters from the shadows of nightmares dwell amongst the ruins of Old Golshar, whilst ‘Free Towns’ of pirates and slavers rise upon the coast.
  2. Long ago, Xynia was an idyllic country known as the Sultanate of Golshar. Sitting between several different kingdoms, it grew into a wealthy empire through trade, building through sorcery vast towers that scraped the heavens. Alas, its wealth and splendour soon corrupted into decadence, and after its prince spurned their witch-lover, and the realm was forever cursed. The land is still slowly sinking into the ocean.
  3. The old palaces and gardens of Golshar are now thorn-entangled ruins haunted by ghosts, wandered by the mad and the lost, and hide horrific monsters conjured through magicks of flesh and blood. Packs of vampires, feral demons, and lumbering undead wander the vast marshes, but far more danger comes from its lush and often-venomous ecosystem, host to packs of velociraptors, fist-sized wasps and house-sized spiders. The flooded, mucky soil is thick, black, and bubbling, playing host to flesh-eating diseases and poisonous fungi. When the dreaded, shaggy shapes of tyrannosaurs emerge from the moss-encrusted rubble, there is little you can do to stop them.

Characters of Xynia

  1. The Swamp Elves once lived deep underground, until they turned away from evil. They travel everywhere by boat or upon stilts, wearing ash and mud-caked robes and veils to ward off insects and the harsh sun. They communicate through whistling and singing, and their songs and old stories are capable of waking the dead. Tribes of barbaric humans, steeped in witchcraft, scantily clothed and heavily tattooed, roam the fens as well.
  2. The Free Towns are bustling and often-violent hubs of activity, frequented by crews of pirates and slavers who reave further up and down the coast. Most humans either arrived in chains, or chose to settle in Xynia as they wished to be left alone. Lycanthropes, Brain Flayers and vampires find these towns more tolerant of their conditions than most other lands.
  3. The Goblins of Xynia were once slaves of Golshar. As the kingdom collapsed, many left to join the conquering hosts of the east, but some chose to stay. They hunt, they gather, and they have learned to tame the giant spiders of the wood as mounts. While most think them small and vicious little monsters, they’re wise and plucky survivors.

Places of Interest:

  1. Xynia - The largest settlement in the lands of Xynia, and the source of its name, sits on a tidal island just off the coast, within view of Thuzaradin to the west. Beyond its massive, vine-tangled stone walls, a cramped and dangerous burg filled with the wailing of slaves, the singing of sea-shanties, the clank of shipwrights and the roar of crowds (and beasts) from its gladiatorial arenas. The Prince of Xynia is a corrupt and indolent merchant-lord, who, whenever he is not copiously feasting with his harem, hoards a vast menagerie of monsters from across the known world. The arenas and fighting pits of Xynia are legend.

  2. Olsh’Aragraar - Once capital of Old Golshar, vast black towers linked by flickering bridges of sorcery emerge rising many miles above the sweeping canopy of shaggy pines and gnarled oaks. Statues of nameless, forgotten gods weep black tears of ooze, and its once grand libraries are now covered in vast silvery spiderwebs, and living shadows that feed on the unwary.

  3. The Orchard of Immortality - Somewhere, deep within the swamp-forest north of Shan Hua, lies a circle of apple trees upon a small island, tended to by gentle, white-robed witches. Savage half-giants guard it greedily, for cider brewed from the apples of these trees will extend the life of a man by centuries. This cider is only given to those the witches deem pure of heart, clear of intent, innocent as doves, courageous as a lion. Anyone who fails their tests are cursed forever, becoming creatures neither man nor beast.

Politics And War

  1. The Free Towns are anarchic and brutally run. Leadership often falls to those tyrannical pirate captains who are wealthiest and strong enough to bully or bribe the rest of the community into their service. Most tribes of the swamps are matriarchal, ruled by elder women and their daughters, covered in fine tattoos that detail the entire history of their people, and contain powerful sorceries of shadows and vines.

  2. The Free Towns are protected by amoral but highly professional mercenary bands. They fight with halberds, crossbows and matchlocks, but rely most of all on vast assemblies of cannons and ballistae perched high upon their settlements’ walls.

  3. The tribes of the forest fight drunk on intoxicating brews of mushrooms and blood. They swing their Tentacle-Cutters with ravenous, frenzied rage, frothing and screeching the forbidden names of the swamp gods. These berserkers spurn armour, tattooed across their bodies with dark, natural sorceries that deflect oncoming arrows or cripple oncoming swordsmen with visions of nightmare and terror. These berserking ‘witchblades’ normally keep any attacking army engaged long enough for volleys of poisoned arrows and darts to fly at them from seemingly every direction, before packs of spider-riders and risen zombies arrive to web up and devour those who survive.

Inspirations/Cultural Analogues:
Gothic Horror, Dark Fantasy Pirates, Pre-Roman Germany, Indo-Saracenic Architecture, Finnish Forests, Deep South Folklore, Blair Witch Project, Dagobah from Star Wars, The Korcari Wilds from Dragon Age, Prince of Persia: Warrior Within

3 Likes

ArgentDawnia is a pretty gloomy, desolate world at the moment.

Do you have it in you to make it brighter?

I intend on drawing the map this Wednesday.

2 Likes

Nation/Kingdom Name: Coltheim
Government Type: Hereditary Monarchy
Coat of Arms or Banner: A trio of roses entwined around a shield. One is white, a second is black and the third is gold.
Capital: Denwick’s Reach

Ethnic Groups/Species: Majority human, though with a scattering of elves and dwarves. Hostile entities include the undead as well as various bestial threats, such as gnolls and minotaur.
Religions: Torthlorn, a deity believed to govern the aspects of honour, justice and chivalry. He is depicted as a tall, muscular knight in shining armour wielding a sword and shield.
Imports Fruit, Grain, Silk.
Exports Iron, Silver, Stone.
Hallmarks: Primarily known for producing some of the finest knights.
Signature Weapon: The good old ‘sword and board’ combo.
National Dish: Coltheim Stew, made of smoked fish, leeks, potatoes, carrots, chives and cream.

Interesting Things About Coltheim

  1. Coltheim is very peaceful and prosperous. Crime and corruption is largely non-existent and tends to manifest through foreign agents.
  2. The terrain is rather rugged and the weather bleak for much of the year.
  3. Jousting and tourneys are held with great frequency.

Characters of Coltheim

  1. It is possible and encouraged for a respected knight to marry into the nobility. In turn, nobles are expected to reflect knightly virtues in their dealings with commoners.
  2. Though considered a dated practice, it is possible for a spurned knight to challenge someone who has wronged them to a duel to the death provided that credible proof of misdeeds can be provided.
  3. The monarchy is well regarded within Coltheim. Royals freely fight alongside commoners on the front lines in defense of their nation.

Places of Interest:

  1. Coltheim is a peninsula most readily accessible by sea. There is a path through the jagged mountains to the north though it is generally considered too treacherous.
  2. Torthlorn’s Landing is the largest port and is located on the southernmost tip of the peninsula.
  3. There are many sprawling caves dotted throughout Coltheim. Many have been converted into mines, though others are used as training grounds for aspiring knights due to their habit of attracting dangerous beasts and monsters.

Politics And War

  1. Coltheim has been ruled for roughly five hundred years by the royal family bearing the same name.
  2. Though Coltheim prefers to engage in trade and diplomacy as a priority, it is not above taking a proactive approach to foreign threats. It has a large army, primarily consisting of knights though it is not above employing the occasional archer or mage.

Inspirations/Cultural Analogues:

Medieval England, Scotland and France with a dash of fantasy.

1 Like

Nation/Kingdom Name: The Blacksoul Dominion
Government Type: Totalitarian, Feudalist, Imperialist, Theocracy
Coat of Arms or Banner: Red hand over black background
Capital: The Most Wretched Fortress of Hellsoul; a Mordor-esque fortress-state far too toxic and cruel for any mere mortal to dwell within.

Ethnic Groups/Species: Majority orcish, demonic, ogres, trolls. Mighty beast-races. Human slaves.
Religions: Church of the Sulphur God, the most Wicked Corpse-Burner - 95% / Heathens, heretics, and followers of other evil deities outlawed by His Evilness - 5%
Imports Slaves. Riches. Power. Conquest.
Exports Death. Disease. Murder. Industry.
Hallmarks: Complete and total disregard for ‘good’ and ‘moral’ behavior. Steppes of sulphur, spires of black obsidian, mighty beasts and wicked dragons enslaved by mighty warlocks.
Signature Weapon: Siege weaponries made by crafty goblins and wicked daemons; no one weapon is their signature, but the bellowing of hellfire and the tortured souls powering infernal engines cry out across the battlefield. Unmistakably cruel.
National Dish: Good ol’ Long Pig.

Interesting Things About The Dominion

  1. Despite its ruthlessly enforced laws, the Dominion more like a couple thousand anarchic warbands operating in fear of what their God-King may do unto them should they stray the path.
  2. Nobody has seen the God-King Corpse-Burner, founder of the Dominion, since his ascension to divinity during the last Thaumaclysm. However, he remains a conscious, active leader in this empire.
  3. The Dominion boasts incredible wonders of technological advancement. Were their technomancers put to use in anything else but war, they would’ve solved all of mortalkind’s problems a century ago. But they are bidden by their dark master to work only in favour of cruelty and death.

Characters of the Dominion

  1. Slavery is commonplace in the Blacksoul Dominion. However, in the Ten Thousand rules of the His Wickedness the God-King, rule eighty-seven states; “That any wretch unable to maintain power over those they subjugate, overthrown by his lessers, has no right to hold land or servants.” The strong rule over the weak. And weak leaders are constantly eaten by their subjects.
  2. Cannibalism, wether conscious or not, is similarly practiced in the dominion. For this, ‘human-farms’ ( and the more refined ‘elf-farms’ for the richer folk ) are kept. Cattle animals are not ensouled according to the tenets of the Sulphur God, and they are unworthy of consumption.
  3. Diplomats hailing from the city-state of Del’shar, a demon-ruled city on the fringes of the empire, are often contracted by the Dominion to afford talks of ‘peace’ to the locals. Often times, talks of diplomacy are reduced to a simple parchment that states; " Flee or die. "

Places of Interest:

  1. Fortress of Hellsoul, a blackstone colossus resting atop the highest peak in the empire, formerly the castle of High King Hlothrien the Kind, last Ruler of the Sky Elves – it is said, that upon the fateful day where the Hordes of Blacksoul lay siege to the last home of the regal elves, once the noble blood was spilled - and a pact was made to ensure the ascendance of the God-King, all of the once-beautiful lands of the elves became barren. The earth cracked. The sky sundered. Demons and beasts emerged from the bowels of the earth — and now. A large castle lays there. Amidst the Plains of Torment. Where only the brave - or the Foolish - dare tread.
  2. Del’shar, the Hellgate, the only civilized part of the Dominion, ruled by devils in their mockery of mortal life. A den of sin, an open maw into the realms of the Nether. It was less so conquered by the Dominion, moreso they joined as an alliance. This stands at the border between it and other lands. A place where one may seek to learn of those taken there in the slave wagons – information, passage, everything has a price… Foolish adventurers seeking to wander to the heart of torment often make their last stop here…
  3. Ram’gar, home of the beastmen: When the elf-kingdom was shattered, the once-peaceful faefolk of the woods took up arms against the God-King’s horde. It was the Great Ogre Thul’gar, who lead a war against them. The beastmen proved resilient. Strong. Strong enough to be spared complete obliteration by the grace of the Dominion. Now, the beastfolk live subjugated. Pixies, dryads and forest spirits are reduced to living batteries for machines of war, and the stronger satyr and minotaur are forcibly enhanced and shackled. Made to do the bidding of the Dark Lord.

Politics And War

  1. THE RULER ABOVE ALL; THE GOD-KING, ELF-SLAYER, DESTROYER OF MOUNTAINS AND BREAKER OF SKIES, THE GREAT WRETCH, THE ENEMY, PRINCE OF CARRION AND FATHER OF FILTH, THE BLACK-SOUL HIMSELF — THE SULPHUR GOD - CORPSE-BURNER — THE DARK LORD. Rules the Dominion as a silent emperor. A god-like figure kept immortal through constant sacrifice. Misery feeds his divine soul, and he appears unto his generals and warriors like a dream, often telling them how to act.
  2. The land is ruled by warlords, who subjugate the lands. The strongest rule over the weakest, and often times their Dark Lord throws a wrench in the kingdom’s unity should things grow too peaceful.
  3. Though when the dominion goes to war, expansionist, cruel, sudden. They employ every cruel act in the book. They conquer and destroy, salt the earth and shatter culture. They fight not to claim land, but to completely obliterate any trace of their enemies. Entire cults lost to time, as anything from a cathedral to a chapel gets turned to rubble in their wake.
  4. They employ mighty machines, powered by the raw power of souls and suffering minds, twisting the magics of the world and leaving naught but cruelity in their wake.

Inspirations/Cultural Analogues:

EVIL BIG BAD EMPIRE FROM ANY FANTASY SETTING + Mordor + The Galactic Empire + 40k Imperium + Evil + The Evil Horde from Masters of the Universe

These are irredeemable bad guys and exist solely for the heroes of the story to retake the land and dethrone the God-King. The objective of their existence is to fail once justice prevails. Though, they stand as a force that threatens to crush all hope on ( world name ).

2 Likes

I haven’t departed Warcraft entirely with my interpretation, though it’s definitely not something you’ll find as is.

Nation/Kingdom Name: Annihilor
Government Type: Totalitarian Autocracy
Coat of Arms or Banner: A twisted crown enraptured by green flames, set on an ashen background.
Capital: Incinerath, the Burning City

Ethnic Groups/Species: ~40% demons of various kinds, the rest mortals - either residents or labourers.
Religions: None. Annihilor is where faith comes to die.
Imports: Mortal labour, magical and/or rare materials, rare beasts and wine.
Exports: Soul shards and, rarely, adepts of the Fel to spread infamy and renown.
Hallmarks: Known as a place where virtually any outlawed or reviled magic may be taught, learned and practiced. Those too weak to handle such tend to… disappear.
Signature Weapon: The finest of life-devouring emerald flames.
National Dish: Consuming magic is considered a luxury, if not outright a dish.

Interesting Things About Annihilor

  1. Outcast spellcasters and those with dangerous ambition are drawn to Annihilor like moths to a flame. Profane magic saturates the black stones of Incinerath as surely as the air itself, making it the perfect location for spellweavers of all kinds - though dark ones especially.
  2. Due to the above, Annihilor is also infamous for the short life-expectancy of its mortal inhabitants. Those who rise above the odds and achieve excellence, however, may rise to great wealth, societal influence, and access to secrets jealously hoarded by the demonic upper-caste.
  3. Annihilor is the nation that (accidentally) invented “pulled gnoll”, a delicious meat dish involving the hour-long cooking of a gnoll within a furnace.

Characters of Annihilor

  1. Annihilor has ceased its role as an expansionistic, militant nation in the world. Never the less, its foreign policies remain virtually non-existent, and it is rare indeed for diplomats to ever reach the ear of a demon. Only the most tenacious and even violent of such ambassadors ever seem to manage, which is why an Annihilorian “diplomat” is more akin to a warrior-poet in this day and age. Anything less simply won’t work.
  2. Being practically immortal, demons may consolidate their power and position for centuries at a time. This equilibrium is frequently challenged by their Dread Queen however, who, seemingly at random, will invoke the Rite of Contest between individuals and their power bases. Within a given period of time, one power base needs to topple the other. Should neither manage, both will be unmade by the armies of the nation. Feeling motivated yet?
  3. Annihilorians speak a dialect derived from Eredun and Thalassian. The resultant language is broadly considered “beautiful, yet clearly profane” by first-time listeners.

Places of Interest:

  1. Incinerath. Known also as the Burning City, the black-stoned capital is one of twisting spires and rivers of molten rock. Dark Iron visitors have noted a passing similarity to the depths of Blackrock Mountain, though the architecture is more akin to a twisted reflection of Argussian cities.
  2. The Seat of Desolation. A grand palace of black and red marble, it is where the upper echelon of demonkind meet and discuss matters of the realm. With these discussions often being (literally) quite heated, a central space has been added as a makeshift arena in which to settle matters. Anything of modest importance, or less, is often “settled” by mortal servants however.
  3. The Ren’talar Markets are renowned, and reviled, for their trade in virtually anything. If you can think it, chances are that you can find it in the ever sunless tunnels of the Ren’talar marketplace. Buyer beware however - demons have a way of phrasing the terms of purchase in insidious ways.

Politics And War

  1. The Dread Queen. Rarely seen in public, hers is never the less the taloned hand that shapes the fate of Annihilor from her black throne.
  2. Diverse and deadly. Comprised of demonic warriors and warlocks, undead fodder, and even mortals seeking to improve their standing through martial means, the armies of Annihilor can be counted upon to bring horror whenever marching to war.

Inspirations/Cultural Analogues:
High Fantasy, Gothic, Anti-Gnoll

2 Likes

So far, Argentdawnia seems to be a paradise for libertarian dark magicians. So many realms where evil, outcast magic is permitted and demons run amok. Cotheim must be incredibly oppressive towards those who just want to use wicked magic and have a good time.

Fantasy is usually intended to be escapism, and apparently what Argent Dawn fantasises about is maleficarum and tyranny. It feels very Diablo, or Black Isle.

To help introduce a little consistency, I’m gonna try collate a table of all the mentioned deities, races and lands in the first post of the thread.

You’re still welcome to bring your imagination to the fore and introduce your own stuff, but you’ll have ready-made ingredients to help you bake.

I for one think this place is shaping up into somewhere pretty cool, and I’m already getting ideas for its history and layout. I know for one thing, I’d love to roleplay here.

Contributions are still warmly welcomed. Who is -your- character, as a country?
Don’t worry about going nuts, we can always reign things in a little later.

2 Likes

I’m going to begin drawing the world map of ArgentDawnia in a few hours.

I’ll work out a few concept shapes, and let you critique which one you like best. I might not be able to fit every named locale in, but I’ll try my best.

If you still want to contribute new lands, cultures or kingdoms to this setting, you’re welcome to. I’ll just add them in later.

2 Likes

While I’ve yet to add labels and clean it up, this here is ArgentDawnia as it currently stands. You may notice several of the locations you described are already here. You might be wondering what that giant black hand-like rocky monolith is in the south. That’s simply an expression of evil power, conjured from the bitter sands of Annihilor.

I had this idea that Annihilor and The Dominion are constantly at war with each other, with the latter being the new kid on the block that’s absorbed most of its former territory. Annihilor could never defeat the Elves, but The Dominion had no such problem. Their realm is subjugated, their world-tree burned to an ashen husk.

You may notice there’s a lack of roads marked on the map. This is partly to make the map legible, but it’s also because Medieval people mostly travelled via sea and river. The Dominion however has no need for such quaintness, they use railroads, efficiently. That gash is called the Black Pit, and it’s where they excavate forgotten horrors out the bowels of the earth.

Just as Thuzar described, Nelth’ezar sits in a valley in the shadow of Serpent Spire Peak. I wasn’t sure where to put the Grand Academy of Fel’thuzar. Perhaps it’s that small town by the lake.

Coltheim is a rugged land filled with farms and mines. It’s surrounded by the sea and blocked off by mountains home to deep, dark lochs. It’s not a long sea voyage from Torthlorn’s Landing to the decadent markets of Ren’talar. Perfect for a hen party.

Deciding on Annihilor’s aesthetic was difficult. While The Dominon has Mordor-esque fortresses, Annihilor has surreal looking, melted spires that look as though they were dreamed into being rather than built. Nothing but a harsh, nightmarish wasteland surrounds these dread cities, whose architecture is chaotic and confusing. Up close, I imagine it looks like a sinister parody of Thalassian architecture, with lots of fel braziers and grotesque yet beautiful artwork.

Much like a real medieval map, it’s not designed as an accurate measure of distance. My next steps for the map are to add colour, and labels, and perhaps roads if I can work out how to represent them.

As you can see, there’s still room for expansion, so feel free to contribute more kingdoms to this world.

All those slaves have to come from somewhere, and Coltheim can’t be the only country telling magicians of Annihilor and Thuzaradin what they cannot do with magic. It alone fights for law and good. While this isn’t intended as a criticism (as my contribution was grimdark too), it might be worth contemplating this quote before you start writing:

“The trouble is that we have a bad habit, encouraged by pedants and sophisticates, of considering happiness as something rather stupid. Only pain is intellectual, only evil interesting. This is the treason of the artist; a refusal to admit the banality of evil and the terrible boredom of pain.”
― Ursula K. LeGuin

If you’d like to come up with a better name that ArgentDawnia, you are welcome to make suggestions as well. Perhaps the mapped region of the known world is a special one, with its own designation.

5 Likes

I suppose when “evil” characters are the first to turn themselves into nations evil becomes a rather prevalent element in the world, though one could argue Thuzaradin is less of a conquering evil and more of a rules free heaven. It bugs the question indeed, where does the attachment to evil stem from in such a world? have good already been defeated and all that remains are enclaves of light? is all thats left just the dark powers infighting while justice lives in the shadows?

I feel the urge to do this again but for another character of mine.

2 Likes

I have my own idea.

This world was once one of light and life. Heroes brought it back from the brink at great cost to themselves, defeating its evil lords and masters and enabling a long age of peace. Many died, some exceptional individuals sacrificed their very souls to ensure the new dawn. Some of those ancient heroes are worshipped still, as divinities.

Then, things moved on. The hard victories the heroes claimed were taken for granted, the prosperity they had established turned to indolence and decadence, as complacency and greed overtook their children.

Eventually the difficult lessons they had learned were forgotten by their descendants. Fear became a stronger force than courage, omission and conspiracy overtook responsibility and heroism. Cynicism, insecurity, shame, guilt, were exploited by the ambitious to manipulate the masses and those who lorded over them, and by offering the easy path, seized power for themselves.

There was no one singular cause behind The Fall. The world had grown so close to The Light, had done everything right, that it did not notice the shadows lengthing behind them until darkness had already shrouded the world in torment. They congratulated themselves even as they betrayed their every virtue. Those who remained, weak and wounded, proved easy prey to the temptations of demons, be they literal and metaphorical.

While the world has gods still, its true divinity is greed. Its masters always seek more wealth, more fuel, more magic, more knowledge, and all mortals high and low dread to lose whatever scarce scraps fall from the table.

It is a place that has stagnated and regressed, addicted to dark sorcery, even as the people of the world convince themselves that the path they chose was right, necessary for survival, while those more innocent souls tell themselves help will come, from somewhere.

Any day now.

The Dominion seeks the light of Industry, Annihilor thirsts for the light of The Fel, Thuzadrin longs for the light of Knowledge, Xynia has lost all light, and Coltheim has convinced itself that its hollow, irrelevant traditions are still The Light. The quieter candleflame, of love and hope, remains only as flickering embers, burning only in rare moments, in rarer individuals.

If there are heroes in this world, they are mad. They’re also needed more than ever. Will they succeed, or lose themselves completely

I feel the urge to do this again but for another character of mine.

Do it!

I’ve been busy working on colouring the map in before adding labels.

I’ve decided this can, if you lot want it to be, the Argent Dawn community’s own D&D setting, collectively owned by our RP server’s community, with no centralised canon (other fantasy TTRPG systems are available).

You’re welcome to contribute any stories, ideas, lore, or indeed- WoW characters as countries, to form the tapestry of this world. I’ll try to collate and incorporate whatever weird ideas you happen to come up with.

Ever wanted to make a magic system? Now you can. Throw in your ideas.

What factions exist in this world?

Are there any distinct species or cultures?

More to the point, this setting deserves a better name than ‘ArgentDawnia’. What suggestions do you have?

2 Likes

Alright, well here is my Night Elf death knight as a nation.

Nation/Kingdom Name: Ebon, also known as: The borderless kingdom, The Ash Remanent, The Nationless, The Mercenary Kingdom, The Roaming Country and The traveling Hordes.
Government Type: Succession Leadership
Coat of Arms or Banner: A cracked stags skull mended with gold and adorned with three effigies, hung from its antlers in giant spider silk thread, these are a figure in the shape of a crescent moon, a figure of a humanoid in the fetus position and a chipped arrow head. Variations exist with different animal skulls and figures but this is the general design.
Capital: Unofficially, The Grand Host.

Ethnic Groups/Species: Originally of predominately elven ethnicity, they have over time become a minority compared to its current 64% human, 22% dwarf, 10% other civilized humanoids, so as to now only making up 4% of the current population.
Religions: Various minor and greater powers: 36% Creole Religion, 12% Flayed God, 4% The Hand, 41% Torthlorn, 7% Night Wicca.
Imports While importing a great many things, the primary imports are: Metals, Tools, weapons and Foodstuffs
Exports Mercenaries and Mounts.
Hallmarks: Ebon has no walls and does not posses any borders
Signature Weapon: Unofficially the double bladed sword staff.
National Dish: Weald, a wild game slow stew with herbs and mushrooms. Made in large cauldrons which is then kept warm and simmering for days as more wild is added to it.

Interesting Things About Ebon

  1. Ebon is a decentralized nation, brought to ruin in ages past by dark forces but rather than wither and die it has kept itself alive through the resilience of its people, they have no walls, no cities and no border to speak of anymore. Instead they live in wandering armies known as Hosts, the largest of which is known as The Grand Host
  2. Ebon Spirit Sages converse with the dead to gain insight and help, it is through these sages their dead is venerated and their history and identity is kept alive. Some sages can even employ the dead to serve again for a limited time when the Host face a dire situation.
  3. The Ebon of today is comprised of many hosts, that wander their ruined kingdom , combating demonic foes, bandits and warlords alike, though originally a small group of survivors, they are now a nation of armies, loosely connected through a shared goal to retake and restore what they have lost. each host acts as its own independent, with rules, regulations, politics and tradition, however each of them are connected through a shared goal to see the dark forces pushed out.

Characters of Ebon

  1. With the progress of time and the fatigue of an endless crusade, the original elven natives of Ebon have become a minority within their own “nation”, drifters, mercenaries, wanna be heroes and tribes have flocked to the banner, whether its to find safety in numbers or to aid Ebon in its crusade, the overwhelming influx of “migrants” is what keeps the ranks filled and the wheels of progress turning.
  2. Because of the hosts constant need to move, mounts have become synonymous with the people of Ebon, as they move across the land mounted atop trusted beasts of burden, such as the noble horse, The Cunning Plainstrider, tall flightless birds and the Strong Weldermer, large and bulky creatures resembling four legged reptilians with a spiked tail and bone plated head and thick body armor of leather.
  3. Generally speaking necromancy is allowed and even encouraged by traditional Hosts, however rather than raising the dead carelessly, each host employs a spirit sage to form contracts with the dead, allowing them to serve under agreed upon conditions.

Places of Interest:

  1. Kingsfall, A rather unremarkable location where the last king of Ebon fell, it is not marked with grandeur, neither banners, buildings or statues stand in the kings honor as to not draw attention as a place of importance for the enemies of Ebon to exploit or defile.
  2. The Grand Host, to call it a caravan would be a disservice, rather the Grand Host is more easily compared to a great city on legs.
  3. New Port, While Ebon does not establish settlements, some still exists within the former nations borders, the largest of which is New Port, formally a pirates shanty town, it has become a hub of legit trade and many aspiring recruits, seeking to join any of the Hosts in their long crusade, begin their journey here.

Politics And War

  1. The Hosts that make up Ebon is decentralized purposefully to make them harder for their enemies to combat and destroy, however communication between hosts are common using various methods such as messager birds, outriders, and coded symbols left behind. While it limits direct communication and coordination between two hosts, each of them act as independent townships with a ruling chief, the chief is expected to take apprentices to train to take over when they eventually die or cannot lead the host effectively. This does mean there is tendency to deviate from the cultural norm in Hosts where the population of native Ebons are low or non existent and such hosts often become little more than roaming mercenary armies to eventually be absorbed by a larger host should they survive long enough or be defeated and scatter if they don’t.
  2. Ebon does not posses one singular army, instead it could be argued that it is entirely comprised of smaller and larger armies operating independent of one another towards a shared goal. If that is true, then Ebon despite its nationless statues, boast the largest armed force on the continent, if only because every single resident would be considered a soldier. In terms of favored tactics, The Hosts relay heavily on cavalry, preferring to either overwhelm and overrun or hit and run if the enemy force outnumber them.
    Their diverse selection of mounts allows a diversity in how they want to approach combat, combined with the wide spread use of the double bladed sword staff, utilized as both a lance and glaive.
    Curiously Ebon also have a positive view on necromancy which allows them to bolster their forces with the spirits and sometimes bones of the dead, though such practices may be seen as crude or even abhorrent to outsiders, its important to note that the undead soldiers of the Hosts are willingly raised and serve out of a desire never compulsion.

Inspirations/Cultural Analogues:
Low Fantasy, post apocalyptic, Mongolian hordes,

2 Likes

FALL BEFORE MY TERRIBLE HORDES.

1 Like

Nation/Kingdom Name: The Distantpeak
Government Type: Shamanistic Council
Coat of Arms or Banner:
An Eclipsed Sun rising from behind a mountain
Capital:
Memories of Winters Passed-
A great city carved from ice upon a central rise in the Distantpeak cauldron. Never melting, it is often called the jewel of the north for on a clear day it can be seen glistening high above the world from afar.

Ethnic Groups/Species:
55% Ursun (bearmen), 35% Minotaur, 10% dwarf
Religions: Hearers of Ursolan (Bear god of the Moon), Speakers of Ammunal (Sun God), dwarf shrines exist but are not considered official religions of the area.

Hallmarks:
Cities are carved from ice and stone by the shaman of the land and have many natural defences.
Old lava caverns house the dwarf populace
The land is considered prosperous, but simply by virtue of the fact all is shared and poverty does not exist as a result.

Signature Weapon:
Ursun - Crystal Great Maul
Minotaur - Great Billhook
Dwarf - Axe and shield

National Dish:
Simple Stews, there are many kinds and all are argued to be the best.

The Distantpeak sits (as the name suggests) quite far away from most of civilisation and other mountains.
The nation was first settled by the immortal Ursun after their great god cooled the volcano known as “The Crystal Forge” for his chosen children.
The minotaur who have always had good relations with the Ursun eventually began to settle the region and eventually a council of sun and moon was made by their great shamans. Dwarves settled in the lava tubes of the peak in more recent times, but were welcomed.
Fishing, hunting and more simple pursuits are what usually take place within the idyllic, albeit often frosty, landscape.

Characters of the Distantpeak:
High Speaker Atol Hunts-At-Dawn - The High priest/shaman of the sun. A patient minotaur, his understanding of fire and growth have led to many great harvests
First Hearer Echoing-Cry - High Shaman and Priest of the moon. The oldest of the Ursun (in the most literal sense of being the first), kind, wise and a good military leader. This great scarred polar bear of a being has always put the safety of his people first.

Societal quirks:
The Ursun rarely give their children names, often leaving them to select one from the world around them for themselves. What is chosen is always something taken from nature that they see or hear.
(Swift-Stream, Lasting-Rain, Diving-Hawk)
As a people, it is almost completely unheard of for the Ursun to put themselves out for mercenary work. They may aid those in need out of kindness, but have no faith in sellswords or acting as one. “Loyalty to Father Bear above all” echoing within each and every one of their people.

Places of Interest:
The Crystal Forge - a great crystal dome that none can claim to have made, within the forges of the Ursun sit. Here they make their great weapons with precious stone, shaping them using water and tempered flame
The Sun’s Rise - here the Speakers of the Sun gather every first day of the week to proclaim the rising of a new part of the year. Little work is done on this day as it is often given over to drinking and small celebrations.
The Lava Tubes - the dwarf home upon the mountain, natural tubes have been built upon to make roads and homes within the mountains. Many murals and carvings litter the ceilings and are considered fine works of art.

No true formal army exists for the Ursun and Minotaur. However, whenever a threat arises both peoples will rouse themselves and bear their arms to defend their land or that of their allies.
All learn to fight from a young age, for a simple reality of the world is that death may be thrust upon you regardless of when you are born.
The dwarves naturally have guards and are more given to order and have been known to try to muster patrol volunteers on top of the watchmen the other two races put out by default. It is met with varying levels of success.

4 Likes

I hope I’m not too late.
Nation/Kingdom Name: The Magocracy of Alerhionia
Government Type: Totalitarian police state, Theocracy
Coat of Arms/Banner: An eye on a blue and red background.
Capital: Lorrenberg - the city of a thousand towers. A city filled with grandiose cathedrals, castles and pristine streets paved with intricate stones.

Ethnic groups: A mix of humans, elves and everything in-between.
Religions: The Church of the Divine Eye - 99%, REDACTED - 1%.
Imports: Knowledge, Sorcerers, Scholars, Precious metals, REDACTED.
Exports: Advanced magical machinery, Fine crafts, Art, Knowledge.
Hallmarks: A society based on the belief of development of the magical arts in the right direction. The Divine Eye - the God of all knowledge and order is worshipped above everything. Flow of information and speech is censored heavily with secret police and agents on every corner of every city.
Signature Weapon: The Occular Lens - a device that can fire concentrated arcane energy. It can also REDACTED.
National Dish: Different types of pastries.

Interesting Things About Alerhionia:

  1. The nation was founded by St. Alerhion after the God of Knowledge - The Divine Eye - bestowed him with his Codex and a vision. St. Alerhion was the first ruler and patriarch of the Church of the Divine Eye. He gathered many supporters and followers in his lifetime and the vision that was granted upon him is being followed to this day. Nowadays, the patriarch of the nation is chosen by the occular council.
  2. For many centuries, Alerhionia mostly kept to itself without meddling in world politics yet after a devastating war, where the city of Lorrenberg was razed to the ground, the patriarch and council swore to rebuild the country with the stones of the enemy. Following the rebuilding and strengthening the army, the country oppressed many of its neighbours - taking riches and materials for themselves. It was after that age, that the country truly began to flourish.
  3. To climb the political ladder, one must constantly educate themselves about different topics and subjects. Debates are hosted regularly and everybody who considers themselves a respectable citizen attends them.

Characters of Alerhionia:

  1. The ruling occular council is supported by the Blind eye - an organization that regulates strictly the flow of information within the country. Anything that was deemed heretical, be it books, scrolls or even people, must be destroyed and purged from the records. Practise of demonology, necromancy and other forbidden magic is punishable only by the capital sentence.
  2. The Blue Cardinal - a mythical figure that appears in the times of dire need to help the nation. Some speculate that it is the manifestation of the Divine Eye, others that it’s the spirit of St. Alerhion but the truth will probably never be known. What is known though is that the Blue Cardinal hasn’t appeared in over REDACTED years.
  3. The language that they speak is akin to Latin yet outsiders may consider it too “sterile” and “soft”.

Places of Interest:

  1. The Basilica of St. Alerhion in Lorrenberg is the most grandiose building that one can find in the whole country. It was destroyed centuries ago but has since been rebuilt, expanded and renovated many times. The cathedral hosts the largest library one can find within the city and in the central of the cathedral lay the remains of St. Alerhion with his Codex. It is the holiest site in Alerhionia and a vital place of pilgrimage.
  2. The Lorrenberg Academia - the university is the most prestigious school that one can attend. It was founded by St. Alerhion himself and is the place where most of the innovations come from. In front of the university, one can find a 100 m tall statue of the Blue Cardinal made out of pure gold.
  3. The city of Opticum. This is the second largest city after Lorrenberg and the political seat of the country. The Opticum cathedral is the seat of power of the patriarch and the occular council. While not as impressive as Lorennberg, Opticum is still a wonder of architecture and art.

Politics And War:

  1. The Patriarch - the supreme ruler of the country and head of the church of the Divine eye. The patriarch is chosen by occular council and rules until they pass away or step down. They are usually the wisest and most powerful sorcerer within the council yet being those two does not guarantee you the title.
  2. The Blind eye - the secret police of Alerhionia. They make sure that no heretical knowledge or texts are spread through the country and will take any measures to ensure that.
  3. REDACTED.

Inspirations/Cultural Analogues:
Gothical, Classical, Inquisition, High Fantasy

2 Likes

Not going to leave WoW entirely either, so let’s make it a thing that probably might have fit into the Imperial Pandaria back in the days.

Nation/Kingdom Name: House Bluemoon.
Government Type: Meritocratic Theocracy.
Coat of Arms or Banner: A blue moon disc above the smoking incense stick, set on the dark blue background.
Capital: The Crescent Terrace.

Ethnic Groups/Species:: 65% Pandaren, 25% Hozen, 7% Jinyu, 3% Grummle
Religions: Celestial worship, complemented with shamanistic practices.
Imports: Metals, gemstones, wood.
Exports: Foodstuffs, incences and many other kinds of agricultural products.
Hallmarks: Freely available healing, religious and reconciliation services.
Signature Weapon: A metal-tipped quarterstaff, being the monks’ traditional weapon.
National Dish: The Four Paths Tea, a composition of around 20 different herbs fit for bolstering one’s focus and willpower. Often used by priests, monks and scholars of all kinds.

Interesting Things about the House Bluemoon:

  1. Located in the north of the Valley of the Four Winds, the lands of the House Bluemoon hardly differ from the rest of the region on the first sight. A number of fields, farms and small villages cover the slopes of the foothills, making it a rightful part of the still-forming Tillers’ Union of the Valley’s nobility, as well as the house’s main source of income.
  2. What makes it interesting is an unusually large amount of altars and shrines, littering the land neatly. Mostly small places created to revere the ancestral and elemental spirits, there still are places of worshipping the four Celestials in every village, doubling as the seat of local mayors and elders.
  3. Healing and recreation are the house’s speciality for the visitors and locals alike. With the larger temples being far away from the Valley’s borders, it serves as the place to come to with trauma, illnesses or other kinds of troubles in one’s life, taking no payment for the aid, just like in any other Celestial temple. Still, it’s not uncommon, especially for those with little money, to repay for the services with gifts, work and otherwise doing their part.

Characters of the House Bluemoon:

  1. Theocracy is this house’s life. The important matters here are conducted either in the shrines or in front of the Celestial statues, in order to mantain laws and decency. Priesthood is the one road to power here, open for anyone willing and not caring for one’s nobility or ancestors. Which can also be a weak spot in the diplomacy, since marrying into the house does not guarantee the purely noble lineage of those involved.

  2. In order to keep the clergy from serving themselves instead of the people, it’s common for the house priesthood to not stay in the home lands for too long. Wandering across Pandaria, settling what matters arise and overall making the people’s lives better is expected, as well as pilgrimages to the great Celestial temples. The house’s upper crust is expected to learn in at least one temple at some point and put it to use both before and after reaching the high status.

  3. A common knowledge that’s seldom talked of in the open is the house being one of the places for the criminals to reintegrate back into the society. Be it thieves, poachers, jinyu outcasts or someone else, if one’s crime is not big enough to warrant an execution or involvement of the Shado-Pan, they can be sent over to learn and live a fair life. In fact, the house’s wandering priests often suggest exactly that to the local authorities, sometimes even in the wake of the grave transgressions if the guilty party shows the willingness to change, and it’s not uncommon for these people to pursue the calls of faith during and after their penance, up to the point of making themselves a name in the house.

Places of Interest:

  1. The house’s seat of power, the Crescent Terrace, is built on a slope of the mountains separating the Valley and the Vale of Eternal Blossoms. Basically a big village surrounded with terrace fields, it still sports one of the biggest Celestial shrines in the entire Valley, which doubles as the house of government and the town’s main hospital. Even the house leaders can be seen there regularly, doing the priestly work of healing and mediating on par with their subjects.

  2. The Garden Markets are the point of the Bluemoon’s pride. An entire tier of the terrace fields near the capital is completely occupied by the arboretums, gardens and market stalls, selling the raw plants and the products alike, be it incences of all kinds, recreative substances or just Valley-grown spices fit for the Imperial-level cuisine. A place where goods are sold in quality rather than quantity, visiting the stalls here can well be rather costly.

  3. The house’s geographical position puts it right on the border of the hozen territories, which is bound to bring frictions like occasional theft, hunting on its grounds and such. Bluemoon politics about it are openly peaceful, keeping the borders open and allowing the hozen to settle in their land freely. The practice brings clearly more good than the seclusion possibly would, even though the hozen are still hozen, providing an endless flow of rather loud ruckus even though most of it is harmless.

Politics And War

  1. The House Bluemoon is a meritocratic structure, with the figures of power elected by the clergy from its own ranks, on all levels. Far from all of these are actual priests though, but devotion to the Celestial teachings is still expected as much as the skills needed to take specific posiition. The house’s current leader, Lin Bluemoon, being the senior priestess of Chi-Ji, seems to spend as much time in the hospital as she does the actul ruling, and tries to urge the others to do the same.
  2. The house militia is far from the strongest even by the Valley standards, and mostly consists of local-trained fighters, shamans and priests with a small number of retired monks as the house guard of a sort. While adequate enough to deal with a saurok warband or some ravaging hozen, in case of serious threats like the warmongering mogu the house can hardly stand on its own, preferring to support the others with healing, blessings and such.

Inspirations/Cultural Analogues:
Basically what a Pandaren noble house would’ve been like if led by the priesthood.

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Not at all! It might take me a bit longer to draw them on to the map, but every contribution is invited and welcome.

I’m especially glad that your contribution solved a problem with the setting. All these lands advertising themselves on their liberal magic policies, what’s the impetus?

Working out where to place The Distantpeak and the lands of House Bluemoon will be a challenge, especially as the Valley of Four Winds and Vale of Eternal Blosoms are now established locations.

The Distantpeak and the lands of Ebon sound like a large territory of steppes, so they’d complement each other well, whilst Bluemoon’s Lands are presumably both warm (a central-southern Chinese climate, most likely) and mountainous. The other territories introduced so far are largely cold to temperate, so it’d have to be further south.

I’ll find a way. What I can say is if there are any more kingdoms added to this thing, I’ll be able to fold them in as well.

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