Antarctica

Barasud is a continent centered around the Canuvorian South Pole. Although the name Barasud is commonly used, its meaning is disputed. “Southern circle”, “Brighthome”, and “Our frozen home” are some popular meanings in different countries and societies. Barasud is home to various independent nations, and was once inhabited by large dwarven empire since fallen. The continent is mostly ice sheet and frozen tundra, with small boreal forests spreading along the coasts of its most northern reaches.

## The Broken Wastes

*Main Article: The Barasudian Broken Wastes*

The vast and wild center of the continent 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.

In the centuries after the collapse of the old dwarven empire 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.

## The Zainguk-Nur Peninsula

The Zainguk-Nur Peninsula is a large spike shaped peninsula that juts out from the mainland of Barasud. It contains the largest mountain range of the continent and was once the heart of the dwarven empire.￼

## Countries & Cultures

### Atrea

Atrea, or the Great Atrean Confederation, is a nation at the east of Barasud inhabited by the Mazoed: a nomadic culture based on the eternal search for the lost reality and the running away from the so called illusion. The history behind of this illusion is chaotic and no one is really sure of how it goes, but what is sure is that in some point of existence, Gnarash, a lovecraftian entity, crossed its path with Lai, the space-time itself, colliding and entering in a war in the process. As a result of this, numerous entities, including the Mazoed, were submerged into the other entity, in some cases pulled apart from their realms as mere limbs once part of a body. The illusion sometimes considered another entity, sometimes just a tool and sometimes just a by-product, was then born as the glue that let all this happen

### Aurel Nox

Aurel Nox is a new-found nation on the northern coast of Barasud. The Nation was founded by the people of the Morte Populi, a necromantic cult who worship a god of death. Originally a pacifist society, the Morte Populi fled from their homeland after being deemed monsters and heretics by their neighbors, being led by the prophet Kyron across the seas as far south as south goes. Upon arriving at the frozen wastes, they rebuilt their city overlooking the sea, and abandoned their pacifism. Far from home with no friends but the dead, Aurel Nox see opportunity in these dangerous wastes, eager to share their god's gift with whatever men or monsters they may find.

The population of Aurel Nox is split between 25% human refugees, and 75% their undead slaves. A strict caste system is in place, with the living divided between the Morte Sanctus (Nobility) and the Morte Lucerna (Freemen). The Morte Aeterna (The Dead) makes up the bulk of the workforce, toiling away so the living may live comfortably. The needs of the people are provided at no cost, with most working voluntarily in specialized roles a zombie could not function. However, this debt is repaid upon their death, as they are revived by the Lazari (Necromancers) and join the undead legions as a slave, soldier or whatever the living require. As is said in their scriptures: All owe the ancestors a debt, and that debt can only be paid with entry into undeath, joining them in their eternal servitude to their descendants.

### Énder

*Main Article:* *Énder*

Énder is a nation on the north-western tip of Barasud within the western forests of the Zainguk-Nur peninsula. The people of Énder, the *fay-éce e-shálana,* are humanoid, standing roughly 6ft tall with white/light grey skin. They are generally slender and hairless, even on the head. They tend toward black irises, and have epicanthic folds. The capital of Énder is *Kiméyina* (roughly equivalent to English “the place of the thousands”), a somewhat haphazard city sprawling over multiple square miles of forest.

### Forlark

*Main Article:* *Forlark*

Forlark, is a loose confederation of city states. The people of Forlark, the Xiteri, are muscular humanoids, and usually have white or gray skin or something in between. They also have two tusks of varying sizes sticking out of their mouths. This similarity to mammoths, although often mocked, have made mammoths an important cultural icon. The land of Forlark is a cursed place and in the dark winter months unnatural and wicked monsters stalk the land. Faster and stronger than a dozen men combined and mimicking the voices normal people to lure in their prey, the Xiteri does not wish for their arrival even for the Xiteri`s worst of enemies.

### Glaishkanurg

Glaishkanurg or the kingdom of Ishkanurg is one of the last surviving remnants of the dwarven empire. Centered from the volcanic forge city of Ishkanurg, these dwarves have begun a great effort to reclaim their ancient homes

### Nasa al-Vasjr

*Main Article: Nasa al-Vasjr*

Nasa al-Vasjr is a nation-state hidden within the forested depths of the continent's woodland coasts. Its people, the Nasa, are a humanoid race standing at roughly a meter and half in height with pale skin, completely dark eyes, pointed ears, and silvery hair that, quite literally, glow in areas of poor lighting. Additionally, the Nasa possess three genders: the Rafa, Harat, and Nayer. The Rafa are what can be generally known as the 'males', the Harat are 'intersex', and the Nayer are 'females'.

Their dominant culture is known as the Bhavragavra, a beauty cult that ranks aesthetic as each individuals' primary goal though what is considered "beautiful" tends to vary from community to community. But much of the populace tend to either lean towards personal beauty or the beauty of achievement.

### Myrklanratdth

Main Article: Myrklanradth

Myrklanratdth is a nation-state located on the region of Rathos, on the Southern continent of Barasud, based on the portuarial settlement of Rathospakrhavn ("Wise Port" on the Myrklander language), the Myrklander people, of human stock, are a recent addition to the region that based on their own oral storytelling, are not to be considered to be from this world (or even the reality as whole), their ancestors arriving with help of a forgotten deity called now by the title of "Svirae".

### Urfel

*Main article: The Urfel*

The Urfel are a race of four-armed, 8ft tall hairy people native to the tundras and forests surrounding the Gulf of Whales, Despite the communal nature of their society and their disposition for helping each other, no great urfelian settlements exist in any kind of permanent basis. These folk are primarily nomadic and tend to live in small groups with no overarching hierarchy in pilgrimage following the seasons of Barasud

### Ulkenult

*Main Article: Ulkenult*

UIkenult is a small tribal nation founded in the boreal forests across from Monster Island. The Ulken are massive humanoids, ranging from four to seven meters in height. Ulken possess dark brown skin and are completely hairless. The Ulken society has only recently civilized, and its population is extremely small. For every one Ulken in the nations sole village of Kisi Awil, there are three Ulken living in solitude in the wilderness.

### Wakwat

*Main article: Wakwat*

The Wakwat are a decentralized, nation-less culture that inhabit the eastern ice sheets of Barasud, where the broken wastes meet the Dalaisud sea

## Fauna

### Pine Hares

Small mammals living in the boreal forests whose coat of fur will change from green to brown depending on the season. This works as an excellent camouflage from birds-of-prey and other predators.

### Quilly Mammoths

Hunted by the Ulken, Quilly Mammoths are absolutely gargantuan mammals inhabiting the eastern ice plains. In addition to growing up to twelve meters tall, their primary defense is their thick porcupine-like coat. With razor sharp quills that can be launched in every direction when the animal is frightened, these animals are a deadly hunt, but are large enough to feed a village for weeks.

### Sáne

Sáne are a species of large vaguely reindeer-like creatures that dwell in the taiga forests in the North of Barasud. They have no antlers, but instead tusks that reach forward from their mouth like an elephant's, although much smaller. The tusks are primarily used for digging through snow and stripping the bark from trees in the winter, but are very sharp and dangerous. A large number of sáne, especially in the northern peninsula of the continent, are domesticated, but there are still wild groups that live throughout the taiga forest. They are herded by the people of Énder for their meat, milk, and fur, and are the basis of Énder survival.

### Winter Falcons

Large birds-of-prey who primarily live in and near the boreal forests. Their top half is a bright vibrant red, which serves equal parts fashion for mates, and intimidation. Their underside is a light grey which, when viewed from the ground, tends to blend in perfectly with the winter skies.

### Freakcrows

Small black birds brought over by the Morte Populi. Omniverous, they have adapted to subsist of off rotting food, with their smell being strong enough to detect cadavers or dead plants far beyond human eyesight. This penchant for detecting death has made them venerated amongst the cult of Aurel Nox, believing these birds to be the eyes of death itself.

### Mukwaa

Large terrestrial gastropod molluscs that carve holes through the ice sheet to filter feed. They have a thick and warm coat of fur and excrete a nutritious fluid during their feeding cycle. They are the staple animal of the Wakwat

## Flora

### Dwarf Wort

Green stalked with blue flowers, this is the primary ingredient in Dwarven Ale, which usually ranges from forty to seventy percent alcohol.

### Asphodel Poppy

White flower with a centre of red, is mixed with sea water and bone marrow to create a preservative. Most commonly applied to food, it can also prevent corpses and plants from rotting, allowing for travel to a Lazari for resurrection or, for plants, their travel across vast distances. Not native to Barasud, it was brought over by the Morte Populi of Aurel Nox. After they failed at growing it in the wastes, they constructed growth-houses underground to artificially recreate the needed climate. This means supply of the flower is always limited.