History and Lore Handout
History and Lore Handout
History and Lore Handout
Out of the blinding snow the barbarians trudged into the Waking Realms. Having
crossed the Frozen Eternity fleeing a great evil that caused them to abandon their ancestral
home. The nomadic tribes were incredibly tough, battle-hardened warriors that lived on the
knifes edge of survival every day. Settling around a lake they named Nalrog they built homes
that could withstand the brutal winter cold.
The tribes are racially diverse and the land from which they came must have been a
great melting pot though most of those stories have failed to be passed down through the
generations. Living in the Frozen north they mostly stick to themselves except for their twice-
yearly trade fairs they hold at Aspenwall. All are welcome to travel their cities as long as their
customs are respected. No masks, hoods, or helmets are to be worn in any city as the
barbarians find hiding your face to be shameful and something only tricksters or devils would
try to do.
Their trade fairs are marvellous things. You can find all manner of goods from
Scrimshaw works of all different animals, raw ore and minerals dug from the Cairnhills, pelts
and furs from creatures found nowhere else in the Waking Realms, and of course, their famed
Iceburn Ale. The two fairs occur on or about the Vernal Equinox in the Spring and the Autumnal
Equinox in the Fall.
On the Western border of the tribal land beyond a small mountain range the tribes
found a bustling military fortress. Initial attempts to raid it ended only in death and defeat as
the defenders, Hobgoblins, were well trained, organized, and alert. After many years of
skirmishes back and forth both sides were at a stalemate. The numbers of the barbarians
making it almost impossible for the Hobgoblins to conquer them. But the military expertise and
compactness of the Hobgoblin state made it too tough a nut to crack for the relatively
untrained barbarian tribes. What was a raging war has fizzled into a buzzing conflict with
skirmishes being almost a weekly occurrence at Nordwall. The Hobgoblins have not given up
their desire for conquest but the tribes of Aargenbode will not go quietly.
It is unknown if the Dwarves were already present under the mountains south of
Aargenbode, or if they arrived after the tribes had been settled, but the relationship has been
cordial from the start. The tribes trade regularly with the Dwarves and marriages between the
realms are not at all uncommon. The dwarves provide valuable weapons and magic to the
barbarians and in turn the Barbarians sell the majority of their ale and furs to them. The
mountains of Arkane also serve as a natural barrier to stop the Hobgoblins from launching a
sweeping attack on the southern end of the realm of Aargenbode.
The Aargenbode tribes did not take part in the destruction of the Orcish Kingdom of
Barovia. Far enough away to not have much contact with them, they watched from the side-
lines as the war played out.
When the Orcish invaders returned however the tribes were unable to stay out of the
fighting. It became clear it would take all of the combined forces of the Waking Realms to repel
them, and even then, it might not be enough. Each tribe sent warriors to the front, careful not
to empty their defenses until an agreement could be reached with the Hobgoblins to forego
their war until this new threat could be dealt with. Even then only a portion of their strength
was sent as the north is a ruthless place where creatures come from out of nowhere to attack if
they sense weakness.
Arkane
The Dwarves of Arcane have long dwelled in the mountains next to Black Lake Nidstang.
They were here for centuries before the first barbarian tribe crossed the frozen north and
settled the wastes above their lands. Not choosing to make themselves known until the
intentions of their new neighbours could be ascertained. Working tirelessly the Dwarves have
carved out possibly the most impressive single city on the continent, Alunar. Powered by
marvellous magics, though the city is at times miles underground, it is as bright as the mid-day
sun inside. Not content to live in the dirt and the darkness like most Dwarven peoples, the
citizens of Alunar have embraced magic at the expensive of the more traditional Dwarven arts.
While they are still excellent miners, and their crafting is almost unparalleled on the
continent, their tools do so are now driven by magical essence instead of Dwarven brawn. You
are as likely to find a Dwarf in Alunar deep in thought over a tome studying the mystical
properties of a rare mold spore than you are to find him banging an anvil crafting a new axe.
The Dwarves of Arkane have and excellent relationship with most of their neighbours.
They have established truces with both the Elven Kingdom of Virithgarde and the Barbarian
Kingdom of Aargenbode. Their relationship with the humans of the Echolands not as close as
their nearer allies but still one well anchored in healthy trade and mutual respect. As of yet they
have remained out of conflict with the Hobgoblins of Jadagarr. The Dwarven trade routes do
not cross their land so they have been unmolested and the most direct route between the
kingdoms would require crossing a lake and a mountain range making them a very difficult
target.
When the Empire of Arkane was still relatively young, tens of thousands of Orcs poured
forth from the land now known as Lost Netheril. They rampaged across the country side,
completely destroying or enslaving towns in their path. The practically destroyed the entirety of
the human empire that is now divided between the Echolands and the Sanctified Realm. There
merciless push went far enough east to threaten Kleisthold. Seeing that without intervention it
was possible that the entirety of the Waking Realms would either perish or be under Orcish
control, the Dwarves of Arkane sent forth their armies and their magics to strike deep into the
heart of the Orcish empire.
Outnumbered badly, the Dwarves were unable to push through the mountain passes
that guarded the Kingdom of Many Blades. Desperate for a way to help their neighbors they
banded together with the most powerful spellcasters in Virithgarde and performing a ritual that
would forever change the land. Calling upon magics almost beyond their understanding, the
mages joined together to reduce the Kingdom of Many blades to a desert wasteland. A
sandstorm so fierce was called up that it blew unabated for 2 weeks destroying every building
in the kingdom and permanently covering the entire land in a deep layer of sand.
With their supply lines cut, the combined army of Elves, Dwarves, and the scattered
remnants of the human kingdoms marched hard at the rear of the Dwarven forces and trapped
them at the Battle of the Deminai Clearing. Surrounded, hungry, and without a home to return
to the orcs were slaughtered until their leader was slain in combat. The remaining orcs
surrendered and were sentenced to exile by the other kingdoms of the realm. Given ships and
food they were cast out to cross the Dauntless ocean and find whatever fate awaited them
there.
By the time the Orcs returned, even the youngest dwarf who was alive at their exile had
gone to meet his father at Moridin's Halls. So much time has passed that the current leadership
of Arkane did not see them as the threat they were and thought it something that the human
kingdoms would repel handily. However, as the Scattered Fates were lost, and the Iron Empire
pushed inward and set up keeps and Salskirk and Fort Corundum the Dwarves saw this invasion
for what it truly was; a life-or-death situation. The 3 citadels mustered their armies and
marched south to help their neighbors with which they had previously had very limited contact
with. Not a moment too soon as it took the combined forces of the human nations, the
Dwarves of Arkane and the Elvish kingdom of Virithgarde to drive back the orcs from the gates
of the Echolands, and then finally win the battle of Salskirk and secure a peace to this war.
Cerulset
Cerulset is a wild land with a peculiar history. Half civilized, half wild, its plains still
maintain a remarkable amount of wildlife and creatures derived from them. The land of
Minotaurs, Centaurs, Leonin and more; for people who have never visited it sounds like a
fantasy. Untamed by those who have built a kingdom inside it, the Pridelands, Coinhills, and
Nagrabands provide a rich environmental landscape among which to find resources, but at a
dangerous cost.
The empire is run from its capital 'House of All Wealth' and stretches East to the
Feathered Peaks. The entirety of the Pridelands and its denizens reside within it. Protruding
South, the realm reaches the endless savannahs where travelers dare not cross as they lead
into the Daqha Desert. Said to be so vast it would take a month or more to cross on camel, few
attempt the journey without desperate need. While the citizenry is diverse, the majority of its
wealthy inhabitants are Tieflings. They run the capital and its surrounding cities Salshear and
Ironvale and can be found here in all their variety.
The main export from the realm is gold and credit. The House of All Wealth seems to
have an almost limitless supply of both, though with no known gold mines nearby, the source
of these riches is as of yet unknown to outsiders. Providing money or credit to foreign realms
has allowed Cerulset to enrich itself to extremes, and in the rare case where an empire has
tried to not pay its debt, terrible tragedy has befallen it. Cerulset has a saying, "A Promise made
is a debt unpaid." The care of the great bank itself is left to a specially trained army of Gnomes.
Handling the figures, calculations and interest, they run the numbers to decide what is owed.
However, the Tieflings approve or disapprove of the loans themselves and trust noone else to
make this judgment. Choosing to steer clear of war they have no large standing army and only
two garrisons to speak of. These are manned almost primarily with Minotaurs and centaurs in
their service.
It is said that anything one desires can be found in the House of All Wealth if you are willing
to pay the price…
Cniderian Dukedoms
The tortles have inhabited the waking realms for longer than most of the other
humanoid races except the elves. Residing only on the two large islands next to the Trichonus
Strait they have lived lives of curious exploration. Mostly solitary creatures they have no great
nation but instead have a few prosperous cities that have elected Dukes. There were 3 but one
was destroyed in the war against the Iron Empire.
The two major cities are Rugos and Kinlek. Trading hubs mostly; they are open to all.
The Cniderian Tortles see their place in the Waking Realms as explorers and documentarians
trying to learn as much about the other cultures as possible. The most successful naval guides
for the Thrice-Damned Sea and the Thousand Eyes are Tortles.
Out of the ocean mist Orcish invaders from the west came to the Waking Realms intent on
conquering the native peoples and taking them as slaves. The Realms had not seen an Orc for
almost 500 years since the last Orcish kingdom was overthrown and its survivors exiled. The
invaders conquered the peaceful sailing society that inhabited the islands off the coast of the
mainland. These islands were previously known as the Scattered Fates and their inhabitants,
mostly human fisherman, were killed or enslaved in a matter of months. The invaders, led by
'Barovia, the Unmerciful' astride his black dragon Drung, colonized these lands and used them
as a base to launch an invasion on the rest of the Waking Realms.
However, the rest of the inhabitants of the realms did not sit idly by during this time. The
Elvish Kingdom in the north, led by Vanya Olahana rallied together with the peoples of the
Echolands and the Sanctified Realm to form an alliance intent on not just holding the mainland,
but re-conquering the Scattered Fates and driving the invaders back from whence they came.
Within 5 years the Dwarven peoples of the Arkane Realm and the Elvish warriors from the
Enedeithel Reserve had joined the fight. Five years later and the great Hobgoblin Army from
Jadagarr and the Barbarians of Aargenbode had added their warriors to the cause. Tens of
thousands had died on both sides, and while battles were certainly won and lost, nothing
decisive enough was gained to declare anyone a victor for over 100 years.
Generations of humans came and went knowing nothing but war, and even the longer-lived
races grew tired of the permanent death and suffering. Finally, in the year 965 or as it is now
known 115 ABR (After Barovia's Return) Barovia himself fell to the one foe who claims all, age
itself. His death stole from the invaders two important protections. He had no living sons, and
so his bloodline could no longer be used to hold together the quarrelsome tribes of Orcs that
had previously been united only out of respect and fear of Barovia himself. His powerful steed
Drung was also lost to them as he took off to lands unknown upon his master’s death. After
suffering a crushing defeat at the battle of Salskirk, his successor Armfang Yargug saw a chance
to stem the bleeding and possibly hold the lands they had gained.
Armfang sued for peace and after a meeting the leaders of the nearby realms came to a tense
but satisfying settlement. Armfang's Orcs would keep the lands they had captured and in the
place of the Scattered Fates a new empire "Dravinslagg" would arise. All warring was to cease
and the orcs were to allow trading and seafaring from the rest of the Waking Realms to resume
unmolested. In return the iron Empire would be allowed full trading rights to the other realms
and their citizens would be allowed free travel throughout the other kingdoms.
The Peace has been uneasy, but it has held and life in the Waking Realms has reached a new
normalcy. Cities and towns that have for the last hundred years been almost entirely devoted
to warfare and its related industries have begun to diversify. New schools have sprung up to
replace those that were burned during the wars; primarily funded by the Church of the Radiant
One. Orcs seldom travel anywhere alone, wary of retribution from those who may have lost
ancestors or loved ones in the preceding war. The separate Orcish tribes have settled in their
own cities. Mostly forts surrounding the empire's capital Dragon's Peak.
It remains to be seen what the Iron Empire will become, or how it will find a way to coexist
with its leery neighbours.
Echolands
Hundreds of years ago refugees from a calamity in the west arrived on the shores of the
Waking Realms. They founded the city of High Jasper and explored the lands around them. Over
the next few hundred years they settled numerous cities and built trade networks with the
natives in the Scattered Fates. In the year 615 there was a schism within the empire. The
followers of the Church of the Radiant One attempted to Usurp control of the realm from the
godless king Cibran Mira. In the ensuing coup the Resounders, the army of the Echolands, was
able to defeat the forces of the church and drive them east and out of the realm.
From that day forward King Cibran made a royal decree that no church, or worship of any
kind would be permitted in the Echolands. Turning his kingdom into an atheistic state
overnight. Many citizens fled the realm after this decree most heading into the newly formed
Sanctified Realm. Once the dust had settled the Echolands had lost roughly 30% of its
population and was no longer able to hold all of its original land. Everything East of Woodrift
Refuge was abandoned to the forces of the Sanctified Realm and a standoff began that lasted
for over 200 years.
When the Orcs of the Iron Empire arrived the forces of the Echolands were in a tough spot.
They still had tensions flaring with the sanctified realm, and were hesitant to empty their
garrisons on the east for fear of invasion. Nor could they empty Fallhold while the armies of the
Sanctified Realm still held Dessalkeep. So, they were forced to defend their shores with a
fraction of the troops theoretically at their command. It did not work. The entirety of the
Echolands would surely have fallen if not for the sacrifice of the Elves of Virithgarde. Wastekeep
was still lost. Squallseat was still lost. A large portion of their navy was destroyed and their army
which had been so strongly designed to fight the cavalry of the Sanctified realm was far less
effective against the massed infantry of the Iron Empire.
Eventually King Druettus made the choice to pull his troops from his Northern and Eastern
forts. The realm was surely to fall without the reinforcements. A month later, as predicted the
full force of the Sanctified realm crossed the river at Woodrift Refuge and marched at full tilt to
the heart of the Echolands. But when they arrived, King Druettus found not an invasion force,
but an Ally in the fight against the invaders. An ally whose strengths complemented their
weaknesses and helped turn the tide of the war for good. The sanctified realm brought trained
heavy cavalry to ride down the orcs, and the healing power of clerics and paladins that had
been outlawed inside the Echolands for generations. The warriors of the Sanctified realms still
had branches of their families that lived in the Echolands and saw the cause as a righteous
crusade to protect their people homeland. They helped drive back the Iron Empire to the ocean
and allow the Echolands the time and breathing room to re-fortify its defenses.
After the war, a peace was declared between the two kingdoms. The ban on religion and
prayer was partially lifted in the Echolands. Individuals were allowed to practice religion on
their own, but no church organization was allowed to be established. The Echolands however
had been ravaged by war, and needed help with rebuilding. The Church of the Radiant One's
deep coffers were used to that extent as long as they were allowed to build schools in the
Echolands to educate people about the Lord of Light. The forts on the borders still stand and
travelers must pass through them and be inspected when travelling between the two realms.
However there have been no skirmishes, or even incidents between the two countries since the
war ended and trade has increased between them allowing for increased prosperity for both
nations. The future of the Echolands looks bright as long as their Truce's hold.
The sole Tabaxi civilization on the continent, The Hidden Litter is in the far south eastern
part of the Waking Realms. To the east are the Overgroves, a large mountain range running the
length of the coast of the Faceless Sea. To the north is the large desert of the continent and
these two features keep the Hidden litter mostly unknown from the other civilizations.
The Kingdom have a cordial relationship with the towns to the north and they often use
Kuthern Bay to find passage on a ship if they are trying to reach other lands. But very few know
that an entire civilization of Tabaxi exist in the jungles of the Southern Region.
Most of the members of the Hidden Litter prefer to live their simple lives in their own
cities with their families but a few get a wanderlust which forces them out to the surrounding
world. They seek and thirst for knowledge and go try to learn what they can abroad and bring
that information back to share. Those wanderers make it where the kingdom is isolated, but
not ignorant of the outside world.
This towns themselves are not large for the most part and are inhabited by one clan of
Tabaxi each. With the exception of the Capital itself and the forts which are combined of
members from all clans.
Jadagarr
Built against a mountainside, the City State of Jadagarr has existed for centuries
surrounded by enemies larger than it and more populous. The only thing that has kept it intact
is the strict discipline and the fierce bravery of the Hobgoblin legion within. The Hobgoblins
have one goal and that is to expand their land to bring greater glory to themselves and
Maglubiyet their deity. The hobgoblins believe that they are trying to avenge and old feud
started by the barbarians of the north who attacked them when they first encountered them in
the Waking Realms. Jadagarr existed before Aargenbode and the hobgoblins believe that the
barbarians are living on ancestral land, rightfully theirs. With their neighbors to the west, they
have a much more stable relationship. There has been no war with the elves of Virithgarde for
200 years, but there has been no trade, and no diplomacy either. The two nations exist almost
pretending the other does not exist but that informal truce has allowed for both sides to save
face, and lives. Jadagarr itself is a city of warriors, built with a singular purpose; to train and
house warriors in a defensible spot.
Few visitors attempt entry, but those that do would see a mostly symmetrical city with
two gates. One upon the left and the right of the front of the city. In the middle of those gates is
a large guard keep setup raised stone with ballista pointed outward to help provide vision and
repel any attack. Coming in through the left gate would take you past the regimental housing
quarter and up to the area where the horses and animals are kept and trained for battle. Built
up atop this section is the warlord’s home where he can look down upon the city and especially
the arena. Going through the rightmost gate would see you in the town quarter where Jadagarr
differs little from any other major city. There are vendors of all types, craftsmen and
blacksmiths working their trade. The Oracle has a secluded piece of land raised on a dais above
the town quarter. From here she entertains visitors and answers questions to the best of her
ability. In the middle of the city is a giant pit arena where warriors can test their mettle, or
settle disputes. Despite the city having a section for those it has captured as slaves, they are
considered too valuable, and too dishonorable to fight in the arena proper. The city itself is not
large but it is tightly packed and built vertically. Most buildings are stacked on top of others 3,
and sometimes 4 stories high to make room for all the city needs.
Korvosa
Korvosa started as a town for exiled sailors. Men who broke a contract, violated a code,
or mutinied, and were spared, were dropped off here in the deep jungle. Over time a relatively
small town grew out from these men and more found their way there. Wanderers, vagabonds,
those on the run, or with nowhere else to go. Eventually the town grew into a city with a dock
that was notoriously lackadaisical about checking for proper documentation. Almost any vessel
was allowed at port as long as it could pay its docking fees. From here goods either changed
ships to head to different ports or they went north into Cerulset or south into Kathopoli.
Boats can be bought and sold here, and crews can be gathered. Escorts can also be
provided as sailing through the Thousand Eyes can be both tricky and dangerous for those not
used to the current, reefs, and other dangers. The town however is not a lawless paradise.
There are rules, and some of them are strictly enforced. Run by the notorious outlaw Black
Talon visitors would be well advised to watch their steps and their purses in Korvosa.
Port Nyanzaru
A large Goblin settlement on the northern tip of Chult. Isolated from the rest of the
Waking Realms and not prodigious sailors, they are mostly solitary. They do have a trade
relationship with the island of Ishalkah and the Hidden Litter. Unlike many other Goblin tribes,
the Goblins of Nyanzaru are not overly aggressive to outsiders. Having been forced to the coast
because of the terrors that live deeper in the Jungle, they have become quite competent at
fishing and sailing. At least by Goblin standards.
Sanctified Realm
Hundreds of years ago refugees from the Great Calamity in the west arrived on the
shores of the Waking Realms. They founded the city of High Jasper and explored the lands
around them. Over the next few hundred years they settled numerous cities and built trade
networks with the natives in the Scattered Fates. In the year 615 there was a schism within the
empire. The followers of the Church of the Radiant One attempted to Usurp control of the
realm from the godless king Cibran Mira. In the ensuing coup the Resounders, the army of the
Echolands, was able to defeat the forces of the church and drive them east and out of the
realm.
The church, its knights, and many of the followers formed their own empire known as
the Sanctified Realm. Instead of being controlled by a royal family, the church itself acts as the
formal government. Residing high in the golden spires of Radiance, the church slowly spread
out to the neighbouring area and formed alliances with the Elves of the Svalich Woods. They
also formed a loose series of agreements with the Tortles of the neighbouring Cniderian
Dukedoms. Existing in relative peace while ensuring absolute power and loyalty to the church,
the Sanctified Realm prospered until the Iron Empire arrived. They managed to avoid the worst
of the fighting for the first 5 years but after the great Tortle city of Al'sa'sadra fell to the
invaders the mustered their army and joined the war. Lending the considerable experience of
their mounted knights and the accumulated wealth of the church, the Sanctified realms single-
handedly drove the invaders from the Tortle lands and then then to the surprise of all, marched
west to the aid of the Echolands. Their mounted cavalry proved an invaluable force against the
massed infantry of the Iron Empire. Inflicting brutal casualties upon their enemies while their
clerics slung holy magic across the field and worked tirelessly to keep wounded soldiers alive.
Now that a truce has been agreed upon, they have started working on reviving
diplomatic contact with their once fellow countryman in the Echolands and have offered refuge
to any Tortles that seek it. Like any other citizen of the Waking Realms, Orcs of the Iron Empire
are welcome here as long as no prayer or offering is given to any but the Lord of Light Azor
himself.
Virithgarde
The Elves of the north, or as they call themselves, the Virithgardians, are a fierce but fair
people. They have lived in the same forest and hill country for countless generations. They were
the first peoples to colonize the Waking Realms thousands of years ago, having walked across
the Frozen Eternity from lands lost now to history. Fleeing some ancient evil that pushed them
to risk their life on a perilous and inhospitable journey they reached the first treeline and
settled and built the beautiful city of Wyrmstrang. Living in peace and seclusion for hundreds of
years until the humans crossed the Dauntless ocean to settle adjacent lands.
Existing in solitude the Virithgardians practiced their magic and druidic abilities to grow
the trees that were scant into a forest that now stretches the width of the norther realms.
Protecting them from the cold winds that would blow from the ice shelf to the north they have
shaped their land to their will and they live in symbiosis with it. Having been led for the last 250
years by Vanya Olahana, some say the most powerful sorcerer in the Waking Realms, the elves
feared nothing and no one until the arrival of the Orcish invaders. Thinking they could stay out
of the war the elves watched as the Scattered Fates fell under Orcish control and did not let
loose their first arrow until an orc scouting party was caught in the forest outside
Sombercrombe. From that moment on Vanya and her people were a constant thorn in the side
of the Iron Empire. When the kingdom of the Echolands looked as if it may be overrun by the
invading armies, the elves marched an army of elite warriors and mages almost 600 miles to
High Jasper. The ensuing battle was one of the bloodiest of the war and fewer than half of the
2,000 elves that took the field that day were alive at sunset. One of the fallen was Vanya's own
husband Folduin. Killed in single combat by the mighty Barovia himself; his body was then fed
to the great dragon Drung as a show of disrespect for the elves. Though the cost was
unthinkable, the orcs were driven from the coast and back to their islands that day, and the
Elvish intervention bought the human empires enough time to unite and mount their own
defences which would never again be threatened as badly as they were that day.
For roughly the next hundred years the Virithgardians fought side by side with the other
races of the Waking Realms and over that time the natural distrust and suspicion between the
races wore away. Vanya found love again with the young leader of the Sanctified Realm Burjor
Dordi and united their kingdom through matrimony and a bond stronger than any paper
Alliance.
Now that a peace has come, the Virithgardians keep a watchful eye on the Iron Empire and
its citizens; not fully trusting that the peace will last and always remembering the thousands of
their kin they lost in the war.