Barasudian Broken Wastes

The center of Barasud was once a uninhabitable unremarkable ice and snow, but after the death of a god in the north something happened in the uninhabitable waste. Now in the vast and wild center of Barasud there is a chaotic wasteland known as The Broken Wastes. Here the remnants of a dead god causes unimaginable strife and violence. Demonic monsters sprout out of thin air and attack interlopers, and a vast orc horde plagues the land. Travel through the wastes is incredibly dangerous, and travelers often report that distances are longer than physical calculated. This is one of the biggest dangers when traveling inside The Broken Wastes. Space and time seem to warp beyond nature`s rules. The nearer one is the center or "the heart" of the continent the more rules bend.

## Writing guide/outline for this page

This page is mostly empty and will stay that way for some time, but also many different people are going to eventually add things to this page. So here is guideline for what each sections means, so that we do not forget and people do not need to go asking. Also this is a work in progress thing, so if people want to add or change something about the guide/outline. All suggestions are highly welcome.

2. Theories: Here you can add what your culture interprets the wild shit that happens in the wasteland. Also instead of adding what your whole nation thinks. It would be more interesting if you could add different groups from your nation with different opinions. Like maybe religious people think different than the scientific community. It is more place for worldbuilding.

3. Orcs: Here we flesh out orc lore, to make them more like living culture instead of background weather. The Barasudian Orc section is kinda a bit locked in but any changes or suggestions are welcomed. Also here you can add a section about the orcs in your nation.

4. Notable locations: Here one adds interesting locations within the broken wastes. They could either be uniquely magic places, reasch sites , military camps or anything notable really. The world is your oyster.

5. Monsters: Come up with interesting monster/demon/deamon, then add them here. Fill it to your heart's content. The broken wastes is inspired by choas from warhammer 40K/Fantasy. So I would take a quick look at that to get some inspiration, but I personally support any thing that is unnatural, weird, and can single handedly kill a whole military squad. Like I made some monsters with tentacle swords as hair, and they use their hair both to kill and ice skate. As long that it is in the spirit of the project then do it. (Also does not need to kill things directly or physically).

6. Expeditions: stories of idiots/brave people that either wanted to go to the other side, just explore and do science, or people who wanted to get to south pole (this last one would probably happen in the 1700-1900).

Attempted Expeditions through The Broken Wastes: Here you write about people that wanted to get to the other side of the continent. This could be both people doing science, people wanting to trade, or people wanting to make transport (E.g. roads, planes, trains, blimps, flying mounts, mechas)

Attempted Expeditions into The Broken Wastes: This is the most vague category. People could be doing science, just wanting explore, or doing a military campaign, but they are not going to the other side or the south pole. But they could be going to a specific location that is not those two.

Attempted Expeditions to The South Pole: This is for people wanting to go to the south pole. Sounds simple, but there are more than one south pole: south geographic pole, south magnetic pole (this one changes over time), south geomagnetic pole (this one too, changes over time), and south pole of inaccessibility. People can also add fantasy south poles, if they want to. Like a magic south pole or some other weird thing.

There is maybe a presumption that the "dead god`s corpse" or the center or heart of the madness is in the south geographic pole. But there is (of time of writing) no consensus on where the "dead god" is located or where the center/heart of the madness of the broken wastes is. As stated in the beginning of this page, the broken wastes is weird and the space and time dimensions do not work properly. So there may be no physical or psychological center of the weirdness and madness in the broken wastes.

If you wanted to add something and it did not fit into any of these categories, or you disagree with how this page is outlined, or have a problem with a specific section, or just want help with adding something then just go to the barasud channel on the discord and ask away. If you do not have time to wait or are just inpatient @ Starstone, because I am the fool that made this outline in the first place. Also if you want to add or change something about the outline/guide then also post in the barasud channel. All suggestions are welcome.

## Theories about the Broken Wastes

### **Jornnil Faith and The Broken Wastes**

In the Jornnil Faith the Broken Wastes, and the monsters that come from there, are seen as the embodiment of Hovx. The plane of discord, change, and nervousness. Every living being begins life in Hovx and needs to overcome the cycle of rebirth to come to Ornuk, although Ornuk is the goal it also means a stop to change and improvement. The Wastes and the monsters force change and improvement into the world. The damage done and life lost to the monsters are not a sacrifice that must happen, and the Jornnil faith is for fighting the monsters. They say that one must also look at the positive change that can come from negative events. One does not choose to be born or what cards one is dealt. One must just play with cards that are dealt.

## The Orcs

### Barasudian Orcs

Before the Wastes became cursed and the old dwarven empire fell much of the inner continent was home to Orcs. Orc society is split into many clans, where the strongest orcs rise to the top. With a natural big physique orcs are born to be fighters. They also live relatively short lives, mature quickly, and usually are born twins, triplets or quadruplets. Most clans were nomadic and survived by raiding the old empire`s outer regions. Moving to the next region when they had drawn too much attention from the dwarven military. This raider lifestyle has made other cultures, especially the dwarves, quite hostile to the Orcs. Orc society is often depicted as violent, savage, and crude.

Some Orc myths and legends talk about an old orc empire that once stretched over all of Barasud. It is unknown if these legends are true or simply are made up to anger the dwarves, but it would explain why one could find orcs in nearly every corner of the continent. Even in the old dwarven empire period little is known about orc clan social or political structure or even how many clans existed. This stems from most of the orc oral history being lost in the aftermath of the changes in the Wastes, and a lack of motivation of the dwarves to write anything down about the orc (besides methods of killing orcs).

With now the Broken Wastes, Orc society and life would radically change. Monster attacks, eldritch visions by a dead god, and space-time collapse would all destroy both the orc population and orc traditions and norms, but for a few decades society changed but did not yet collapse. What would put a nail in the orc coffin was the slow disintegration of the old dwarven empire. Raiding the old empire was both a food source and a way to get all matters of weapons and more advanced resources. Without a big resourceful empire to raid, clans started raiding each other. Weakening their strength overall to defend against the physical and physiological dangers from the Broken Wastes.

It would not take long before clans started to die out either by monster attacks, orc raiding, or starvation. It took even less time for clans as a whole but also smaller groups of orc and individual orcs to flee the center of the continent. In the centuries after the collapse of the dwarves there routinely was orc clans or groups fleeing the Broken Wastes, but around six hundred years after the collapse something yet again changed inside orc society. Sources are rare and often vague, but an alliance or confederation of some type had shattered. It apparently had been holding a strong defense against the monsters for some time. Although the immediate concern of all the other people living on Barasud, was now the mass exodus of fleeing orcs coming to their land both as settlers and raiders.

With the orc now much more in the other people's thoughts, some magic users have been quite surprised and fascinated by orc magic and its resourcefulness. Although much orc magic is mainly about brute force strength in combat, they also have a tradition of survival magic for their nomadic lifestyle. Due to the lack of biological and social differences between the orc genders, foreigners often assume that female orcs do not exist.

#### Keith`s Second Great Campaign

*In the ancient days of the dwarven empire, the lands now known as the broken wastes were desolate and uninhabited apart from a spare few animals and the race of orcs. The orcs were the only ones brave or stupid enough to live there, isolated and divided; they fought each other just as much as the dwarves and their allies. However every once in a long while a powerful warlord would rise and unite the tribes, turning their full might to the fertile lands to the north. These “Great Campaigns” were one of the most devastating events to strike the continent.*

*With the creation of the broken wastes and the calamitous events that befell the continent nearly a millennium ago, many hoped that there would never again be a great campaign. The orcs now fight the endless horrors of their former home for survival, mass migration is common and it almost seems impossible for this former enemy to ever regain its power and threat. However the continent of Barasud has a way of defying expectations, and nothing is as it seems in the broken wastes. Scouts, seers, and explorers across the continent have reported worrying signs. Another great southern storm is coming.*

*If the rumors are to be believed, the infamous orc warlord Keith is at its head. Rarely does a warlord launch more than one great campaign, Keith was responsible for the great campaign during the chaotic fall of the dwarven empire. Leaving behind a wide trail of ruin he was only repelled by a final last ditch effort from the combined powers of the dwarves, during which many dwarven leaders, including the father of prince Fromuk, were killed. Keith withdrew to the wastes and was assumed to have perished, but now he returns seeking vengeance upon the continent. With him marches a vast horde of orcs seeking glory, loot, and safety from the broken wastes.*

*The continent mobilizes for war...*

### Orcs in Forlark

More Information: Forlark

The orc minority in Forlark can be split into two groups. The smaller first group consists of orcs that lived in the area before the Rovdahov and those that fled to the area right before or right after the Rovdahov. The bigger second group are new arrivals that are fleeing orc heartland after increasing monster attacks in the area.

The first and older group is completely integrated into Xiteri society. They have discarded nearly all of their old traditions and beliefs, and would consider themselves fully Xiteri. Although they face minimal prejudices, they are often viewed as dumber and more brutish than a half-orc Xiteri. They are therefore overrepresented in manual and hard labor and underrepresented in more social and academic work.

Paradoxically the new group of orcs are depicted as uncivilized and backwards in comparison to the more integrated orcs. The new orcs find it much harder to get work, and they usually settle in more southern and inland cities. They strongly hold on to their own culture and faith.

Their natural strength and lack of stable work have forced many into crime or bodyguard work. Most mercenary groups or private militias are either orc owned or majority orc staffed. This has made a unique situation where these orcs are often viewed as outsiders of the political establishment and then can be trusted to be neutral or at least not ask questions. Most influential families have a group of orc mercenaries on the payroll to do legally and ethically questionable work.

### Myreonvici (Myrklander Orcs)

More Information: Myrklanradth

The Myreonvici, or Myrklander Orcs are a recognized minority of the Myrklander realm, living on the country before the country celebrated his first century of existence, the Myreonvici are an integral part of Myrklander society, being found in almost every settlement of the realm, with the cities of Hrafenclewal and Morddyn where they are the plurality of the population, radically different to their more uncivilized cousins, Myreonvici are usually less physically strong compared to other non-Myrk orcs, but live at least as long as a normal non-augmented human and have the same mental capabilities as one, being continually exposed to high quantities of Trapar, newer generations of Myreonvici are born with less magical ability than the ones before them, things like Self-Strengthening Magic being lost to them or Elementalism/Shamanism being rare among ones not trained on it by Myrk scholars.

On sociopolitical matters, Myreonvici are granted equal rights and obligations as every myrklander, being able to vote and be voted into office, too they are compatible with Traparic Circuits and can easily use and access Traparic Systems and Lifverks without issue, apart from some cultural clashes with Myrklander Zangârs (Dwarf and Orcs shared history being long and bloody) they live on the realm on peace, ready to defend the only homeland they know.

### Wakwat Orcs

Originally, interaction between the Orcs and the Wakwat was minimal, either fruitless orcish raids on Wakwat nomads or tense and stoic acknowledgements of each other on the chance that they encountered one another. Orcish raids over time decreased in frequency when the various clans became more familiar with the Wakwat, as the Wakwat were rather friendly and very much open to trading with and providing for the Orcish bands. Both parties saw mutual gain in friendly interactions, the Wakwat were initially primitive however were taught crude metallurgy by the Orcs, whom were the Wakwat sheltered, fed and defended in the long nights of winter. Winter was the time when Wakwat prospered, as the Mukwaa herds took to the ice sheets for grazing and thus this time was when the most Wak was produced. A reliable source of food in such a hostile time proved highly beneficial to the orcs. The orcs held more experience and knowledge in fending off the waves of abominations that hailed from the broken wastes at this time, and thus mutual sharing of knowledge between the groups led to the assimilation of multiple orcish individuals, warbands and clans into Wakwat society as well as mutual cultural exchange.

## Orc Nations of Barasud

### Keith`s Second Great Campaign Impact on Orc Culture and Self Perception

I think we are all in agreement about the three "cultures" in Orc society. Here are them again for reference:

“Whitetusk’s”: The ones who follow Keith (and more corrupted/fielding more chaotic abominations) “Blacktusk’s”: The ones who follow the Old Ways (Less corrupted but still annoying and in great numbers) “Bluetusk’s”: The ones who really, REALLY want to be alone/have some semblance of peace (Non-corrupted but few in number because of being attacked constantly by the last two)

### Nations of Barasud after Keith`s Second Great Campaign

**The Triumvirate of Vasjr**: Whitetusk and Bluetusk Orcs that invade Forlark retreat the same way they came, but instead of going back to the broken wastes they settle the coast.

**The (Ghost) Riders of The Broken Hill**: Blacktusk Orcs that settle in the mountains of Forlark to raid and steal like they did with the old empire.

**The Vraz Republic**, **The Dreccegh Autocracy,** and **The Merchants of Radhzol'ran**: Blue and Blacktusk Orcs that refused to join Keith's wild ride and somehow “escaped” the wastes to the mostly empty coast to settle here. Probably reliant on fishing/pirate raiding. They are all three have a ruling merchant elite. Dreccegh is more autocratic than the other two, while Radhzol'ran is way less centralised than the other two.

**The Bhakarzugh Confederation**: Blacktusk Orcs that did not want to leave their homeland. A confederation of nomadic tribes that make a great camp in Azhug Fargigoth in the winter months to trade with the tribes of the Vazràh mountains. the OG Black region

**The Orc Tribes of The Vazràh mountains**: A battle royal between Whitetusks, Blacktusks, and even some Bluetusks tribes.

**The Third Orc Empire**: Main region of the Keith Horde. It will survive for a few generations, but will eventually break up into smaller states and tribes because of infighting over Keith's legacy and dubious legitimacy of some of the later claimants/successors. The Second Orc Empire was Keith's first attempt, while The First Orc Empire is only myth. Maybe made up by Keith to legitimate his ambitions or maybe just something the orcs say to anger the dwarves.

**The Khagzh`Duun Oligarchy**: The Whitetusks horde that attacked this region of Barasud were so successful that their greed became bigger than their loyalty to Keith, and they declared themselves independent and are know fighting forces loyal to Keith to survive.

**The Armugzard Collective**: A group of nomadic bluetusk tribes. They travel to the Vazrah mountains in the winter to trade.

**The Chiefdom of Droruc'rir**: Bluetusks that live in the hills. They also get attacked by the monsters of the Wastes, and are therefore commendable fighters. The Chiefs of Droruc'rir have started to worry about Myrklanradth`s testing of advance technology and magic in the nearby mountains.

**The Gracc-Zvarg Coalition**: A Coalition of two Bluetusk tribes, Gracc and Zvarg.

**The Druidic Enclave of Chokh**: Peaceful tribe of Bluetusk druids and shamans.