Karandor

Official Map of Karandor

Karandor is the common name used by humanoids to refer to the continent on Eld'Pyre that sits centrally on the globe. The Elves call the continent Haera Rûn, which translates to "Centre Land", whilst the Dwarves call it Stojgrond Urndlikr, translated to "Big Rock".

## Societies

### Blackarrow Nation

Main article: Blackarrow Nation
The Blackarrow Nation is the last true Trol'Jin tribe, having formed after the north-western coast of Karandor was invaded by the Imperial State.

### Coast of the Seven Thrones

Main article: Coast of the Seven Thrones
The Coast of the Seven Thrones succeeded from Vastendale after a bloody civil war ended at the Battle of Dead Man's Fork, in 653 2E, where both armies were slaughtered by an unknown entity. They are now ruled by a council of pirate captains, forming a largely lawless nation; but with a guideline-esk code that most crews and individuals follow.

### Copper Cog League

Main article: Copper Cog League
The Copper Cog League is a Gnome nation in the north-west region of Karandor, their land spanning between the Old Forge Mountains and the Hammerfall Mountains.

### Crimson Elf Union

Main article: Crimson Elf Union
The Crimson Elf Union formed after the defeat of the Red Dragon Akkanix using blood magic provided by Galdria, which ultimately transformed the Elves from High Elves to Crimson Elves.

### Crith Union

Main article: Crith Union
The Crith Union is a nation of Sun Elves in the north of Karandor, neighbouring the Imperial State.

### Dark Elf Union

Main article: Dark Elf Union
The Dark Elf Union were High Elves who were twisted and turned into Dark Elves by Loviatar for her sadistic pleasure.

### Dor'Ithan Kingdom

Main article: Dor'Ithan Kingdom
The Dor'Ithan Kingdom is the largest nation of Wood Elves on the continent of Karandor, living in and protecting the Dor'Ithan Woods.

### Earth Hold

Main article: Earth Hold
The Earth Hold is a collective of Orc, Trol'Jin, and Goblinoid tribes with shamanistic tendencies and beliefs.

### Elves of Ilphu

Main article: Elves of Ilphu
A smaller nation of Wood Elves, based on a warrior-focued feudal system, where integrity and honour are held at the core of their beliefs.

### Fareden

Main article: Fareden
Fareden is a predominantly Human nation on the edge of the Grassy Steppe. They're a rich nation that prospers from agriculture and trade.

### Five Axe Republic

Main article: Five Axe Republic
The Five Axe Republic is made up of five mountain cities of Mountain Dwarf clans, unified in their efforts to repel threats from the Underdark.

### Galdria

Main article: Galdria
Galdria encompasses the city-state of Galdrin and the surrounding farm lands within a day's travel of the city. The Galdria School of Wizardry and Arcana is considered the greatest magic school on the continent.

### Goblinoid Syndicate

Main article: Goblinoid Syndicate
Formed from more "civilized" tribes of Goblinoids (Goblins, Hobgoblins, Bugbears) who focus on exporting their wildest creations and accumulating wealth.

### Imperial State

Main article: Imperial State
The Imperial State is considered a frontier foot-hold by the wider Aldorian Empire to the west, regularly exporting resources to the wider empire.

### Ironhelm

Main article: Ironhelm
Ironhelm is a small Mountain Dwarf kingdom in the north-western region of Karandor, in the southern section of the Oldforge Mountains.

### Jarldom of Ganoa

Main article: Jarldom of Ganoa
Situated on the eastern edge of Karandor, the Jarldom of Ganoa is considered a small nation that is struggling to prosper as an independant state.

### Kingdom of Eastfell

Main article: Kingdom of Eastfell
The Kingdom of Eastfell had a curse thrown upon them by careless druids mingling in powers that were beyond them. The druids turned into werewolves, feral and uncontrollable, their bite was able to transfer a mutation of their curse to others. Making the residence of the Kingdom of Eastfell into wereborn with control over their form and behaviour, thanks to the timely intervention of a circle of druids from Lunessus.

### Kingdom of Meredawn

Main article: Kingdom of Meredawn
A coastal nation in the south of Karandor, they prosper through fishing, and boasting the finest navy on the continent.

### Kingdom of Noxia

Main article: Kingdom of Noxia
The Kingdom of Noxia is a central nation on Karandor, boarding the Inner Sea, Noxian Woods, and Forest of Spores. Their settlements sit on major roads of the continent, bringing a strong flow of trade and wide variety of races.

### Lunessus

Main article: Lunessus
Lunessus is a Oligarchy of Lunar Elves, who believe themselves to be the chosen of Selûne, and protectors of the Luna Woods.

### Plaguevale

Main article: Plaguevale
Nestled between the Kingdom of Meredawn and the Coast of Seven Thrones, the Ratta society known as the Plaguevale continually expands underground.

### Principality of the Dual Lake

Main article: Principality of the Dual Lake
The last of the three original High Elf nations, the Principality of the Dual Lake takes a largely isolationist approach, guarding their boarders closely.

### Ravengard

Main article: Ravengard
The north-eastern most nation of Karandor, Ravengard's size and influence took a massive dent in 978 2E when a curse ravaged their island settlements, creating the Curse-Fell Isles.

### Realm of Magma

Main article: Realm of Magma
Beneath the Dead Mountains, in the harsh stretch of coast known as the Dead Steppes, the former Mountain Dwarves found power within the blood of the planet, slowly changing them into Magma Dwarves.

### River Lords

Main article: River Lords
After the Coast of the Seven Thrones succeeded from Vastendale in 653 2E, the remaining territory was divided between the remaining loyal lords of Vastendale and the Council of Lords was formed to rule the newly reformed nation known as the River Lords.

### Satorholm

Main article: Satorholm
Satorholm sits on the northern coast of Karador, holding nearly exclusive rights to that stretch of the Raider Sea.

### Tennessaria

Main article: Tennessaria
Highly regarded for its bard collage, and renown artisans, Tennessaria functions as a fairly peaceful nation in the north of Karandor.

### Two Hammer Alliance

Main article: Two Hammer Alliance
Situated on the east side of the Hammerfall Mountains, the Two Hammer Alliance is formed from a clan of Mountain Dwarves and a clan of Hill Dwarves to protect the believed location of Moradin's hammer.

## History

### The Creation

Main article: History of Eld'Pyre
It is widely considered factual that the gods created the various mortal races in their image, as they saw fit. Due to the size of the continent, Karandor had room for multiple races. The earliest known races to exist on Karandor were Humans, Dwarves, High Elves, Wood Elves. Each species slowly spread across the land and into various tribes and the earliest semblances of nations.

### The Age of High Elves

The High Elves are the first documented race to have nations that resemble the modern day ones found on Karandor, although this was several hundred years after The Creation. These nations are documented as being the Alus, which was succeeded by the Principality of the Dual Lake, the Crith Union, who later became Sun Elves, and the Neavae Realm, which was succeeded by the Dark Elf Union after their corruption. Additionally, large portions of their population left to settle many of the forested areas around the continent, becoming modern day Wood Elves over time.

Due to both their longer natural lives, and their natural magical abilities, the High Elves were able to easily advance faster than the other races on Karandor, which now included Orcs, Goblinoids, Halflings, and Gnomes. The Age of High Elves is considered to have lasted around 200 years before the first era (BE), and the collapse and successions of the majority of High Elf nations coincided with beginning of the first era (1E).

### The First Era (1E)

Around the same time as the collapsing of the High Elves, other mortal races such as Tieflings began to appear across the continent, whilst Humans rapidly took over the land forming several kingdoms and nations. After around 1000 years of the other mortal races creating their own nations, Karandor took a similar form to its current day.

It was during this period of time when a new High Elf kingdom arose, forming the city of Quel at the base of Blackrock Rise. However, their expansion awoke the slumbering Red Dragon Akkanix, who enslaved the city. After several decades of servitude, the High Elves of Quel turned to the city-state of Galdrin for aid. Galdrin refused to help directly, but taught one hundred High Elf wizards a blood magic ritual, which would empower their people and enable them to overthrow the ancient dragon. Using this magic, they empowered themselves and slayed Akkanix; however, the ritual left them and the surrounding land forever changed. The High Elves now relied on the innate mana found in all life, but stronger within spellcasters. Old stories insinuate that these elves were some of the first vampires of the land. Looking to rebuild, the now Crimson Elves built the Mana Well and renamed their city Mana'Quel.

The first era came to an end after the defeat of the Pentarchy of Tiamat, led by the Ancient Red Dragon Gaularyzelden. Under his guidance, a collective of Chromatic Dragons gathered followers and attempted to summon Tiamat to the Eld'Pyre. Their defeat, a result of Nelgoros' sacrifice, who was an Ancient Gold Dragon, ushered the wider world into the second era (2E), and gave spawn to the Dragonborn.

### The Second Era (2E)

After the near destruction of civilization, a period of peace ensued, as the nations of Karandor built their cities and towns, and their populations boomed. This early years of this period resulted in several cultural shifts for certain races. For example, the Wood Elves living in the cherry tree forest of In'Loth developed a feudal warrior-focused system of government, whilst the Goblinoid tribes and clans south of Earth Hold developed in a technology focused civilization, abandoning their shamanistic and spiritual ways.

Around 354 2E, the Imperial State landed of the north-western shore of Karandor. A well-drilled fighting force stormed the beaches and quickly setup several forts along the coast. They waged a campaign of war and destruction against the native Trol'Jin tribes to the region. The Sun Elves of the Crith Union refused to aid the Trol'Jin, leading to speculation that they knew about the impending invasion. The Trol'Jin tribes were forced south. Many Trol'Jin joined the Earth Hold and were able to make a lasting stand against the Imperial State, which ultimately led to peace. However, the Blackarrow Nation, the last survivng Trol'Jin tribe that absorbed several smaller tribes, has never forgotten the ordeal and the lack of support they were given as a race.

In the early 900s of the second era, people started to settle the miles of dry land known as the Final Frontier, the settlers were made up of largely Humans, Dwarves, and clans of Dragonborn looking for a more permanent place to live. There was also a small contingent of Lunar Elves and Half Elves. The largest settlement founded during this time was Orinia, which had a prime location along the Blackthunder River. The town therefore attracted merchants and artisans producing high quality goods from the animals and resources of the region, making most of the population a variety of craftsmen, sailors, and farmers. As the town expanded, it placed high walls to protect itself from the dangers of the Final Frontier. Another town was founded over the river, seperated by a drawbridge, called Ixani. In the year 982 2E, the town of Ixani was overrun by enraged wildlife, in an almost coordinated attack. Lord Fenhet, the mayor of Orinia had already closed the drawbridge, preventing any of the fleeing families from safely entering Orinia. The vast majority of the population of Ixani was slaughtered where they stood, with only a minimal amount surviving and left to rebuild in the aftermath. Those who did survive, were forever haunted and changed by the events of the Night of Fire and Fang.

In 1003 2E, the city of Sharkweir was ruined by the followers of an ancient being called Na'Koxen. Rouge members of the Society of Apothecaries, a leading organisation within the Soul-Bound, attempted to create a rift between The Abyss and the Material Plane. Although some minor abberations were able to pass into Sharkweir, such as Voidlings, the Silvered Fates were able to inturrupt the ritual before the rift could be stabalised, closing the rift quickly without any catastrophic effects.