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This dark and desolate region was once part of a mighty Fae kingdom. After the Civil War, however, what remains of these lands was treated with fear and distrust, and is now known as the Asgardian Wastes. It is uninhabited but for wanderers and beasts. It's sole city, Darallian, was never rebuild after its destruction, its ruined streets and buildings reflecting nothing of the glory it once knew.

Mountains

  • The Lost
  • The Fallen

Forests

  • Aumrauth's End
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The isles of the North suffered the most during the Civil Wars. Once, cataclysmic forces were unleashed that drowned the land and shattered the northern part of the continent. The remaining islands are tortured and twisted places, blasted by mutation and death, and near lifeless. Such life that does survive is cruel and hardened. Monsters, stirred from the lightless ocean depths, sometimes come ashore here in search of prey.

Icy and uninviting, these remote areas are home to the more feral of Elf tribes.

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While rare, a few cultural traits are shared between the races of Southern Heimr.

Racial Bigotry

One of the most prominent traits shared by the cultures of Southern Heimr is a large amount of racism and racial bigotry. Most of the races will trust their own race before anyone else, including other races from Southern Heimr.

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The Asgardian Realm has an estimate of 2.600.000 inhabitants, though these records date back to pre-Rebellion time and do not include those that reside in the Lhengard, Wormwoods, Amberwoods and Undergrowth Depths. Asgard had a closed border up to recent, only welcoming sanctioned supply caravans and diplomats. Foreign visitors and politicians, especially those of Utgardian origin are understandingly distrusted and limited in their freedom.

About 14% of all Asgardians reside in the four largest cities, while 61% are spread over the numerous villages across the Realm.

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The Eastern Gardens is a large coastal region, inhabited by shrewd and hardy seafolk. Their graceful vessels plough the turbulent Eastern waters in search of food and trade. This is a highly dangerous area to sail, not just because of the perilous waters, but because the seas are said to contain many monstrous creatures. To survive such waters, the sailors of Asgard must possess great skill, and the Elves and Fae that crew the light sea craft are considered some of the finest in the world.

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Asgard prides itself on its high number of intellectuals. Mostly this is achieved by a rigid educational system, which is composed of three stages.

Primary Education

Primary education consists of the first 8 to 10 years of formal, structured education. In general, main education consists of eight or ten years of schooling starting at the age of four or five, although this varies between districts.

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The fae is one of the two dominant races living in Asgard.

Hair And Hair Style

Facial hair is uncommon within the higher castes of fae en elf society. Warriors, who tend to lead a rougher lifestyle, sometimes grow and carefully groom their beards and moustaches. Men from higher castes who enjoyed a military education or wish to appear more rugged, may decide to grow a beard as well. Fae facial and body-hair tends to grow much slower than that of their human or orc counterparts, so for a fae or elves this is usually a committed choice.

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In the old days the lands of Lhengard were relatively empty, occupied only by those who sought to escape the more civilized realms and return to nature. Now it exists in a state of constant war. The Marsh is one of the main routes through which Utgard seeks access to the inner lands. Troops constantly move through en route to war against would-be invaders. As the war has gone on, the swamp-like lowlands have been fortified.

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Suggestion for the ages:

Age From - To Length
Creation ?? - ?? Unknown
The Gods 5840 - 4542 1298 years
Mortals 4542 - 3046 1596 years
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Asgard prides itself in its many formidable practitioners of primordial magic. Those children that display an affinity with these powers are often send to one of the various magic Universities, where they are thought to extend and control their abilities for the greater good of the Asgardian Realm. Many of them become scholars or battle mages. Many Asgardians see Magic as a natural part of nature and frown upon the superstition in which most Utgardians hold these powers.

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Due to the disparate nature of most of the cultures of Southern Heimr as well as a lack of a central government, the Utgardian Military as such does not really exist. Most of the area of Southern Heimr is inherently lawless, with random tribes of Ogres roaming around attacking almost anyone on sight and Orc houses fighting for scraps of land, among other things. Yet at the same time, it is hard to actually conquer the lands, otherwise the Asgardians would already have done so. This in part is due to the same lawless nature.

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Orc houses are communities of Orc families.

Current Great Houses

These houses are currently considered the "Great Houses" and hold dominion over most of the Orc-held lands.

  • House Galrash - Current Prime House, holds the First Seat in the Council of the Utgard Alliance.
  • House Arkol - Previous Prime House
  • House Vorzag
  • House Kotash
  • House Urthoru
  • House Martuc
  • House Dralug
  • House Bergazu
  • House Gorazal

Other Orc Houses

These houses are not counted among the "Great Houses", but have played more or less important rol

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Orc politics is a slightly chaotic mess built up around the race's concepts of individuality and honour. It can be roughly broken down into three levels: in-house politics, alliance politics and great house politics.

In-house politics

When the Orcs were a young race just set loose upon the world, Ratish taught those who would listen about warfare. Among the things he taught was the observation that no group of creatures can survive without the leadership of a single creature.

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'The Uplands lay north-west and are graced with the Enchanted Forests, most ancient of all the Asgardian realms. Upon its tangled groves ancient glamours lie and under its leaves creatures of great mystery still walk. The region is ruled from the city of Darthoriadan, capital of magic and written knowledge. Fall lies eternally on The Uplands' enchanted glades.

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The Utgard Alliance is a loose alliance between the four races of Southern Heimr, primarily tasked with guarding the borders against Asgard.

The alliance is governed by the Council of the Utgard Alliance, a council of seven people.

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