Nations
While Antarok may be a world rife with monsters, magic, and strange entities, its peoples have come together to form hundreds of individual societies. A vicious world of danger encourages its people to band together for survival in trying times while their societal wicks burn short from disastrous conflict.
Ælheim
Ælheim is a nation born from Ældrassil, and Ældrassil is no ordinary tree– nestled within it lies the body of an ancient dragon. Now a hybrid between flora and fauna, He remains alive in a state of suspended animation, and ultimately, the tree and the dragon are one and the same. Ældrassil maintains His vibrant vitality from what became of His Arcana, and in turn, the flora of the region will always remain lush and full of life. It is said that the dragon influences the land around it, though in what ways and to what extent it is uncertain; the part that is certain, however, is that all of Ælheim's territory is part of His Grove. The Ælves who call the tree home struggle to tell where exactly their influence ends and the dragon's begins, for they consider their relationship to Him to be wholly symbiotic.
In the modern era, Ældrassil's influence has claimed a vast swathes of land including dark, primeval forests, treacherously cold mountains, chilly bogs, and more. The Ælven populace which calls Ælheim home have free reign of the land, though the majority of them call the Myrkvior mountains, where they have built their capital around Ældrassil, home. It is exceedingly rare for any aside from the Æld'Norai and Ældrassil's descendants, the Ævergreen Flight, to ever enter the basin. The settlements outside of the Myrkvior mountains were all built on the backs of their human vassals, the Fælnir, whose resources the Ælves siphon away to fuel their endless prosperity.
- Citizens: Æld'Norai, Wisps, Ævergreen Flight Dragons
- Welcome: Dryads, Satyrs
- Tolerated: Other Dragons, Kobolds, Pixies, Sofontti, Rakshasa, Djinn, Aeon, Aarakora, Mithrae, Coatl, Abyssal, Mnoomin, Leshy, Haemora
- Unwelcome: Sidhe, Jin'Norai, Cor'Norai, Dvegar, Gnomes, Onryo, Daemons
- Forbidden: Vokhai, Other Undead
- Slaves: Humans
- Languages: Ælvish, Common
- Religions: Whilst there is no official religion, the Ælheimar worship Ældrassil as if He were a God.
For in depth information on Ælheim, see the codex located in the forums.
Arcanis
Arcanis is nominally a confederation of dozens of loosely-related kingdoms, represented by a central body in the Principality of Bast, which is itself ruled by a grand Amir. In truth, these kings possess at most power over their own local affairs, while the whole of the land is controlled by the wizards of the Bastion Academy and the immortal Rakshasa.
The people of modern-day Arcanis pride themselves as children of a history of strife and suffering, the descendants of those who refused to bow to rank injustice in the southern forests and were punished harshly for it, but grew to build great cities in the least-hospitable land in all of Antarok. They tie themselves to notions of of clan and family, drawing strength from their long history of strife, even as they find themselves in a modern era where they are called upon to forget the indignities of the past and work under the thumb of the Rakshasa they fought for centuries. Thus, the mages who truly rule the desert spend their time preaching the goodness of the demons who bedeviled the ancestors of the Jin'Norai, and the people find themselves torn between fealty to the past and the dreams of an incredible future made possible by Bastion.
In the shadows, in the clouds, amongst the wind, the Rakshasa watch the people of Arcanis grapple with themselves with rapt attention, interested in what progeny they might bring forth from the womb of this nation.
For in depth information on Arcanis, see the codex located in the forums.
Dullahan
In the current year, the capital of Dullahan is a bastion of technology, ingenuity, and dedication to the ideals of what man can do when he does not simply rest on his laurels and fall into the vices wrought by wanton usage of magic, or so they claim. The reality of it is a city divided in two, with Chevalier pressing their heel against the people of Sabre, who form the backbone of the labor forces that serve them, and Sabre desperately grasping for power on the council so they may take what power is rightfully theirs.
Dullahan’s capital is built in the surrounding mountain of a dormant volcano. Once active, the first and only Emperor constructed magitech devices that have kept this volcano from erupting, and has for several hundreds of years. Surrounding the volcano is a small mountain chain, as well as several million acres of fertile land. Villages and hamlets dot the landscape and the people there live a far more pastoral life than those in the fast-paced city of Dullahan, but with the full support of the military. While most of the fertile valleys have been converted to farmland, orchards, and vineyards, there are still stretches of yet-untamed wilderness. In the countryside, because of the mountains, cliffs, and canyons, a type of giant goat has been bred for the primary purpose of transportation, and can be found more often than horses.
- Citizens: Humans
- Tolerated: WIP
- Forbidden: WIP
- Slaves: n/a
- Languages: Common
- Religions: WIP
For in depth information on Dullahan, see the codex located in the forums.
Jian
The times of old weave a tale of misfortune, death and betrayal; Jian had been the first empire run by Human-kind. The ongoing war between Man and Beast took a toll on the populus, fracturing the “Empire” that once hailed over the region. The Empire had broken into several Clans and factions of smaller sizes. A foreign gem, Jian is a country of beauty, mysticism and a deeply rich culture. Steeped heavily in the sense of duty, honor and virtue, Jian maintains an air of mystery to outside influences. Legend has it that the Jianese possess unique abilities hardly seen by outsiders. There is no “Government” held by a single entity, but several Ancient Dragons that rule the populace from the shadows.
When one looks to the heavens in Jian, their view will be dotted with the silhouettes of Dragons flooding the blue dome adorned with oyster-white clouds. There are constant large-scale skirmishes; the clashing of metal and screams of desperation can be heard from hundreds of miles away. The results are often puddles of blood, piles of corpses, and discarded weapons/armor hundreds of yards in length. Although Jian is beautiful at first glance, it is war-torn and heavily political.
- Citizens: Jianese Humans, Dragons, Kobold, Half-Dragons
- Tolerated: Any not listed above
- Forbidden: n/a
- Slaves: Varies by clan
- Languages: Jianese, Common, Draconic
- Religion: Varies by clan
For in depth information on Jian, see the codex located in the forums.
Vokhazan
Rising to fill the power vacuum left behind by the inward focus of the Dullahan and Jian Empires, Vokhazan is a coalition of hordes and warbands loosely loyal to Pack Queen Raish, a powerful gnoll warlord responsible for subjugating otherwise squabbling tribes of Beastfolk and monstrous Stonekin. From the vast Orlandrian Plains of the west to the cold and mountainous Spines of the east and the sprawling desert badlands of the Elhim, the Vokhazan are currently the largest nation in all the world. Its borders are amorphous year by year, member tribes falling away only to be subjugated time and time again as brutal wars are fought within to maintain loyalty. The tribes, clans, and piratical nations making up its borders raid other lands for slaves and treasure.
Territories
- Kesh: Capital of Vokhazan, Kesh is the site of a vast port city belonging to no race in particular. Here every race beneath Vokhazan can mingle for glory and fortune while contending with the brutal enforcement of tribal law. Pirates moor here, pillaging up and down the rivers and shores of the Free Cities when they manage to break the blockades.
- The Gnoll Horde: Matriarchal tribes of nomadic gnoll who form many small warbands to raid the western Free Cities.
- Ouros: The Tail-Eater Clan - or the Ourobori - are a sorcerous theocracy of Naj'da and the living dead they care for, their ziggurats erected within the rolling tides of a saltwater mangrove swamp. Led by Lich-Snake Ssarsarin, Ourobori work with those those they are going to eat and those who are already dead to understand what they hold dear, sending spies to gather their affects. Tail-Eaters venerate the dead and the souls of their prey, mingling with them as allies and sources of power.
- Citizens: Naj'da, Draugr, Ghosts, the Devouring Acolytes
- Tolerated: Citizens of Vokhazan, Faefolk, Dragons.
- Slaves: Everything Else - slaves are kept as servants until they are eaten or raised as the living dead.
- Languages: Najiti, Crudish
- Religions: The Devouring; Naj'da know they will devour the world at the end of time, and all that lives will starve except for the living dead.
- The Black Ramparts: A series of mountainous and subterranean holds belonging to the Orks, Trow, and Goblins, mortal enemies of the Dvergar, Gnomes, and Ald'Norai they war against. Their war machine is ever churning throughout the Ur'duun, cadres of slaves carving out the rock and felling trees to the south for expansion. Many of their disparate warbands quarrel amongst themselves for spoils from those they waylay.
Various smaller tribes of a thousand people or less operate beneath the banner of Vokhazan.
The Deepholds
The Deepholds are the vast and isolationist network of Dvergar and Gnomish hold-states famed for their wealth and technology, each of them in a coalition with one-another. There are tunnels to the Underkyne all through Ur'duun, the hollow world beneath. They have lost many members to Vokhazan due to bureaucracy over how their resources should be mobilized; a railway once connected every city, but this marvel of engineering has since fallen to disarray in the wake of the war.
Territories
- Bal Tor: The wartime capital of the Deepholds, Bal Tor is a city of reverence for the earth, statues and smooth stone walkways lining its crystalline globe-lit caverns. Bal Tor Artificers are known for their hulking golems and automatons, and its competitive guilds produce coveted jewels and inventions.
Dozens of holds comprised of between one hundred and ten thousand individuals operate beneath the banner of the Deepholds, each specialized in a form of magic or mineral.
The Fae Courts
The Faefolk live upon the lawless plane of Ælphyne, far from the concerns of fearful mortals. Fae customs are strange and wild, a people who are difficult to understand. They have no concept of borders beyond home and garden, as Elphyne has never known war nor conflict over resources. Those without Arcana are advised to stay far away from these savage and self-interested people.
- Citizens: Faefolk
- Tolerated: Dragon, Kobold, Inari, and those skilled with trickery or Arcana
- Slaves: Everything Else
- Languages: Eudaimonic
The fae who live on Antarok are usually descended from exiles, or else they are serving their part in an arrangement that benefits them.
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Mæn [ Human · Æld'Norai · Cor'Norai · Jin'Norai · Dwarf · Gnome ] | |
Faefolk [ Dragon · Kobold · Inari · Sidhe · Dryad · Pixie · Boggart · Satyr ] | |
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Undead [ Draugr · Ghost · Wisp · Endless · Dracolych ] |
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