God Spine:
At the center of the known continent stands a monstrous range of jagged peaks known as the Godspine Mountains, believed to be the petrified remains of titanic gods long dead. The Godspine cleaves the continent into four cardinal realms, East, West, North, and South. Narrow, dangerous valleys allow passage between them, but relatively safe for travel.
East:
Fifteen years ago, the Das Reikstahl Dominion (Or just call Eastern Empire for short.), a brutal theocratic empire ruled by the fanatical Emperor Vortan XII, known as The Divine Flame, invaded the eastern lands, sparking a crusade of conquest and annihilation. Centered in the fortress metropolis of Himmelhart, the Dominion worships Korthax the Purifier, a god of fire and pain, through a ruthless faith that preaches purification by flame and the extermination of non humans. Under the iron grip of Reikstahl, lands once vibrant with culture, nature, and honor have been reduced to ash and agony.
The Witherwilds, once the Eastern Elven Lands, are now a desecrated wasteland of forge chapels and twisted Beast Trials, where ancient groves burn and elves are hunted for sport. The Silent Depths, once mighty dwarven holds, have become molten tombs, their wonders repurposed into imperial war machines while mutated Depthborn whisper of a lost legacy. The Three Fallen Kingdoms of humanity fare no better. Maidenpool lies drowned, its sacred waters tainted and repurposed to feed the Empire's capital. The Kingdom of Verrath's shattered legions are forced into brutal inquisitorial combat trials, their honor twisted into a weaponized creed. Caldenholt, the Last Knightdom, Fought to they're very last breath leaving deep scars in the East Empire.
At the heart of this nightmare is Reikstahl itself, a clockwork war machine powered by stolen dwarven innovation, black powder, and religious zeal. Society is rigidly stratified, with nobility at the top and scorched, enslaved outcasts at the bottom. The terrifying High Inquisitor Malgar Vex and his High Inquisition enforce divine doctrine through torture, mass burnings, and soul testing rituals. Daily life is dominated by sermons, curfews, and public executions. In Reikstahl, mercy is heresy, and only those who burn with divine purpose are deemed worthy to live.
South:
The Emberlands are a vast and sun scorched region in the south, marked by golden deserts, fertile river valleys, and ancient cities that glimmer beneath the relentless sky. Once hailed as the Jewel of the World, the region now lives under the tightening grip of the Reikstahl Empire. Yet the south simmers with tension, pride, and a deep, unbroken memory. Three major forces define this fractured land. The desert kingdom of Virezza, ruled by Queen Saphirra the Veiled, clings to old customs, its people masked, its mystics hunted, and its throne watched by imperial envoys. Beneath its dunes, long lost warrior orders stir once more. To the east lies The River Lands of Myria, a web of mercantile river cities where loyalty is for sale and gold decides fates. Ruled by the Council of 9, They are true force to be reckoned with. Most cities bordered by sea and rivers, the naval power of the nation is not to be trifled with. Though they publicly cooperate with Reikstahl. Further inland, the Sunborne Elves stand defiant. They are proud solar warriors who worship Akarin, the Burning Spear, and live by fire, combat, and truth. Their cities blaze with light, their warriors brand sacred sun marks into their skin, and their high priest generals prepare for holy war. Borders closed off to all lands. Of the three powers, only the Sunborne openly welcome conflict with the Empire.
West:
The Evermarch is the last stronghold of free realms in a world devoured by empire. Ruled by King Alric Iron-Brow from the mountain citadel of Cairnheart Keep, it is a land of misty moors, storm-lashed coasts, and sacred groves, held together by fragile oaths and shared defiance. Though divided into feuding duchies, storm-clans, and war-torn marches, its people remain united against the looming threat of Reikstahl. Young Prince Rowan governs the haunted province of Dunmire, testing his mettle amidst ancient ruins and political exile, while rebellions, raiders, and cults stir across the realm's fractured heart.
Beyond the Iron Crown's reach lie two ancient powers: the dwarven kingdom of Thurn'Durak and the elven realm of Elderglen. The dwarves, led by High King Durgan Emberthane, forge their path in stone and steel, guarding the mysterious Riftgate Vault and demanding respect over allegiance. In the deep forests of Elderglen, the Western Elves follow the High King and his druidic circles, untouched by time and bound to the wyrd. Though neither bend the knee, both stand as wary allies to the Evermarch, ancient powers who will rise when the land itself is threatened.
North:
Skarnheim, the Land of Ice and Blood, is a brutal northern frontier where survival is earned through steel, strength, and ancient rites. Its landscape is a frozen tapestry of black fjords, volcanic vents, and cursed tundra, haunted by myth and storm. Home to fierce Skarnic clans, Red Orc warbands, it is a place where every breath could be your last and every child must prove their worth in blood and tale. The Skarnic culture is rooted in honor, shamanic tradition, and oral lore, governed by Jarls and the Council of Antlers, who gather only when doom demands unity.
Currently, Skarnheim is besieged by Red Orcs surging from the Blightscar Wastes, fracturing the already volatile clans. Some Jarls speak of forging a High Jarl to unify them. Others prepare to spill more clan blood. Ominous signs plague the land, vanishing stars, two legged wolves, and blood red auroras that tear through the dark. While the Reikstahl and Evermarch may dismiss Skarnheim as a savage winterland. The clans care little for the politics of the south, but should they rise as one, all the empires of men may tremble beneath the storm howls of the north.
Strength Levels:
Untrained
Militia
Trained
Well Trained
Expert
Master