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Karuzgard

Situated at the far east of the continent, built into the World's End Mountains by the Dwarves of old, Karuzgard is the only known way between the continent and the Forsaken Lands beyond. Built to last, the fortress has stood both the test of time and countless sieges, having never been breached by any army in recorded memory. The main gate is known as the Great Gate and is chiseled into the dark, black rock of the mountainside, embedded with old dwarven runecraft to fortify it and the mountain side around it. Along either side of the bridge to the Forsaken Lands are two platforms where members of the Order can fire down on assailants, and even higher sits more battlements cut into the mountain rock, seemingly impossible to climb the stone without siege equipment and even then, every entrance and door is reinforced with further runecraft. Scholars have agreed that the fortress is nearly impenetrable, and other castles and forts around the world have attempted to imitate the design, to poor effect. The fortress itself has survived for over 1111 sieges.

The Grand Hall runs from one side of the mountain to the other, split into 3 sections each separated by a wall that runs up towards the gallery above. The front section, nearest the Forsaken Lands serves as an armory during a siege, with everything from swords and spears to arrows and ballista bolts. The center and largest section is the training ground for the Order, filled with training dummies, weapons as well as duelling pit dug deeper down for tournaments between the members. The final section, near the main gate to the continent, is where the members gather for feasts and meetings. Along the gallery is where the high ranking Masters and Blademasters reside, along with the Grandmaster's quarters. The walkways also act as the next line of defence should the Great Gate be breached.

Further below the Grand Hall are dozens of different levels, each carved out by the dwarves long ago although the Order only makes use of the first few. On the first level are the storehouses, stocks to last for dozens of years as well as storage of equipment, weapons and materials. The next two levels serve as barracks for the various divisions, one for Shieldbearers and the next for Initiates. The infirmary is also located on the second floor, overseen by Master Wilhelm who has served the Order for over 300 years. The lower levels are filled with old books, scrolls and ancient equipment left behind by the dwarves, and further and further they stretch on with some blocked off, some collapsed and others flooded.

The Forsaken Lands

A wasteland that remains separated from the civilised world by Karuzgard and the World's End Mountain, a desolate place filled with orcs, goblins and even worse. Mostly unexplored, with even the Order only venturing a few miles out, the distance is filled with dark, magical storms that fill the sky with brilliant blue, red and purple light. On dark nights, if one looks close enough, the light reveals strange, enigmatic structures hidden within the storm. Creatures of darkness come from within the storm, and are invaluable to the Order and all they stand for. Occasionally, the orcs and forces of darkness will attempt to breach Karuzgard, but for 998 sieges they have been repelled.

The Kingdom of Rock and River - The Riverlands

Located on the land behind Karuzgard, the Riverlands is a mixture of high mountains and hills as well as a criss-cross of rivers and streams that have led to the monarchy taking the name of the Kings of Rock and River. Ruling from their seat of Parravon, the land is well known for its code of chivalry as well as fertile farmland due to constant flooding.

Its people are known for their mistrust of magic, and as such they are one of the few nations in the world to shun its practice. Instead their knights and man-at-arms are world class, and have turned the tides of many battles with their charge. The awkward and defensive nature of the terrain has meant that very few have even attempted to take over the Riverlands. The Order and the Kings of Rock and River have always had a close, beneficial relationship with the kings of old bequeathing them the Causeway, a stretch of land the Order uses for farming and supplies, something that every king has done since.

Yisrel - Court of Ice

Found in the far, frozen north isolated away from much of the world, the land of Yisrel is a hard place that breeds hard, dependable people. The Wind of Glacia is a constant in the region, creating a magically charged region of snow and ice that is tapped into by the Frost Mages of the Ice Court.

Ruled by Aurora, the Ice Queen, the capital of Yisrel is overseen by the Ice Court, a series of twisting ice spires rising up amoungst glittering snow that glows a pale blue. As the most powerful Frost Mage in the land, Aurora has recently adopted a period of isolation following war with the Imperium and Northern Reavers. As such, she has expertly crafted a twisting maze of glacial ice to confuse invaders to her land, their vision obscured by conjured blizzards. Should any breach the kingdom's defenses, they would find the Ice Queens army adaptable and ready for anything. While little grows in these lands, they have a good trading relationship with the Sorceror Lords via sea lanes, but recently these supply lines have be strained due to the raids of the Sea-Lord.

The Bloodlands - The Disputed Lands, Domain of the Bloodlords
A central region of the continent, unclaimed by any of the world powers, the Bloodlands have seen countless battles and wars, so many that the very earth is stained with blood, weapons and armour littered across the battlefields. This led to a rise of bandits and scavengers fighting over the scraps, before the Bloodlords began to carve out their domain.

In a marsh whose water runs red like blood, some of the darkest and most powerful mages gave in completely to the blood, using it as fuel for their dark rituals. Capturing any who attempt to cross their domain, the Bloodlords use undead and monsters summoned from beyond to Veil to ward off any attempts by the nations to take away their way of life.

Despite the dangers of bandits and the servants of the Bloodlords, other nations are desperate to conquer the land due to the value of its minerals and gems. Various caves dot the mountains and hills of these Disputed Lands, some running deep indeed...

Bael-rath - Glorious Kingdom of the Shifting Sands

The deserts of the south are as vast and unexplored as the Forsaken Lands, hundreds of miles of rolling sand dunes that have claimed countless kingdoms. Within these lands are bountiful spices, gems and oases for farming, meaning Bael-rath is potentially the richest kingdom on the continent, displaying its wealth through gold domes and rooftops.

The capital of the Glorious Kingdom of the Shifting Sands has many titles, however most well known is Bael-rath. Built next to the Great Valara River, it is ruled over by a council of merchant princes while its royal family is currently in civil war with the merchants supporting Prince Alim Al Dalrinna and his claim to the throne, while the noble faction supports the late king's daughter Princess Alrianna Al Dalrinna. While Alim seeks to expand the kingdom by joining the fight for the Bloodlands, Arianna seeks to expand their wealth and explore the ruins being revealed by the ever shifting sands.

Dinas Maelra - Seat of the Sea Lord

Since the displacement of Elven civilisation on the continent and the enslavement of most of their race, the few free Elves decided that no longer would they be safe to live their lives under the cover of their forests. Forsaking the land, many took to the seas to built themselves a new home, and did so on the island of Avalon.

Renamed Dinas Maelra, or City of the Sea in the common tongue, the Elves have spent the last 200 years as skilled pirates and reavers, attacking non-Elven ships and settlements to continue to gather supplies for the kingdom. The most vicious Elven noble is declared the Sea-Lord, leader of Dinas Maelra and in charge of the entire fleet. While many have suffered at the Sea-Lord's hands and would gladly wipe the Elves from the face of the earth, they are protected by magical mists and maelstroms that only they know how to navigate. This is thanks to their temple to Maelrath, God of the Sea, a marble temple amoungst a city of silver halls.

Ailas Arcanum - Council of the Sorcerer Lords

The only truly neutral faction on the continent, the Sorceror Lords of the Ailas Arcanum seek out the secrets of magic, the history of the world and explore the endless cosmos. Situated to the west of the Bloodlands, the Sorceror Lords have helped to guide the world along its path from the Starlit Spire, on an island in Lake Aghost.

The smallest player on the world stage, the Arcanum tend to not declare war on any of their neighbours, or join the war for the Bloodlands. While they have had several incursions from the Magisterium, who disapprove of their research and philosophy, the Lords have always managed to see off the attacks. They also serve as an important mediator, cultural center and trade center on the world stage.

The Magisterium - Divine Kingdom of Isolos

Once the home to a heretic, pagan nation, the Imperium of Wevrest supported the Pontiff in his crusade to wipe them off the face of the earth. Annexing the territory and gifting it to the Church of the Divine, it would ultimately break away from the Imperium during the Age of Strife under the rule of Pontiff Alrick as a true kingdom of the devout and divine. As such, the citizens are expected to live their life in accordance to the gods.

In recent days the Magisterium has been aggressively expanding against its neighbours, especially against the Dragonlords of Drakken and the Ailas Arcanum whom they see as heretics but so far their attempts have been in vain. However the current Pontiff Sheyric has been amassing power to his side for another great crusade, however an old enemy stirs in the shadows...

Kingdom of Drakken - Home of the Dragonlords.

The land of mountains, volcanos and floating islands have always belonged to the Dragonlords, a nation of martial might, home to heroes. Riding into battle on the back of dragons and wyverns, their military is small but extremely elite. They resisted the Imperium at its height, ultimately leading to its downfall by killing the last great Emperor.

Each Dragonlord rules over their own keep, normally perched atop mountains or on floating islands, and patrol their domain astride their dragons. At the death of their previous monarch, a tournament is held in the sky's above Dragonsclaw for all those who wish to ascend to the kingship. The aerial duels only end either in death, or when a Dragonlord is knocked off his mount. The people of Drakken support strength and honour more than anyone else, and seek only to protect their land.

The Imperium of Wevrest - The Crownlands

The Imperium was once the most powerful nation in the world, ruling over nearly two thirds of the world's surface back when Dwarves still walked the land. By the time the last dwarves had passed, it had crumbled to pieces.

It was the Imperium that began hostilities against the Elves, leading to the current wars between Dinas Maelra and the world. After the loss of Emperor Valrinax to the Dragonlords of Drakken over 1000 years ago, a series of weak Emperors saw the Riverlands, Bloodlands and the Magisterium break away over the centuries. While the homeland remains unsullied, various factions seek to rise to prominence within the empire's court and influence their ruler.

Recently the Imperium have attempted to reestablish sovereignty of the Bloodlands, however this has led to war against the Riverlands, Bloodlords and should Alim get his way, Bael-rath as well. All Emperors seek to reestablish the borders of old, and with their legions they will march across the land once more.

Moderators: Dawnseeker