Clamund

Clamund is the realm that sits east of the continent of Marcos on the planet Harfun. The realm lays in the southeast of the continent and is home to many kingdoms and clans who are constantly fighting each other in petty conflicts and conquests. Ironically, this is the birthplace of feudalism and chivalry in the known world and is considered by the other kingdoms and empires as one of the most violent realms to live in. Making it a hotbed for Sellswords from all around the world.
== Regions in Clamund ==
Clamund is home to plenty of wildlife and distinct looks. In order to give them distinct names and in order to distinguish each side of the realm from one another, Clamund has been divided into five distinct regions, each with their own characteristics and wildlife, whether it be animals or barbaric of nature.
=== The South Region ===
The south region is home to many friendly trade routes since the Free States mostly dominates the southern coast of Clamund. Although, travelling too far to the west would mean certain death as raiders from the Jarldom of Vestar along with independent pirates roam those coasts. Many parts of the inland area are temperate which means a diverse set of wildlife and many trees to accompany it. Although far west brings you to the Hydra’s Teeth, which is an almost impassable set of mountains that surround the western coast. Bandits and Green-skins tend to band together in small numbers due to the fact that the Holy Empire of Visimar has many guarded roads and The Free States tend to have less than average loot when it comes to pillaging.
=== The West Region ===
The West Region is considered by many similar to the Mid region in terms of weather and landscape. Its home to many clans and civilized kingdoms alike. The temperate and northern boreal forests hide many secrets such as bandit camps and ancient dwarven colonies. Unlike the Mid Region, however, the order is lacklustre outside of towns and villages, this usually gives rise to major bandit and foreign raider problems in the region. Kingdoms that lie here such as the Earldom of Flynn and The Jarldom of Vestar are to blame for this as they either lack a professional army to patrol these lands or nobility is too busy to deal with these problems. The west region is also home to a majority of Clamund's brown bear population, which makes it a haven for hunters and trappers that have a desire for their quality furs.
=== The North Region ===
The North Region is home to the coldest parts of Clamund. As it is mostly vast Treeless Tundras and vast boreal forests. Clans and Tribes thrive in these conditions while the kingdom rule is lackluster. Which leads to increased banditry and green-skin raids. Many hamlets and villages are destined to be forced to pay tribute in these regions unless they have a reasonable fighting force to deal with threats. In the west however, is the home of the Dwarf Kingdoms. Which is protected by a range of vast mountains that limit traffic and increase the chance of ambush. Making it a natural barrier for the dwarf's sake.
=== The Mid Region ===
The mid-region is considered the ideal place for settlers and a very ideal place for trading and battle. The region is surrounded by lush forests that hide many secrets-- ancient and old.  A majority of the region has a trade route along the region that is regularly patrolled by kingdom soldiers. Despite this fact, Bandits tend to stalk the region while Green-skins await in forest camps. Plains are also a big part of the region along with the occasional temperate forests. Southwest of the Mid Region lies the Talberg Forest where the largest forest is situated and unfortunately, is home to the ever so famous Elven Bandits.
=== The East Region ===
The East Region is considered a plague and famine ridden land in the north and a quiet and coastal land down south. Many say it's due to the fact that the region of Maol-Moirel is to blame because of its infertile soil and the plague that arose from its lands. Besides that, the land is mostly a swampy region with highlands and moors around the Maol-Moirel kingdom with bandits hiding within the vast swamps, especially around the Artemis Forest, where no common peasant dares to go without ten others backing him up. Clans and whats left of the dwindling Tribe population also plague this region constantly warring with each other in daring cattle raids as per usual in places like Clamund. People do claim within the Maol-Moirel region that most clans have already settled their dispute and come together to form factions within the kingdom.
=== Barristen Islands ===
The Barristen Islands if a collection of Islands that dot the southwest coasts of Clamund, right below the Gulf of Njord. These islands remain largely uninhabited because of its violent nature of housing many sea raiders that come to rest in the islands. Up until this day, there has been little to no attempts to dislodge the sea raider threat from these islands. The Barristen islands consist of mountainous terrain that many studies believe to be the remains of a larger continent that connected these islands with the West Region of Clamund. This uneasy terrain makes it easy for raiders to safely establish hideouts without the threat of others finding them.
=== The Wildman Plains ===
Nothing in Clamund is more savage, more untamed than the Wildman Plains. For centuries, this northern region of Clamund remained unconquered by any kingdom. All attempts were left in vain as armies were destroyed and colonies were famished as there are numerous amounts of savage clans and tribes that heroically defend what is left of "Their Clamund". Armies sent into the wildman plains are only met with endless hordes of tribesmen and mythical beasts that can kill 20 men in a blink of an eye. This area proves to be a problem for kingdoms with borders connected to this land as every so often, a chief or warlord could gather enough tribes and clans to go south and raid kingdoms for their food and livestock. This proves to be a major problem for these kingdoms, as these raids would disperse as fast as they arrived. 
== Population ==
The population of Clamund is evenly distributed between several cultures of humans. As Clamund was mainly a human-dominated realm even before the end of the Wizard Kings, their population exceedingly dwarfs the other races in Clamund who themselves have deep historical ties with Clamund. Elves and Dwarves are widely shunned by most kingdoms in Clamund for their features and history, leading many to retreat to specific regions of Clamund in order to escape the chaos of being hunted by angry villagers. Population is mainly focused in the Eastern and Mid Region considering the Free States and the Holy Empire contains most of Clamund's population in sprawling cities along the coast. The West and Northern Regions are sparsely populated in comparison, most notably the Earldom of Flynn whose population is only just experiencing growth after 1000. Most towns are generally populated by humans across Clamund, even in places such as the Elf Kingdoms of Kunid as expatriates and criminals flee there for sanctuary. Little concentrations of Dwarven and Elven populations can be seen in the Kingdoms of Nord and Kunid, but their population is extremely close to being wiped away entirely, most notably the Elven population whose remaining dynasties are closely allied and tight-knit. Dwarves are most notable as their population used to reach over 400,000 before a tragic famine took most of the northern Dwarven colonies to abandonment within the Kingdom of Nord. Their population, as well as the Elven population, remain around 5,000, with the elven population as low as 200 living full-blooded elves.
There are several ethnic humans. The following are a few notable ethnic groups that are present in Clamund:
=== Humans ===
==== Visimarians ====
Visimanians are the dominant ethnic of the Holy Empire of Visimar. They are an average-sized human with a dark or dirty blonde hair colour. They are known in history as the Men Of Gerung since their beliefs are usually always tied with the Order of Paragon. Many noteworthy Visimanians are known to be very skilled in the art of warfare. Using every and all way to win a pitched battle. Visimarians can be seen mostly in the Holy Empire of Visimar, but they are also seen living in many other kingdoms in Clamund. 
Visimarians are considered one of the first ethnic peoples to intermarry with the natives of Clamund, this makes Visimarians very close with clanling blood despite their overwhelming hatred.
==== Vestarians ====
Vestarians are of a Norse background. Sporting a large stature with Blonde hair to compliment it. They are known for their professional mercenaries during times of war using two-handed axes and swords, and their use of hit and run tactics during raids along the Clamundian coast. During times of peace, however. The Vestarians spend their time fishing, farming and drinking at the local mead hall. Vestarians origins come from the arrival of foreign sea raiders that raided the coasts of Clamund, unlike the Visimarians who intermarried with the natives after their initial colonization. Contact with the natives when Vestarian sea raiders colonized was limited and any contact was usually met with violence. This allowed the vestarians to retain their genetics from when they initially colonized Clamund. 
==== Celtides ====
Celtides is the broad term to describe the men that inhabit several parts of the East Region. They are large folk that sport a dark orange and brown hair colour. They are known to be perfect ambush planners and flawless when it comes to throwing axes and javelins at unsuspecting foes, only to flee before their enemies get the chance to recover. During times of peace, they spend their time in the fields while tending flocks of sheep and other animals. Most Celtides are known to be talented pathfinders in their own lands.
==== Blakkvar ====
The Blakkvar are a culture of men confederated into a tribe that soon adopted feudalism. The Blakkvar were traditionally a herder culture that moved where their sheep and ox can graze along Blakkvollr's extensive plains just below the great mountains. Their culture surrounds the husbandry of sheep as well as trade as the Road of Odin provides direct access from the east to the lucrative city of Midheim. Most Blakkvars still associate with their tribal roots despite adopting feudalism as their persistence throughout the Wizard King era motivated their culture and people. Blakkvar are dark haired in nature and pale in comparison due to the northern climates and windy plains from the Wildman Plains. Many folk had adopted the culture of the Visimarians and as a result have adopted similar customs of hard labour before paying homage to Garung and drinking in public houses during the evening. Although Paragonism had taken ahold of the Kingdom of Clonran as it did in the Holy Empire of Visimar, many Blakkvar remain unmoved by the religion, preferring comfort among the shepherds and folk of their village.
In battle, the Blakkvar utilize the ancient use of a sling usually made from hemp or wool cord, and little armour. Although recently they've adopted traditional feudal methods of heavy spearmen and knights, many shepherds are deployed in battle as slingers who pelt the enemy with rocks before they meet in combat.
==== Flynn Folk ====
Flynn Folk are the people that inhabit the Earldom Of Flynn. With an average size sporting many shades of brown hair colours. Many of them are known Realm-wide for their usage of the Longbow in combat and hunting and excel in ambush laying just like the fellow Celtides. Their backwards way of life, however, has them living in squalor for the majority of their life as many Flynn Folk cannot afford proper living conditions. So they live in hovels and run-down houses eating the food they’ve hunted and grown in the fields. During times of peace, they celebrate festivals regularly and drink their York Ale.
==== Clanling ====
Clanlings are the tall men and women that are part of a clan. The clan in question could originate from anywhere in the Clamund Realm. They spend their days mostly fighting in clan battles that are very brutal to witness. As a result, Clanlings are an all-around fighting machine, excelling in whatever practice their clan uses in combat. During peace, however. Clanlings are known to compete in strongman challenges in order to test and compare each other's strengths and weaknesses and do many things that a Celtide would do as well. The origins of the clanlings are unknown but it is certain that a majority of Clanlings originated from Clamund itself. 
==== Lambertians ====
Lambertians are the inhabitants of the Kingdom of Lambert. Averaged sized and sporting a black to dark brown colour of hair. They are known to use formations of Halberds in times of war to fight off large creatures and mounted warriors. And during times of peace, they spend their time celebrating with their fellow dwarves and elves. Lambertians are the direct result of intermarriage between clans and the already established Visimarians, making Lambertians one of the first few ethnic groups to be formed out of these interactions.
=== Elves ===
==== Sun Elves ====
Sun elves is Clamund's most ancient race. Sun elves were generally a race of elves that were more magically keen than the rest of Clamund's population; having at least 60% of all Sun Elf children developing a magical sense and a grasp on containing it. Because of this fact, many sun elves had attained Wizard King status in the years prior to Visimarian colonization, making them potentially one of the most destructive races on the planet. Sun elves are an ancient race, with even a few of the remaining sun elves in Clamund able to recall the era of the Wizard King. Sun Elves are tall in nature, with blackened eyes and large pointed ears which protrude beyond the top of their head and usually will always have white or golden blonde hair and no facial hair. Their narrow and slender features almost appear alien like compared to a regular human. Around 100 sun elves exist in Clamund, a large majority of whom are closely tied to the dynasties of the Elf Kingdoms of Kunid. It is rare to see a sun elf anywhere in Clamund, any many people deny their existence haven yet seen them as the dynasties of Kunid are close and reluctant to interact with the human kingdoms of Clamund.
==== Wood Elves ====
Wood Elves are a declining race of Elves that were considered inferior to the sun elves during the Wizard King era and generally served as officers and servants to the sun elves. Many wood elves lack the proper genetics to attain magical senses, but unlike the humans, it is not unheard of. Wood Elves are attune to their surroundings and have a more sophisticated sense of what's around them due to centuries of hunting and tracking. As they are a culture of hunters, wood elves are attached to the use of crossbows in battle and during the hunt due to their sophisticated design and potential damage. Wood Elves are more akin to humans aside from their features as many elves used to work menial tasks similar to any serf, however this role had declined following the decline of the elven population in Clamund as they adopted the role of lords in the Talberg Forest realm and lords under the sun elven dynasties. Wood elves enjoy hunting and drinking and often establish hunting lodges to drink and hunt during times of peace and prosperity.
==== Half-Elves ====
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