Introduction, Chapter 4
Table of Contents
The past, the peoples and the land: the three elements that form our world. I have written on the first two, and so now we come to the land itself – the real focus of this Atlas, and of my master’s master leaving his home and going out into the world. And while not every corner is known even to the greatest of us I am confident that his is the greatest assembled atlas of the known world ever to have been penned or conceived. Alas I can give you but a sprinkling of the richness of our world in these pages, but still I will endeavour to show the diversity and wealth of the land around us.


Known as Ahlonia Isle, its inhabitants do not see their home as an island, and in truth that place is far more vast. Ahlonia is isolated from the rest of Allornus, and it's culture and politics reflect this isolation, even down to century-long discrepancies in their written histories. Ahlonia is dominated by two large Landsmen civilizations around a sizeable Goblyn kingdom, and other races are almost totally unknown.


Reddown is the eldest of the Landsmen nations of Ahlonia, the site of their first landing and first settlement. The southern nation of Sigard also falls into the borders of Reddown since it was conquered by their ruling council of Earls.Reddown is the most settled of the realms of Ahlonia, and probably the safest, but thanks to prevailing thinking that perhaps a single King might rule better than an antagonistic council of noblemen this peace is uneasy at best. Add to that the constant threat of war with the armies of the Goblynking to the east and an uneasy tension begins to surface in this otherwise pleasant land.


The Kingdom of Highdunn occupies the opposite side of Ahlonia to Reddown, and that is certainly not where the opposition ends. Wild and untamed for the most part, Highdunn is split into three major regions. The Tresser Veldt is cleared forest where there has been only war, first with the Siele then the Goblyns, since men first settled there. It is a rich land, but it's people must fight to keep it. The Heartlands resemble the Earldoms of Reddown very closely, but the frontier mentality, and lack of true history means that the people here are far more practical, less proud, and certainly more suspicious and quick to take offence. The King of Highdunn, the young Eldin Reise, is consumed by the quest for revenge against the man who slew his father, Dietric Kessel.

The Roughlands

In the extreme east of Highdunn lie the roughlands, in truth, a part of that kingdom in name only. The roughlands are a dusty desert of brown, punctuated by enormous rocks jutting from the earth and salt-fouled lakes. Temporary settlements spring up for a decade or two before moving on, and the detritus of the former sites of these frontier towns litters the land. Men called roughriders travel the lands on massive riding-lizards. They are a law unto themselves, some are nothing more than bandits, others lone riders dispensing justice then riding off into a dust storm when they're done. Hard lands, but with riches for those who know where to look.

In the north of the roughlands, a great tor rises from the bedrock of the land. This is the tower of the sorcerer known as the Black Sarith. Unlike the other sorcerers of Ahlonia, the Sarith is not attached to any nation, and keeps his own council. A great division, the details of which are sketchy at best, occurred between the Sarith and the High Warlock centuries ago, and both the church and the students of the Warlock consider him the greatest evil on Ahlonia, if not in the whole world.


A rebel barony ruled by a regicide soldier and scarcely two decades old sits on a rugged, hilly, cliff edged piece of land in the extreme east of Ahlonia. Maethas is also the youngest nation in Ahlonia. Dietric Kessel killed the previous King of Highdunn and then fled into the roughlands, carving himself a tiny frontier kingdom in it's furthest eastern reach. Here his few subjects live in squalor, desparately trying to make ready for the day the armies of Highdunn mobilise against them to bring the Baron to justice.

The Mists

In the north of the roughlands the land is totally and permanently shrouded in thick mist. Even the strongest wind does not move it, nor the brightest day dissipate it, it simply remains, extending through high mountain passes and even miles out to sea around the northernmost point of Ahlonia. What lies within the vale of mists is a matter of myth and legend. Some say that others that it is home to the remaining Siele of Ahlonia, perhaps it is even the true site of the mythical shifting city of Troggort! The most popular story told in inns and taverns in Highdunn is that a group of people of surpassing beauty and grace begged the Warlock to shield them from the rest of the world, either as an act of modesty or in the name of purity of blood depending on the teller of the tale. This tale has led to many parties trying to penetrate the mists; however most simply emerge, disoriented and confused, leagues from where they entered.

The Forest Kingdom

This enormous stretch of forest may once have been the southernmost reaches of the Starwood, and while it is not as perilous as those Ralstaan woods, its inhabitants have always made it equal in danger. The site of the first mass Siele defeat by the Landsmen, now ruled over by barbaric Goblyns, and is known simply as the Forest Kingdom.Currently the Forest Kingdom's Goblyn tribes are united under the ruthless and cunning Goblynking Rasch Pachak who plots his eventual conquest of all Ahlonia. Perhaps most frightening is the fact that he may actually be capable of fulfilling his ambition.

Skyreach, The High Warlock’s Tower

In the south of the Forest Kingdom, close to the only road through that kingdom stands the tower of the inscrutable High Warlock. The Warlock is something of a mystery to the folk of Ahlonia, apparently centuries old he came to this land some time near the end of the Siele Wars, claiming a fallen Siele watchtower as his own. He refused to speak to anyone for many decades, turning petitioners back with powerful magic. Then, one day a man named Boer Shenien went to the tower, and rather than being turned away he was taken as a student. Since then the Warlock has provided one sorcerer to each of the great landsmen courts of Ahlonia. When they die he sends a replacement. They serve the rulers in whatever capacity that their lord sees fit, but on the rare occasion they have been tested they demonstrate that their loyalty is still firmly with the High Warlock.


The centre of the faith in Ahlonia is the free city of Southaven and its surrounding lands.The free city rivals even Lierkist in Sigard in sheer size and populace, and easily overshadows it in wealth and culture. Based around the Great Basilica of Southaven, it is the heart of learning and faith for all Ahlonia, but thanks to its neutrality the free city has also become a merchant's haven. Officially ruled by the venerable Grand High Prelate Gavain Allarund and Saemon Talabren the High Prelate of the free city, an unofficial power has risen up called the T'Ovari. These men will not show their faces, but in the districts of the city where temple control is weak or inefficient these men levy taxes by promising protection to people, and threatening them with 'accidents' should they not pay. What makes the T'Ovari unique is that they invest much of this gold into civic projects, meaning that a battle in going on for true rulership of the city without the Grand High Prelate even fully realizing it.

The Shattered Empire

The Shattered Empire is as diverse a region as the lesser kingdoms, remembered for its brief time as the short-lived Irian Empire, but the Iri were never truly meant for vast unity, and are much more suited to splintered rule. Now outside influences have begun to penetrate their homes. The countryside of the Shattered Empires are often divided between marauding urgrol and returning tribeless, with only the Irian quarters of the great settlements supporting the native claim. Meanwhile a number of small, abandoned deepings exist in the north of the region, and even a large tract of land said to be haunted by the fearsome ghost-men.

Irikhan Mora

The palace-city that once served as home to the divhi Irik now sits at the heart of the unclaimed territories of Dagvrith. Surrounded by bosk horse-tribes and beset by urgrol raiders, it is never the less a hub for irian pilgrims, who pour off river-barges daily to kiss Irik's throne and lay their brows upon the walls of his temple in prayer. The city has no real ruler, but is overseen by elders who come from irinos all over the world to serve their divhi by administering his city in a massive council several hundred strong.


Malk on the southern coast is the very peak of Irian society - a glimpse at what the empire might have been had it survived. A sprawling port-city where the wonders of the modern world are all on display. Ruled over by three great Nasir, each equal in status, Malk is a hub of political intrigue, dominated by the irian culture, and peppered with isolated communities from all the other great cultures of the world. Extensive sewers and other public works make the city clean, and glass windows make buildings watertight and cosy, while the Irian Straits shelter the land from storms, and keep Malk temperate and busy.


In contrast, the mountainous realm of Mmu-Molag is a testament to the faded, forgotten grandeur that was one iria. The borders have long been inviolate to all but the most intrepid, and the small mountain communities have become degenerate, inbred and strange. The folk here live in the crumbling ruins of their once-grand villas, seldom venturing far, ignoring the world outside. Insular beyond even the scope of their fellow irians, the folk of Mmu-Molag are said to have turned to a new divhi in the past few generations - one who grants them "powers".

The Irinos

The irians are insular by nature, and they have become a minority throughout much of their old land, as well as in the great settlements throughout southern Haedrasia, and the Southlands, and even western Ralstaa. Where they are in the minority the irians segregate themselves in quarters known as 'irinos'. The Irino is a place that polices itself, where Irians live and work and worship amongst their own kind. While outsiders are seldom outlawed, they usually feel unwelcome in irinos, and will find themselves charged more for goods, unable to start conversation, and hurried in their business.

The Ruhndag

The western reaches of the great starwood is the Ruhndag forest, which reaches between the Hoarfrost Mountains and sprawls twistedly over the north-eastern portion of iria. Unclaimed, even during the height of the empire, the ruhndag is overrun by urgrol warbands making it a dangerous place to be. In the far north, where the Sirolas Mountains meet the Hoarfrost Range there are two great lakes of such surpassing and legendary beauty as to be unequalled in the rest of the world. On islands, at the heart of these lakes, it is said the ancient and vengeful ghost-men hold their faerie court.


The Great Lighthouse of Assardan, which lends its name to the port city and nation that surround it, is the greatest ancient wonder of the irian world. In cloud its peak towers into the clouds, and its light, through a cunning series of lenses and mirrors, can be seen for hundreds of miles - some even say is is visible from every shore on the Bair of Suirene! But alas, Assardan has fallen from irian control, and irinos are places where folk are persecuted and mistreated in Assardan.


Bordered by the banks of the River Manllu - longest in Allornus - it is a wonder that Mora-Amar survived the Imperatry re-expansion in the wake of the collapse of the magocracy. But if the new overlords, who snatched the land away from the old nasir, kept their independence, they certainly did not remain free of haedrasian interference. The Haedrasian Great Houses are the real powers here, and the irians have wisely aligned themselves with the haedrasians, drawing up the battle lines for rule of Mora-Amar.


The High Kingdom of Ralstaa is a loose confederation of kingdoms, prone to infighting and feuds and settled entirely in immense city-states situated in trackless, dangerous wilderness, and ruled over by a High King from the greatest city in all of Allornus – the City of Lights. Most of the Dwarf-Giant Deepings here flooded, so they are unknown in Ralstaa, but the starwood is the ancestral home of the An-Heir, and the largest concentration of these creatures anywhere, as well as being native trol-country. Birdmen are also native here, and Goblyns and Vargör are not unknown.

The Lleweith Kingdoms

The Ral, unlike other Landsmen, broke into a further five subtribes under high priests who all answered to Rallah herself. The Lleweith were the first of the five tribes of the Ral, and one of only three that has survived. The most numerous of the Ralstaans, the Lleweith are an arrogant, martial people. Their knights are the most numerous and savage, and the most active in the Ralstaan tournaments, and the people are aloof and almost entirely city-dwellers. Their city-states have ancient forests growing right to the walls or else sitting high atop mountain plateaus.

The Shaeish Kingdoms

The Shaeish are a simpler folk than the Lleweith, and their Kingdoms tend to be more temperate, and more safe, and adhere to the isolated city state less, with the largest territories in Ralstaa controlled by single kings. Caldare, one of the largest Kingdoms in all Ralstaa, controls an entire province of the High Kingdom. The Shaeish are also the only sailors of the Ralstaans, though their craft certainly aren't capable of plying the open seas, so the trade cabals of Ralstaa are most influential in the Shaeish nations.

The Dunsain Kingdoms

The Dunsain are often thought of as a sort of Ralstaan barbarian, but they are likely the most progressive of all the Ral, and once, after Rage, their magocracies governed all of the great cities of Ralstaa. Like the Ghans in the north the cities of the Dunsain Kings allied with the High Kingdom are attacked frequently by the traditionalist Clanlanders. The Clanlanders are also Dunsain, but they refuse the modern way of Ralstaan life in favour of ancient tribal Ral tradition. Their tribal magicians can even still craft the golems of old Ral magic. Meanwhile the dour and pragmatic city Dunsain are stalwart warriors with none of the pretence or parochiality of their cousins.


Tuarvael is a Lleweith kingdom with an agrarian culture. These three provinces were never marched on by Viran Uth-Rallis, and they joined together quickly under one King to retain their independence. They are allies, even pawns of the High King, but do not recognize his laws or agents in the same way other Ral Kings do. Eventually Ralstaa will have a high king who will not tolerate this arrangement, and Tuarvale will almost certainly be conquered.

The Starwood

The starwood, ancestral home of the An-Heir has a gruesome reputation across all of Allornus, enough to halt the Zard and the Haedrasian Empire at its borders, but the Ral have embraced this land, albeit with caution and much loss of life. The land here seems to rise up against civilization, and the paths often change, or lead to hidden pitfalls or poisonous flowers of enchanting beauty. There is little here that does not wish ill upon the men who make their homes under its eaves, and the shadowy An-Heir, called the fey-folk by the Ralstaans, are foremost amongst the forest’s dangers.

Tohl, City of Lights

The greatest city on all Allornus, dwarfing even the Unchallenged City of Haedrasia, this sprawling monstrosity is the seat of the High Kings of Ralstaa. Visitors say that the cloud of smoke that hangs above the City of Lights is visible for nearly a full day before the City itself. Buildings lean on each other, and reach out over the roads and into the sky vying for new space, and ramshackle structures made from re-purposed materials form little sheltered platforms jutting from rooves or in boarded up doorways. The inner city however is pristine and perfect, with simple, elegant, finely crafted structures whose roofs are tiled with a special metal blessed by Rallah herself that give the city its name. At the heart of Tohl is Rallah's Keep, the bastion of Carin Uth-Rallis, High King of Ralstaa. A full third of the kingdoms of Ralstaa shift their summer court to this massive edifice for three months of the year, and here all conflict and enmity must be put aside by law. Rallahs Keep is neutral ground by ancient law, and the knightly orders of the High King maintain this peace by force if necessary.

Tohl Caldare, City of Coin

The seat of the Princes of Caldare, largest single nation in all the High Kingdom of Ralstaa and justly known as the City of Coin, Caldare is the chief exporter of wheat and barley in the High Kingdom, the rarity of these things in this forest-choked lands makes Caldare’s noblemen very rich indeed. Various merchant cabals covertly govern trade out of the city, and while no noble here is foolish enough to discount the existence of these quasi-legal groups they have thus far been happy to feign ignorance if it is made worth their while. As a result the treasure the the Crown Prince of Caldare is said to dwarf even the vaults of Tohl.

Tohl Maralkar, City of Widows

Tohl Maralkar has become the city of widows since Viran Uth-Rallis marched from the gates with all of its men at his back to reunite Ralstaa, and returned barely a handful of the thousand he took. The city is a haven of the worst Ralstaa has to offer now. The ruler, scion of a line that usurped the city after Viran slew the rightful king and chose conquest over his birthright, is Döron, but he is better known as the Rat King.

The Clanlands

While the Clanlands are mapped as a part of the High Kingdom, the Dunsain clanlanders recognize no king, and never have. Shunning the city-states of the Ralstaans, these nomads live in extended family groups in much the same way as their ancestors did when they first came to Allornus. Tales of golemancers and warriors more fierce than a knight, and driven to a berserker rage by a herbal potion, as well as the presence of Goblyns and Trols keeps this buffer-territory between greater-Ralstaa and the former lands of the Devil Dukes wild and unconquered.

Tohn Graihain, City of Stone

The greatest of the Dunsain city states is the stout and unassailable port of Tohl Graihaen, called the City of Stone because of its immense and famed stone walls.The city is all square stone buildings, and gives and overwhelming impression of cold greyness, but the walls are said to be the thickest and strongest to be found in Ralstaa, and this boast has been being put to the test for the better part of the last decade. The City of Stone is besieged by the combined might of at least five clanlander clans, and all land approaches to the city are cut. Thankfully the great docks remain unmolested, so the only way in or out is by sea. The King Vortigan Bloodreaver holds the walls personally, and legends of his savagery are likely why more tribes have not joined the bitter conflict.

The Firewood

The Firewood sits in the north of Ralstaa, broken from the Starwood by the Highlands and the base of the mountains. Its trees are in a constant state of autumn, with reds and oranges and browns all year round, and strange fairy-fires burn in blue rings on the ground at night. The Firewood is more civilized than the Starwood, with the bulk of the Dunsain Kingdoms having at least a portion of the wood falling within their borders.

The Free City of Aulorn’s Gate

There is only one pass through the Kilbyrn Mountains into the Ghanish lands. To the Ralstaans it is known as the Cold Gate, but usually it shares the name of the city, Aulorn’s Gate, after the hero who held the pass for five years against a far superior force of Ghan cultists in the Age of Descent. Once a Ralstaan city-state, the Free City has been under a Dwarf-Giant ruling regime for the past four or five generations. The city guards this pass, and remains strictly neutral in relation to its Ralstaan and Ghanish neighbours.

The Great Northern Highway

The Great Northern Highway is the longest road on Allornus, stretching from Tohl Caldare to The Cold Gate and beyond. Once built by the ancient Iri, it is the only territory of the High King beyond the capitol province. The road wardens patrol constantly, and no army except those of the High King may march on the highway, nor may any goods pass the waystations along the highway without paying a nominal tax towards the highways upkeep.

The Ghan Duchies

The Ghans have not had a united nation since before the death of Ghanda, but their nations were some of the largest, far greater than the Ralstaan Kingdoms to the south or the inner kingdoms to the west past Haedrasia, however despite this, or perhaps because of it, the Ghan Dukes were never wealthy and depended upon their mountain boarders and rough terrain, as well as Vargör slave-armies, to dissuade would be conquerors from Ralstaa and Haedrasia.

Vo Gabrov

The easternmost of the Ghan nations, at mouth of Aulorn’s Gate, is Vo Gabrov, the only remaining united Ghan Duchy. Vo Gabrov had far fewer Vargör, with only wealthy households able to afford to keep indentured Vargör in their employ, as a result many more menial jobs were being performed by Ghanish tradesmen. Coupled with a relative religious freedom this created a unique climate in this southern duchy, and those few Caroghans who did rise up went almost unnoticed. Vo Gabrov's most influential Duke, Teuoderic Gabrova devotes much of his time now to trying to liberate his brother Dukes from their lands, but thus far his efforts have been largely met with disinterest.

The Great Eastern Ocean

The Great Eastern Ocean is the roughest, deepest, darkest and most violent of the bodies of water that surround Allornus. Storms boil across it almost daily, and even in the finest weather the sea turns so dark as to be nearly black only a few miles from shore. The coast has no beaches, only jagged exposed stone and low cliff faces, and foetid coastal swamps.

The Pirate Islands

Off the coast of the Duchies, perhaps a day and a half’s sailing with a good wind into the eastern ocean lie the Pirate Islands, better known as Cael. Only the Dwarf-Giants and the Kardes know the secrets of navigation, and though a few landsmen have grasped these secrets, the pirates of Cael among them, the Pirates also keep the exact location of these isles as their most closely guarded secret. Only their navigators know how to reach these seaward havens and the legendary pirate-port of Haru, and to a man they all believe that death is preferable to disclosure.

Idalgarten and Gnar’Vosh

Idalgarten now sits on the remains of the old Vargör nation of Gnar’Vosh, and is the worst fractured of the Ghan Duchies, overrun by Caroghans with the Vicighans barricaded in their crumbling cities engaged in month or year long banquets. It would be a cliché to say that Idalgarten was one of the greatest of the duchies brought low, and though it is large, it is not rich in resources, and Idalgarten had always been only a footnote in the annals of the Ghans. The folk of Idalgarten largely feel like fate has some special doom in mind for them, and grimly accept that the Carroghan uprising is simply another chapter in this doom.

Ghanda’s Grave

Ghanda’s grave is a wide plane where the patron of the Ghans gave his life to imprison the five Baalfr. Despite being on a high plateau between the Ironheads and the mountains that boarder the Frozenland the land is some of the most temperate in the region, and lush grasses and wild flowers bloom and thrive here, and ice turns into streams that feed a lake near the centre of the vale, where it is said that Ghanda’s body was laid on a raft and sent adrift on the lake. Known as the Lake of Sighs for all of the sighs passed by the Ghanish people as they farewelled their Divh, it is shallow enough that a man can wade for close to a mile from any shore. However those who do seldom return, and yet those few who do return report seeing nothing strange or dangerous in it’s serene waters.


The largest city of the Duchy of Pravetsa is the sprawling port of Petyorgrad, it was not the capitol and so no Duke was present when the nation collapsed. Petyorgrad was seized by three powerful noblemen, all claiming rightful control over the city. Now the place is divided between their forces, all fighting a guerilla war against one another for control of the city, which the regular military try to hold the walls and makeshift fortifications against the hordes of Carroghans outside.


Silvatsa was a powerful and wealthy trade nation before the collapse, and was ruled by a council of eight Merchant-Dukes. Four of these men have now sealed themselves away in massive hold-fasts on islands in the great lakes, and with three dead one survivor fights a desperate battle to hold the passes to the west, with the bulk of Silvatsa’s treasury in the city of Bost in the west of the Duchy, wrongly fearing that the south-dwelling Carroghans want his gold and not merely his life.

The Ironheads

The mountains that divide the Ghanish Duchies and the Imperatry Templarate of Haedrasia are the tallest in eastern Allornus, their peaks capped year round in rust-tainted snow that gives them their name, and they are one of the world's foremost sources of precious iron. Mt. Kharoum, the continent’s highest, lies in this range and the famed Three Sentinals stand just a few miles out in the plains of Silvatsa. However unlike Sirolas Mountains to the south the Ironheads have many safe passes maintained by the Haedrasian Ghans where approved caravans can travel with relative safety between small Imperatry trading posts on each side.

Vo Beloslakya

The former seat of Ghanda, from which he ruled all of the Ghans united, Vo Beloslakya, is suffering under Caroghan yolk, thought a few pockets of lands in the north-east remain in the hands of Vo Beloslakya’s Dukes. Ruined temples once consecrated to the Ghanish patron now host rites to another Divh, and where Ghanda forbade worship for fear of the Baalfr who he gave his life to bind, now the Caroghans devote their hearts and souls to the praise of another.

Dravaneth’s Deeping

The largest and most cosmopolitan of the Dwarf-Giant deepings actually controls a good amount of territory above the ground in old Ulanzadleg, and its citizens include not only the ruling classes in the Deeping itself, but also Ghanish refugees and a variety of settlements of Beast Men. The Deeping itself even hosts a contingent of pale skinned, hairless An-Heir. All of these little societies have agreed to adhere to the leadership of the Mhulak elder-council who in turn answer to the Mhulak Eldest called Dravaneth. Whether he is the deeping's namesake or the eldest takes on this name, or even that the deeping is renamed for it's reigning Eldest is largely unknown.

The Frozenland

The Frozenland is another of the world's places of strange magic. Ringed by mountains, this broad flat expanse of land is colder than even the glaciers of Kardesia or the mountains of Nardaan, and even the ocean at the coast is frozen for more than a mile from the shore. Little can live here, and no living thing is native save for those that live well benieth the ground, or the minions of the land’s strange ruler the Child King.

The Kardesian Glaciers and Nardane Colonies

The extreme north of Alornus is occupied by two major landmasses, first the very top of the Ghanish lands is a vast frozen tundra choked with snow, where only the hardiest survive, known best as the Thunderbear Tundra or Kardesia. Second, a land once joined to the north of the Haedrasian flats, but rent from there during the sundering, is now the dark continent of Nardaan where a mixture of disparate colonies make for strange neighbours indeed in this icy and unforgiven place.

Thurnderbear Tundra

While the glaciers and tundra north of the Frozenlands are most commonly known for their most famous inhabitants the place has several names. The Bärchak themselves call it Yirtgal, which means Feasting Hall in an ancient form of their language, while the Kardes call it Dor Urn Ardûn, which means The Land Where the Rock Fell in High Mhulak, after a legend about Kardes the Tall, father of the modern Kardes, seeing a massive stone fall from the sky into a hurricane, and promising that his people would stop wandering when they found the stone again. The Ghans, who have much more contact with the Kardes than the Bärchak, call it Kardesia. Whatever the name, few venture to this desolate snowfield who do not call it home. There are many reasons a brave or foolish man might brave the biting cold, and the endless expanses of white however. The Bärchak are renowned as the greatest craftsmen on all Allornus, and a true warrior prizes their weapons and armour above all other things. Their feasting halls, carved from the very ice of the coastal glaciers are also said to be a wonder to behold, and the enormous but gentle thunderbears, namesake of the Bärchak, are one of the world’s most majestic and awe-inspiring sights, especially in a storm when they come to bask in the lightening. Conversely the Kardes reavers, giant and fur-clad and wild as they are, are easily the finest sailors in all of Allornus, and while the art of navigation at sea is mostly lost to them, their vessels are faster, sturdier and better able to ply the fierce waters of the Eastern Ocean than any other ever seen, surpassing even those few wrecks that remain left by the Mariners at the dawn of time.

The Nardane Gulf

The continent of Nardaan, if the surviving charts taken from Mariner ships or maintained by the Dwarf-Giants are to be believed, was ripped from the Haedrasian mainland during the sundering, and the seas flowed into this gaping wound in the earth. If this is true then a number of cities exist in shattered ruin beneath the foaming waves of the Nardane Gulf, and perhaps more.

The Hallowedland

The habitable mainlands of the dark continent have become known as the Hallowedland by the initiates of the One True Faith, though it is still officially known as the Tarkaanate of Nasus. Here Malorns and Haedrasians mix in equal share, trading with Kardes and even occasionally with mountain-dwelling Ogres. While no one from beyond the Nardane Gulf would think of this land as much more than a sparse backwater, it is a bustling metropolis by comparison to those lands that lie north of the Mountains of Dusk, where the icy steppes, lying too far from the passage of the sun, are in the permanent, jagged shadow of the mountains.

The One True Faith

Though it might seem strange, it is religious debate and not survival that is at the forefront of the minds of the people of Nardaan. The sect known as the One True Faith has been rooted here for the past couple of generations, and has quickly grown in popularity, so that now it has even spread to the northern parts of Haedrasia and around the Black Ice Bay. The One True Faith preaches that there is but a single all-powerful Divhi, who made the world and governs it, and that all other Divh are merely immortal pretenders to true divinity. They cite things like the failure of the patrons of the landsmen to prevent the sundering as proof of their claim.

Vor Ushta

The city of Vor Ushta, the blessed city, is the seat of the One True Faith, though the Port of Tarm to the south is the seat of the Tarkaan of Nasus. Vor Ushta is the second city of Nasus, and the great cathedral of Vor Ushta is not as huge or ornate or historic as the Eternal Palace in Haedrasia or the Haven in Maldaakore, but it is without doubt the most popular of the great shrines. The Mandrate Supreme Parasim rules here without regard for the Tarkaan or his agents, though ostensibly with their permission, and the rise of the One True Faith has been so meteoric that no one could even dare countermand the edicts of its throne.


Arkenrecht is a kingdom of the most brutal and savage of Malorn refugees, originally planning to marshal their forces and one day overthrow the Drak regime and reclaim Maldaakore for themselves. However the refugees found the biting cold and tribes of Orgryn here to still be preferable to life in the ash wastes of Maldaakore, no matter who ruled them, and so they remained. The skills necessary for Malorns to escape Maldaakore have become traditions to the people of Arkenrecht, and it is a brave man indeed who would face one of their huntsmen, armed with the twin long, curved knives peculiar to them, with which every man is a consummate master, and ruthless combatant. The only land not under the sway of the One True Faith, Arkenrecht is ruled by a conclave of all of the leaders of the nomadic tribes of the land.


The Haedrasians, under the guidance of the Earthly-Divh Haederas, control one of histories largest and most long-lived empires. Spanning the north and south coast of Allornus, Haedrasia has some of the richest and most prosperous territory to be had, and none of the great nations of the world can avoid having dealings with the agents of the Imperator.

The Unchallenged City

At the heart of the Haedrasian Imperatry Templarate sits the Unchallenged City of Haedrasia, so called because no army has ever even attempted to take this enormous fortress-city.The city glows red from a thousand forges at work outfitting the legions day and night. Built around a broad, dead straight central avenue leading from the north gate right to the Eternal Palace, the Unchallenged city's blocky buildings have near perfect symmetry, rising from the walls to the immense fortress-palaces arrayed around the earthly divh's resting place.

The Earthly Divhi Haederas

Within the Unchallenged City, in the Eternal Palace broods the Earthly Divh Haederas, last of the masters of the landsmen. His power is incomprehensible, his mind unintelligible, his ambitions unknowable. It is Haederas, Divh-Imperitor and not the line of Haedrian who is the true ruler of the Imperitorial Templarate of Haedrasia, but the mind of an eternal being is not well suited to ruling mortals, and with every passing century he grows further and further from his people.

The Drak Frontier

Despite having once been allies, the Draks and Haedrasians are now the most bitter of enemies. The lands between the two great nations are in a state of constant warfare. Imperatry Legions march in to relieve their battered compatriots every month. Many of the citizens here are Malorn refugees, taken as slaves by the Haedrasians, they know that this endentured servitude is a better lot than starvation and reanimation in the ash wastes of Maldaakore.

The Haedrasian Flats

The heartland of the Imperatry Templarate of Haedrasia are the Haedrasian flatlands, the first home of the Haedar, where Haederas laid the first stone of their Unchallenged City, and nearly every man is a Haedrasian and an imperatry citizen. This bountiful land produces the two things for which Haedrasians are famed, spirits and horses. Various spirits are distilled from root vegetables while the enormous herds of wild mustangs that roam Haedrasia have their youngest taken and tamed to become reputedly the finest light mounts to be had.

The Black Ice Bay

The Black Ice Bay once marked the boarder between Maldaakore and Haedrasia, but the boarder has since been pushed back to the foothills of the still mountains, where they rise out of the salt flats. Now the Black Ice Bay is home to the Imperitorial Navy, and the place where pilgrims and missionaries and legions leave for the northern territories on Nardaan.


In the midst of the salt flats is a single oasis, a salt water lake feeding from a deep underground spring. Here, the Haedrasians have raised the city of Kamïr as a staging point for legions trying to make the long march through the salt flats to engage the Draks. Kamïr is small, and insular. It is days march through some of the most hostile terrain outside of the nightmare lands and the ash wastes to reach the edges of the marsh, and there is always the danger of running into a Drak scouting party. As a result those who come to or leave Kamïr always do so in the company of a legion. The permanent garrison of Kamïr is a group called the Bloody Legion. These men are hardened by the salt flats and by the brutal warfare they engage in with the Draks, until they are as brutal and uncaring as their foes. Once a man joins the bloody legion he has little hope of surviving his term, but those few who do leave intact are almost guaranteed a position in the Imperator's Paladins, the personal guard of the Imperator himself.

The Ghanish States

A number of ghan states warred with Haedrasia just after their defeat of the vargör, and so the Haedrasians wiped out their leadership and conquered their lands. While ghans are held in high regard and given much cultural freedom, as they are the people of Haederas’s brother Ghanda, they cannot be citizens either, and as a result they have no recourse to better their lives. As such the Ghanish people fill out the lower classes with no real hope of ever being anything but low grade labourers. Occasionally a Ghan will be born a halfcaste and manage to infiltrate into Haedrasian society, but usually skin colour dictates exactly how successful he'll be.

The Kelorn Districts

Unlike the ghans, the kelorns , outcast from the iri, have no divh of their own, and so the Haedrasians are free to dominate them, though unlike the malorns they can be freed, and many fill out the lower classes of the steadily expanding kelorn districts in the south-west. In order to obtain aid from the mhulak and beastmen to over throw Rage the Haedrasians freed many of the territories of the Kelorn districts, and those that remain were deemed unable to support themselves. As a result the beastmen here are broken, as are the Kelorn men. Assured that they could never survive without the yolk of their Haedrasian masters, their existence is a bleak one, and rebellion is almost unknown.

Royal Haedrasia

Amongst the Ghan states one kingdom at the base of the mountains was renamed Royal Haedrasia. Officially not a part of the Imperitorial Templarate of Haedrasin, when a new Imperator is named the rest of his extended family is exiled here forever, on pain of death should they re-enter Haedrasia. In this fashion there is never more than one claimant to the Imperitorial crown in Haedrasia. Only the untimely death of an Imperitor can undo this exile, an occurance that has repeated only a handful of times in the uncountable annals of Haedrasia.

The Magefinders

Instituted after the fall of Rage’s Magocracy, the Magefinders are a secret police tasked with wiping out the mages who had ruled the magocracy, and any disciples they might have had for fear that another mage would rise up to replace Rage. Their initial leader, Si-Vonor of the Black Ice Bay, wiped out every mage that he was tasked to find, but he was drived from Haedrasia after it was found that he was hording arcane knowledge and studying it himself. Since then no Magefinder Supreme has ever been permitted the knowledge necessary to identify his quarry, and they have become less and less efficient as the centuries pass.

The Great Houses

Since the Imperatry family are outcasts they started the seven Great Houses as a way to extend their interests into Haedrasia, and so long as they make no attempt to press a claim to the throne they are largely left to do so. Since the state of Royal Haedrasia is supported by imperatry gold the rulers have a great deal of time and resources at their disposal, and the Great Houses vie for their favour. Strictly, since the Imperitorial Templarate of Haedrasia is a theocracy – ruled by the priests of Haederas, the seven Great Houses privately control enormous amounts of territory and resources, and often fund the raising of Legions for the ruling temple. The Primates and Tyrants of the Templarate may rule the cities, but they are owned and operated by the Great Houses. The seven Great Houses associate with colours, so that their followers are easily distinguished, they are the Green House, Blue House, Yellow House, Red House, Orange House, Grey House and Purple House. At the moment the Orange House has found favour with the royal family, and thus are the most powerful house, but the Imperator’s younger brother Marcus has associated himself with the Green House, and the pretiege this brings makes them firm competators with the Red House, and also bans Marcus from ever being able to succeed his elder brother.

The Southern Soldatry

The Southern Soldatry is the breadbasket of Haedrasia, and the base for it’s military, where the imperatry legions are trained, drilled, spend their time in reserve and eventually retire. The soldatry, unlike the rest of Haedrasia, gives soldiers a number of additional rights to property that are usually reserved for the priestly classes. The Haedrasians tend to ignore the Bair of Suirene to the south, so there is little in the way of naval presence, but the great houses trade enthusastically. The Soldatry has the most contact with other peoples besides those conquered by the legions, and is probably the most comopolitan part of the empire.


Little is known of the inner parts of Maldaakore. To most landsmen the slat flats of Haedrasia, the Still Peaks and the citadel of Baragau-Gul are Maldaarkore, but I have travelled that land, and I know first hands what lies beyond the mountains in that most terrible of domains.

The Still Peaks

The Still Peaks, called the Bosots by the Draks, are the imposing mountain range that mark the boarder between Haedrasia and Maldaakore. The mountains are not as high as the Ironheads or the Sirolas, and show signs of fracturing and collapse during the Sundering. This has left several of the peaks almost sheer, and pinnacles of bare granite often rise where a whole mountain once did, their slopes now reduced to hazardous, shifting rubble that is almost as impassable as the hollow cliff it fell from. There is one reliable pass through the mountains, leading from the salt flats into inner Maldaakore, but Baragau-Gul guards this pass like a vulture, perched on the rocks above, and while Haedrasia has steadily pushed back Maldaakore’s boarders, it has not been able to brave the salt flats and penetrate the Bosots even after centuries of throwing legions at this natural wall. The range extends a good three days ride back from the flats into the Drak heartlands, and its foothills extend west well into settled Maldaakore. There are few settlements here, and highland Malorns often hide out here, keeping tiny herds of goats and praying to any Divh that will hear them that no Drak patrol, or worse, crosses their path.

The Salt Flats

While the Salt Flats technically fall into the boarders of the Imperatry Templarate of Haedrasia, this is only by attribute of Kamïr being under Haedrasian control. In reality they are a no-man’s land between the two ancient enemies, a region that neither would claim that separates them and takes the lives of hundreds of invaders before they even engage an enemy. They are also home to some of the worst of the less-than-landsmen minions of the Draks who escape their masters in the heat of battle to lair in this inhospitable setting.


Baragau-Gul, thought to mean Dark Heart, or Citadel of Peril, or Skull Pass, or any number of horrific things in the Drak tongue, actually means nothing at all. The fortress sitting over Burgos Pass was named to sound as fearsome and intimidating as possible, and this theme extends to more than merely the name. Cut from the mountain around it so that it towers over the pass, jutting from sheer dark cliff face, Baragau-Gul is decorated with the rotting bodies of prisoners on enormous spikes. Barbs, and scorched steel, and fire and blood are the face that Baragau-Gul presents to all who approach, and for miles along the pass caged prisoners hang from gibbets or stand crucified, madly begging for freedom. Passers by are encouraged to exact inventive tortures on these prisoners, but actually killing them or leaving them unable to scream is frowned upon. Baragau Gul is home to the supposed King of the Draks, the ruthless and dreaded Casador. Also called the ‘Sun King’, if legends are to be believed he has lived since men first settled Maldaakore, though he is never seen without his ornate and horrific armour any more, and some suggest this has allowed for seeming immortality. He commands an immense force garrisoned deep in the mountain fastness. The Draks have never been an expansionist power, and so he sends forces out from the citadel only rarely, and then usually to massacre Haedrasian scouting parties, destroy supply lines, or in some other manner ensure that the terrain kills the Haedrasian legions for him. However when a legion does try to penetrate Burgos Pass he shows his true military might, leading black-armoured warriors with Baalfr-faced helms, and even armies of the awakened corpses of fallen legions against any attacker, and showin neither mercy nor restraint in the brutal and unduely violent massacre of the attacker.


First kingdom of the Draks, Muetelo stretches from the Bosots and their foothills south to the crooked plains and north to the sea. Mainly steep hills giving way to broad cold steppes, only tenacious tall grasses and solitary emaciated grazing animals eke out a living here. A number of hot springs exist dotted around these steppes, and here the Draks build their towns and cities, irrigating their crops with steaming channels through grey earth, tended by starved and brutalized Malorn slaves dressed in their all-covering grey robes, and overseen by a whip wielding slavemaster.

The Ashwaste

The heart of Maldaakore, for weeks around the Fell City, lie the ash wastes. This land of electrical storms, and soot, and ruthless wind, and featureless landscape is almost totally uninhabitable, and only Drak enclaves; square blocks three storeys tall built around a huge central courtyards, with all their homes and businesses built into the outer walls, can exist here. Long stone aqueducts snake across the landscape providing water to these settlements, and landmarks to travellers, but woe to any who try to take a mouthful of water from these ash-choked channels, for the waters are poisoned at their source, and purified within the walls of the settlement. Slaves in these places also double as meals in lean seasons, and the Draks - almost exclusively scholars and philosophers - live in opulent splendour while all around them collapses and dies. Traders who brave the wastes with their livestock and slaves trade for bulging sacks of the burnished tokens that are Drak money. Raiders, the only non-scholarly residents of these places, ride out into the wastes to capture slaves too weak from hunger to flee, or pillage other settlements that have been overcome by the harsh landscape.

The Fell City of Kal Maldrak

At the very center of Maldaakore sits the Fell City of Kal Maldrak. A ruin, devoid of all life, forever preserved in the hour of its destruction without a trace of the people who lived there. Almost challenging the City of Haedrasia in size, every citizen’s lifeless remains scavenged and enlisted into the lifeless animate armies of Maldaakore. Only the Toldaks brave these streets, and even they do so with caution and trepidation. It is said that the Torch Lords alone can brave these streets with light in hand.

The Toldaks

The sorcerer-priests of the Divh Da'ak, patron of Maldaakore are a law unto themselves. Unlike Haederas, Da'ak is not head of state in Maldaakore, his divinity places him well beyond mere mortal stewardship. Instead the five Torch-Lords rule Maldaakore, and the Toldaks enact Da'ak’s answering to no mortal man, needing neither permission nor discretion in their actions, and following only the shadowy Padra or Overfather of the Toldaks.

The Five Torch-Lords

While Casador the Sun King rules Maldaakore to the folk of the east, in reality he is only one of five rulers of this land. The Torch Lords are said to be immortal and wield powers beyond the comprehension of their fellow men. These disciples of Daak are not priests, but only they may bear light in the Fell City of Kal Maldrak, only they may enter Daak’s sanctum, and only they may commune with the Divh. There have only ever been five torch-lords of Maldaakore, and only seven men have ever held this title, and the the majority of these men claim to have lived since before the disappearance of Malar. However, like Casador, most keep their faces covered.

The Lesser Kingdoms of the West

The central part of Allornus, between Haedrasia’s western boarder and the Battlewaite, is a long stretch of land collectively called the ‘Lesser Kingdoms’. These are some of the most fractured and smallest of the nations in the world, most are not even the size of the provinces of the Haedrasians or the Ghan Duchies. Many are even smaller than the individual Kingdoms of Ralstaa. The politics and races of these places varies wildly, and in the absence of any central authority powerful nations and their lesser boardering lackeys bully smaller nations and group together to expose expansionistic powers, or even face down Haedrasian legions on occasion. Thankfully Haedrasia and Maldaakore are usually too tied up in their own struggle to pay much attention to these little lands that shelter in the shadow of these two giants.

The Inner Sea

The Inner Sea is an enormous salt-water lake, larger than some seas, landlocked on all sides. Its shores were the site of the largest and most powerful of the cities of the old Mazantein Empire, and later two of the greatest of the Kelorn districts straddled its shores. Now the region is a concentration of the wealthiest of the lesser kingdoms.

Arumthar, the Broken Kingdom

Along the coast, in the extreme south of the region lies what was once known as Arumthar, but is now called the Broken Kingdom. The longest-lived of Rages splinter-magocracies, Arumthar had been ruled by an Irian magician-elite even before Rage’s Magocracy, and some historians even claim it as Rage’s homeland. The name Aulandor certainly seems to place his origins somewhere in this region, and he favoured the rulers of Arumthar by allowing them to remain in power over their lands, and even granting them stewardship over most of the southern coast. However it is what has happened since that makes Arumthar remarkable.

The Goblyn Fells

While goblyns are common throughout the Inner Kingdoms, it is almost certainly this land in which the first of these creatures was spawned, and many of the minor nations all over the region are ruled over or inhabited by goblyn and hobgoblyn stock, one cluster of domains close to the edge of the Battlewaite and reaching up almost to Maldaakore, bears the name “The Goblyn Fells”. By no means are these lands allied - in fact they wage war amongst themselves more frequently than they do on their non-goblyn neighbours - but they share a common language and culture that other goblyn lands do not, and have elevated themselves to be almost totally distinct from the warrior-culture of the Caliban who are their ancient ancestors. Most notably the local Qadars, who war with one another off and on for most of the year, will join together without a thought against any foreign threat, and the sangoma houses that serve them keep some sense of unity amongst the goblyn factions.

Kel Wacuite

One of only two districts remaining of the Kelorn Empire, Kel Wacuite maintains a boarder with Maldaakore, Haedrasia and even has a small coast along the Inner Sea with its back to the Bosats. As a result the land has been in a very tenuous situation for a very long time. Keen to remain strong enough to defend its independence, yet weak enough to keep the Haedrasian legions from its throat, the conflict to the north is the only thing keeping the Haedrasians occupied, the the people here know it. But the strider-crab riding warriors trained by boar-cat warriors that the county keeps at the core of it's military gives even the great legions pause.

Kal Saratose

The second of the surviving Kelorn lands, Kal Saratose sits along the boarders of the Mhul Pont, only a hundred miles from Battlewaite. Occupying some of the most rich and fertile farming lands in the basin, Kel Saratose is home to hobgoblyns, kenu, goblyns and men, and keeps good relations to the mhulak in the west, making it one of the most mulch-cultural lands a traveller is likely to find. And one of the richest. Known as the sweet country, Kel Saratose is home to hundreds of sugar plantations, and this sugar is better than gold to those that cultivate it.


The sunken city of Kallor once stood on an island mountain-top at the extreme southern reach of the Still Peaks, at the heart of the Inner Sea, where they descend into the water, During the sundering the city vanished without a trace. Most historians speculate that it simply fell into the sea during the tremours that shattered much of the Still Peaks – however there are a number of accounts written by supposed survivors of Kallor who claim that the city still stands beneath the inland sea so shallow that the tallest of it's spires stand above the waves. If this is true none have yet stumbled on this ruin.

The Six Guilds

In the lands north of Arumthar the nations cease to be very important, and boarders and petty warlords change daily. The region’s real power are the six guilds, and all of the area’s rulers answer to one or more of the local guild stewards, or else they don’t stay in power for very long. The guilds are mainly formed around particularly powerful mercenary companies and most fiercely oppose one or several others. Usually however they can find someone who will pay them to fight their opposing guild, and these battles are usually undertaken by two commanders and their scribes meeting in the middle of the battlefield and deciding who ‘wins’ the fight, then agreeing to concessions by their clients, before going off to collect their pay. Only when a non-guild force appears do they really engage in any actual battle, and then they show just how superior a career soldier is to a conscripted farmer with a spear. Recently the six guilds have also begun to put their stockpiles of gold into sponsoring different trades, and forcing people to either joing the guild or see their places of business destroyed by loyal guild-stamp tradesmen. The local warlords of the area are concerned that what little power they do wield is being usurped, and the guilds may have an actual fight on their hands in a short time.


At the heart of the inner kingdoms are the plains of Taurvann, stretching from the shouthern shores of the Inner Sea right to the northern borders of Arumthar, Taurvann boasts some of the most fertile and rich lands in all of the west. Here there are no kingdoms, and while the land is rich no one has yet reached out to grasp it. The gypsy horse-nomads known as the Kai make their homes here, ranging massive regions, and reacting poorly to unwelcome incursion, but tiny hobgoblyn villages are also common.

The Bair of Suiren

The Bair of Suiren sits at the juncture of three of the great regions of Alornus, and is the most heavily travelled and charted body of water in the world bar none. While the Haedrasians have no military ships here the Six Guids and the Great Houses trade extensively over these waters, and even the pirates of Cael do not venture into this sheltered haven for fear of the combined might of the Bair’s wayfarers. Sandour and Assardan are the great powers of these waters, and their mighty vessels ply ancient routes over sunken cities and fallen mountains.

The Temple of the Old Divh

The Temple of the Old Divh is a holy city that pilgrims flood to from all over Allornus. Built on the southern coast of the Inner Sea, the city is not functional like other cities; it has no citizens, only the Ordinators keep the city safe from thieves and guid pilgrims to the various holy sites. The old faith of the Kelorn Empire venerated the Kelorn Pantheon, a pragmatic grouping of diving beings, the Kelorns reckoned that any divh they might garner favour from was worth worshipping, and so as a result quickly and readily adopted any faith they came across. So the temple of the old divh was a city of palaces, each serving as a symbolic home for one of the divhi of the pantheon. So vast was the number of accepted divh and deified mortals that the temple grew into a massive and wealthy city with not a single permanent resident.

The Mhul Pont

Stretching out from the western end of the Inner Sea, well into the heart of the Battlewaite, the Mhul Pont is the densest gathering of Deepings to be found anywhere on Allornus, and these united Deepings for the largest single Dwarf-Giant domain to be found outside their mythical homeland over the sea. The Pont was also the center of Dwarf-Giant civilization in the Kelorn Empire.

The Fringe

The Fringe refers to a body of landsmen domains isolated on the western side of Maldaakore. Its people seem to be largely of Half-Man descent and most other races and nationalities are all but unknown here. It seems that this pocket of the Kelorn Empire was cut off by the conquest of Maldaakore, and has lived as an remote and far-flung pocket of civilization under the constant sway of the capricious whims of its dread neighbour. Recently a renegade Drak warlord claiming to be the sixth torchlord of Maldaakore has conquered nearly all of the Fringe with the aid of a sinister sect known only as The Cult.


Once the greatest nation of the fringe, Queen Halena’s surrender to the warlord Archal Deadeye was the beginning of the end for the nations of the Fringe. Now Helvar is Deadeye’s seat of power, and has been labelled traitor by its neighbours for its seeming willingness to cooperate with The Cult. Though Deadeye officially calls himself an 'emissary' from the Torch Lords, and Halena still sits on her throne, none doubt who truly rules here.

The Altar

When The Cult first came to the fringe the nation of Doser resisted them, and they grew in secret amongst its peoples. When eventually the great warlord came to the west to take command of the cult Doser made war on his forces as they came from the wastes of Maldaakore. As a result The Cult performed some secret ritual to bring down the wrath of Da'ak on Doser. Now the once proud nation is a blasted ruin, and all that remains at its heart is the altar where the cultists performed their ritual. Aspiring members of the cult make a pilgrimage here and the structure grows by the year as it is adorned with sinister trophies.


Legend says that when the great warlord Archal Deadeye was a boy he visited the northern domain of Vymarch he was attacked by one of the native Vymbirds, which, sensing his evil, plucked his eye from his head and flew away from it. The people of Vymarch are fond of claiming that this is the reason they have borne the heaviest yolk of The Cult’s domination.


The last free bastion of the people of the fringe is the island nation of Hardt. This small principality, once an archaic backwater, now finds itself at the centre of the growing resistance, and the fortress of Berelur at the mouth of the jagged bay around which Hardt is settled, has been redubbed ‘Hardt’s Hope’ and heavily fortified and militarized.

The Nightmare Lands, The Battlewaste and Beyond

The very edge of Landsman civilization is marked by the impossibly vast region of ruination and dust called the Battlewaste, the ancestral homeland of the Caliban race – though only the hardiest of their number survive there now. This place is all ruin and broken rock where little but the toughest vegetation grows, and the only water to be found is the poisoned rain filtering into underground rivers.

The Nightmare Lands

The extreme northern part of the Battlewastes are well known to me from the legends of my people. Known as the Nightmare Lands to us, they are an expanse of these ruined lands where the shadow world and real world are irrevocably fused together into one. Here ghosts wander the land, the skies are unnatural colours, and the landscape itself changes constantly, though never while a traveller is looking at it.


The homeland of the Caliban marks the furthest western reach of the old Kelorn Empire, and of our knowledge of the world excepting the fringe in the north. This land was once a fertile valley around an enormous river that flowed fully half the bredth of the continent, but thanks to the war between the Zard and Caliban it is nothing more than a poisoned ruin. Still, by some quirk, the Caliban remain in their ancestral homeland, able to survive on its tainted bounty, eating dirt and drinking venom, there is little else to be found that can make its home here, and none have passed through into the west, or if they have they have never made a return across the wastes.

An Introduction to the World of Allornus
Chapter 1 Chapter 2 Chapter 3 Chapter 4