Post by Hexenritter Verlag on Feb 14, 2018 4:06:03 GMT -5
World of Azzolem [This write up deals with the Jandigaran Continent before I fused it with the World of Skârn; though much will be the same in my previous post on the Realms of Skârn & Jandigar, there are several Realms/regions omitted from the RMU document; either because I forgot to or I had dropped them from the region. Note the lack of Sian-Dor, it must have got deleted before I deleted the other references to it OR I had yet to do its write up.]
The Reaver Coast Realms:
Azzolem: The city-state of Azzolem was built on the ruins of several cities & civilizations that had come before it. It is nestled between & upon the Zolem hills (Az=hills). The current city has been standing several hundred years since its founding as an outpost to the fallen Šamad Empire. It also once ruled the City of Marjaan, the Isles of Dyš & Tharkeš as part of the Old Azzolemite Empire. It is bordered to the east by the Ulak Mountains, to the south by the Yrgaš Jungles & west is the plains of Kember; while to the north is the Ghatha Sea. Azzolem is one of the three independent city-states that make up what is known as the Reaver Coast, along with Marjaan & Kaš-tuul.
Azzolem is a mere shadow of its former glory, it is a city beset by crime & poverty among its lower classes, while the decadent nobility & magical cabals live in opulence. The city is built upon & around three hills, one is Temple Hill, where the official cult temples or shrines are located; then there is the Hill of Nobles (known as Nob Hill by the locals). Lastly, there is the Hill of Magi, where the great Magic Academy & towers of magic are located. The slave markets & Grand Azzolem Arena lie near the wharfs & Fort Iduun. The city is ruled by a Dyšimi Witch King & exiled Dyšimi Nobility who conquered Azzolem seventy-three years ago. Azzolem has dominion of three small cities: Traalyr, Caranth &Ikkriš; plus four forts: Fort Iduun, Fort Naadem, and Fort Gaatel, plus Fort Jhorin.
Yrgaš Jungles: The Yrgaš Jungles are a vast wilderness that abuts the Ulak Mountains till it meets with the Ilruhn Mountains that runs North West towards the Ghatha Sea. These jungles are home to numerous human, elfin & orcish tribes, many of which either end up in the slave pens across the Reaver Coast or as mercenaries in their armies. It is also home to numerous ancient Šamadi ruins & the monstrous creatures that haunt them.
Plains of Kember: The Plains of Kember are vast grasslands dotted with the occasional rolling hills & sparse forests. It is also home to the city-state of Marjaan that lies on the western shore of the Jaani River just south of the Jaaniš Delta. The delta & marshes that it spawns keeps pirates from raiding the city itself, though not their ships. The Plains of Kember is home to human, Orcish & Centaur tribes, as well as predators that stalk the plains.
Marjaan: Marjaan is an ancient city-state & former vassal state of both the Old Azzolemite Empire & Old Šamad Empire. It has nominal control of the eastern reaches of the Plains of Kember, of which they share with local tribes of humans & Centaurs; while Wild orc tribes dominate the western plains except the region bordering the Suulkas foothills that abut the Ilruhn Mountains, which is controlled by the High Orc controlled city-state of Kaš-tuul. Marjaan is an odd city, as it floods during the monsoon season so was built to mitigate the damage from those floods. The lower city is built upon elevated platforms of stone & wood because of the flooding during the monsoon season. The upper city is built upon the hills abutting the river. To the east of the city lie the farming villages that feed the city & provide much of its trade goods.
It is far smaller than Azzolem in size & is far more just in its treatment of its citizens. Though slavery exists it is highly restricted & slaves are treated with basic human dignity & can earn their freedom. The city is ruled by the Counsel of Merchant Princes & arcane magic is outlawed in the realm, as only divine magic is allowed within its borders. Like Azzolem the city is built upon three hills, with one called Temple Hill, another is the Hill of Merchant Princes & the last is Soldier Hill, where Fort Kember overlooks the city. It is a fierce rival of Azzolem but does trade with it when things are calm between the cities. The majority of the cities population is Šamadi & Gaššu; there are minorities of the various other peoples common to the region. Elves are not allowed within the realm unless as slaves but both Half-Elves & Half-Orcs are common, though many are slaves or mercenaries if free. Marjaan has control of three small fortified cities: Azraq, Charreš & Lhusark, plus the eastern Fort Molez.
Kaš-tuul: The City-state of Kaš-tuul lies upon the Suulkas Hills that abuts the northern most reaches of the Ilruhn Mountains. Kaš-tuul is an Orcish city-state and it is home to one of the largest concentrations of Orcs & Half-Orcs in the region. It is one of the few Orcish realms in the world, as it was once dominated by old Pharan Empire up until fifty years ago. Most of the Orcs were members of the Pharan Legions before it lost Kaš-tuul to the orcs and the high orcs relished the discipline the Legion provided, thus they embraced Pharan culture (with elements of Orcish traditions melded within it). The old imperial leadership either escaped back to the shrinking remnants of the Pharan Empire or became slaves. Most of the government is run by Half-Orcs or humans loyal to the overlord (Ard-Tak=High Chief). Every village in the realm is based upon and ruled by one of the five tribes that dwell in the region. Humans live as free-man traders, craftsmen or slaves working the fields or mines. Most Humans are of Pharan heritage, with small minorities of the other human folk of the region.
The city of Kaš-tuul is a highly fortified & disciplined place. Though much of the Old City is dominated by Pharan architecture the newer districts have a rougher, more utilitarian feel, though still in the old Pharan style. The southern quarter of the ‘New City’ is built around Fort Bengol & the Legion Barracks. Laws are strictly enforced, where as brawling & drunkenness are minor fined offences, while theft & other violent crimes either result in slavery or death. Dueling is a common & accepted way to deal with slights of honor or minor grievances. Orcish women are usually considered secondary citizens often forced to marry in Wild Orc tribes but not in High Orc tribes & thus not in Kaš-tuulite society. They can become warriors, craftswomen & sailors. A number of Wild Orc women flee to Kaš-tuul or its dominions for freedom. Those that do must serve four years in the Legions before being granted citizenship. During this service, they can also learn languages, skills & trades. The Kaš-tuulite dominion is home to seven fortified towns: Kaš-Mool, Kaš-Graal, Kaš-Khand, Kaš-Hroon, Kaš-Fousk, Kaš-Dhant and Kaš-Yand.
Outer Realms of the region:
Republic of Dhakōs: The Republic of Dharkōs is located east of the Ulak Mountains where it lies in the Vale of Chordaš. The southern half of the vale is dominated by the Varka Jungles & the north by the Plains of Sorgas. The Varka Jungles are dominated by Jungle Elves & Wild Orcs tribes, while the rest of the vale is dominated by the Republic of Dhakōs. The vale sits between the Peaks of Ilthoss in the south & Ulak Mountains to the west, and the Sea of Šamad to the east. The City of Dhakōs lies on the ruins of Old Šamad. The republic is also home to numerous villages & five cities other than Dhakōs, they are: Ribōs, Tsorak, Gilōs, Nurrzek & Ammek. The Republic of Dhakōs is ruled by a senate & headed by the Chief Senator. Slavery is common in Dhakōs but most are treated fairly & can eventually earn their freedom & citizenship. The Republic of Dhakōs is home to the largest concentration of High Orcs outside of Kaš-tuul & third largest concentration of Half-Orcs outside of Kaš-tuul, second only to Mel-Šiva.
Mel-Šiva: Thee decadent City-state of Mel-Šiva, one of the last Bastions of Old Šamadi culture outside of the Dark Elf realm of Sian-dor; is the only city left in the Wilds of D’Jola. It is a dark & perverse place, whose citizens & ships are seen with extreme suspicion, if not outright fear. It is home to the largest concentration of Drom-Šar outside Sian-dor & the largest concentration of Half-Orcs outside Kaš-tuul. Dark cults & sorcerer led cabals rule Mel-Šiva with an iron fist; Azzolem pales in its wickedness to Mel-Šiva & Sian-dor..
Wilds of D’Jola: The Wilds of D’Jola are a vast region bordered by the Peaks of Ilthoss to the north & the N’Dola Ocean to the south & east. Most of the Wilds of D’Jola is dominated by the D’Jola Jungles & while the northern reaches are dominated by the coastal plains of Nijis. It is home to several D’Jolan tribes, Jungle Elf & Wild Orc tribes, with Centaurs tribes dominating the plains. Along the southern coastline are three swamps that dominate the three river deltas in the region.
Isle of Dyš: The Isle of Dyš is an ancient island nation once a dominion of both the Old Azzolemite Empire & Old Šamadi Empire. It won its independence from the Old Azzolemite Empire with help of people of Majaarn & the Isle of Tharkeš. The old Dyš
Nobility loyal to Azzolem was pushed out of power at the end of the war & fled temporarily to Mel-Šiva. A decade passed before they attacked & conquered Azzolem. The new nobility still foster a love of learning & magic but ban the use of dark magic within their realm. The Isle of Dyš has no ties with Azzolem but have strong ties to the Republic of Dhakōs & the Isle of Tharkeš.
The capital of Dyš, Ord- Dyš is built upon the sides of an extinct volcano. It is home to the Grand Market of Dyš, the Great Magic Academy of Dyš & the Great Library. The city is guarded by the Dragon Berulagon who takes tribute annually in gold & in discussions with local magi. The city is home to mainly Dyšimi people with small minorities of Šamedi, Dhakōsites & Tharkeši peoples.
Isle of Tharkeš: The Isle of Tharkeš was a dominion of both the Old Šamedi Empire & Old Azzolemite Empire. It is a poor nation of fishermen, sailors, thieves & mercenaries. It was mainly a slave state, used by its old masters to grow crops so its peoples are a result of the interbreeding between these races & their former masters. Up until its liberation, the only full blooded Elves & orcs on the island were slaves, used as breeding stock. Now both Elves & High Orcs live here working as sailors & mercenaries. The capital city has been renamed from Port Tharkeš to Freeport; it is a safe harbor for local pirates & slaves seeking freedom. The city is small; as such it barely constitutes a true city. Most of the island is made up of fields or fishing villages.
Empire of Phara: The Empire of Phara is a fading power in the region, but it still dominates the steppes, wastes of Yarram, plains of Padath & deserts west of the Ilruhn Mountains. The steppes are where most of the fortified towns exist as agriculture can be sustained upon them; it is also home to Centaur & High-Orc tribes outside the Pharan towns. Both Human & Wild Orc nomadic tribes dominate the wastes & deserts of the region. The Empire of Phara does control a few coastal & river cities still, but the nomadic tribes are threatening their dominion. The Empire of Phara used to be a vassal state of the old Šamadi Empire until its fall.
Kjindar Vale: The Kjindar Vale (or simply the Vale by locals) is sandwiched between Voldor & Esgar Mountains and the Horon Coast. It is comprised of the Jungles of Xulan, Hills of Var, Desert of Rakhaz and Plains of Šargu. It is one of the few places where no elves dwell outside slavery & is dominated by orcs & humans.
Southern Vorg League: The Southern Vorg League is centered on three fortified cities based in the Kjindar Vale which is comprised of the Jungles of Xulan, the Hills of Var, and Desert of Rakhaz & Plains of Šargu. The Vale is home to the second highest concentration of High Orcs & Wild Orcs outside both Kaš-tuul & the Plains of Kember. It is also home to numerous fortified tribal villages & towns dotting the region. The region used to be a dominion of the Old Pharan Empire & many of its cultural aspects are adopted among High Orcs of the League. The Southern Vorg League dominates the three core regions of the vale. They do not have any control over the human tribes of the Desert of Rakhaz, but will trade with them.
Plains of Šargu: The plains of Šargu are dominated by the High Orc tribes of the vale & have the largest concentration of High Orc towns & villages of the Vale, with the Hills of Var rivaling the region. Many of these settlements are surrounded by fields worked by human slaves. Wild Orcs raid south from the surrounding hills & jungles to the north; as such there are frequent clashes between those tribes & the High Orcs.
Jungles of Xulan: The Jungles of Xulan are dominated by the Wild Orcs of the vale. The only High Orc bastion in the region is the city of Kaš-taus on the shores of Lake Taus; and the few scattered fortified villages that support it. Elves have been driven from the jungles that became the basis of the Drojj Ulphar clans that travel the lands of Jandigar. The region is haunted by many dangerous creatures; including trolls, ogres & dragons.
Desert of Rakhaz: The Desert of Rakhaz is the smallest desert in Jandigar & is dominated by the last free humans descended from the Old Pharan Empire when it dominated the Vale. They have become nomadic tribes often raiding wild orc tribes taking supplies & slaves of young orcs often slaughtering the adults of the villages. The male slaves are sold to High Orcs in the river port village Kaš-Jad; while the female slaves are kept as breeding stock, which has lead to the rise of Half-Orcs among the nomadic tribes.
Hills of Var: The Hills of Var is dominated by both High Orc & Wild Orcs with the only humans are Pharan human slaves taken in raids north into southern Phara. The hills are also haunted by trolls, ogres & occasional giants raiding out of the mountains.
The Great Ardeš Vale: The Great Ardeš Vale is comprised by the Plains of Rhojann & Great Desert of Voršak. The Great Vale is home to the largest concentrations of Wild Orcs, Centaur & nomadic human tribes in Jandigar. Elves do not dwell in the Great Vale as there are not large enough forests to house them. The vale sits between the Esgar Mountains & the Halût Mountains, as well as the Sea of Rhojann to the south.
The Rhojanni Confederacy: The Rhojanni Confederacy is a collection of city-states and allied semi-nomadic tribes of the Plains of Rhojann. This is a human and Hobgoblin based civilization with the largest concentration of Hobgoblins in Jandigar. The Rhojanni Confederacy often come into conflict with wild orcs of the plains, Giants, trolls & ogres from the mountains.
The Plains of Rhojann: The plains of Rhojann are a vast savannah in the western half of the Great Vale. It is home to Wild Orcs, humans, Hobgoblins & centaurs who compete for resources & deal with threats from both the Esgar Mountains & Great Desert of Voršak.
Great Desert of Voršak: The Great Desert of Voršak is a vast wasteland, the largest in Jandigar. It is home to giant lizard riding human nomadic tribes who occasionally raid in the Plains of Rhojann. It is also home to elementals, scorpion-centaurs & various deadly creatures, including dragons.
Isle of Kor-ţoon (pr. Kor-thūn): The Isle of Kor-ţoon is a volcanic tropical island bastion for local pirates of the southern Jandigar region. It is home to the Freeport of Kor-ţoon; it has one of the highest concentrations of Half-Elves and forth largest Half-Orc populations in Jandigar. Most are the humans are derived from D’Jolan, Pharan, Rhojanni & Voršakan peoples. Slaves, Ngal (Rum), Jekk (opium), Hosh (cannabis) & pearls are the main exports from the isle.
The Reaver Coast Realms:
Azzolem: The city-state of Azzolem was built on the ruins of several cities & civilizations that had come before it. It is nestled between & upon the Zolem hills (Az=hills). The current city has been standing several hundred years since its founding as an outpost to the fallen Šamad Empire. It also once ruled the City of Marjaan, the Isles of Dyš & Tharkeš as part of the Old Azzolemite Empire. It is bordered to the east by the Ulak Mountains, to the south by the Yrgaš Jungles & west is the plains of Kember; while to the north is the Ghatha Sea. Azzolem is one of the three independent city-states that make up what is known as the Reaver Coast, along with Marjaan & Kaš-tuul.
Azzolem is a mere shadow of its former glory, it is a city beset by crime & poverty among its lower classes, while the decadent nobility & magical cabals live in opulence. The city is built upon & around three hills, one is Temple Hill, where the official cult temples or shrines are located; then there is the Hill of Nobles (known as Nob Hill by the locals). Lastly, there is the Hill of Magi, where the great Magic Academy & towers of magic are located. The slave markets & Grand Azzolem Arena lie near the wharfs & Fort Iduun. The city is ruled by a Dyšimi Witch King & exiled Dyšimi Nobility who conquered Azzolem seventy-three years ago. Azzolem has dominion of three small cities: Traalyr, Caranth &Ikkriš; plus four forts: Fort Iduun, Fort Naadem, and Fort Gaatel, plus Fort Jhorin.
Yrgaš Jungles: The Yrgaš Jungles are a vast wilderness that abuts the Ulak Mountains till it meets with the Ilruhn Mountains that runs North West towards the Ghatha Sea. These jungles are home to numerous human, elfin & orcish tribes, many of which either end up in the slave pens across the Reaver Coast or as mercenaries in their armies. It is also home to numerous ancient Šamadi ruins & the monstrous creatures that haunt them.
Plains of Kember: The Plains of Kember are vast grasslands dotted with the occasional rolling hills & sparse forests. It is also home to the city-state of Marjaan that lies on the western shore of the Jaani River just south of the Jaaniš Delta. The delta & marshes that it spawns keeps pirates from raiding the city itself, though not their ships. The Plains of Kember is home to human, Orcish & Centaur tribes, as well as predators that stalk the plains.
Marjaan: Marjaan is an ancient city-state & former vassal state of both the Old Azzolemite Empire & Old Šamad Empire. It has nominal control of the eastern reaches of the Plains of Kember, of which they share with local tribes of humans & Centaurs; while Wild orc tribes dominate the western plains except the region bordering the Suulkas foothills that abut the Ilruhn Mountains, which is controlled by the High Orc controlled city-state of Kaš-tuul. Marjaan is an odd city, as it floods during the monsoon season so was built to mitigate the damage from those floods. The lower city is built upon elevated platforms of stone & wood because of the flooding during the monsoon season. The upper city is built upon the hills abutting the river. To the east of the city lie the farming villages that feed the city & provide much of its trade goods.
It is far smaller than Azzolem in size & is far more just in its treatment of its citizens. Though slavery exists it is highly restricted & slaves are treated with basic human dignity & can earn their freedom. The city is ruled by the Counsel of Merchant Princes & arcane magic is outlawed in the realm, as only divine magic is allowed within its borders. Like Azzolem the city is built upon three hills, with one called Temple Hill, another is the Hill of Merchant Princes & the last is Soldier Hill, where Fort Kember overlooks the city. It is a fierce rival of Azzolem but does trade with it when things are calm between the cities. The majority of the cities population is Šamadi & Gaššu; there are minorities of the various other peoples common to the region. Elves are not allowed within the realm unless as slaves but both Half-Elves & Half-Orcs are common, though many are slaves or mercenaries if free. Marjaan has control of three small fortified cities: Azraq, Charreš & Lhusark, plus the eastern Fort Molez.
Kaš-tuul: The City-state of Kaš-tuul lies upon the Suulkas Hills that abuts the northern most reaches of the Ilruhn Mountains. Kaš-tuul is an Orcish city-state and it is home to one of the largest concentrations of Orcs & Half-Orcs in the region. It is one of the few Orcish realms in the world, as it was once dominated by old Pharan Empire up until fifty years ago. Most of the Orcs were members of the Pharan Legions before it lost Kaš-tuul to the orcs and the high orcs relished the discipline the Legion provided, thus they embraced Pharan culture (with elements of Orcish traditions melded within it). The old imperial leadership either escaped back to the shrinking remnants of the Pharan Empire or became slaves. Most of the government is run by Half-Orcs or humans loyal to the overlord (Ard-Tak=High Chief). Every village in the realm is based upon and ruled by one of the five tribes that dwell in the region. Humans live as free-man traders, craftsmen or slaves working the fields or mines. Most Humans are of Pharan heritage, with small minorities of the other human folk of the region.
The city of Kaš-tuul is a highly fortified & disciplined place. Though much of the Old City is dominated by Pharan architecture the newer districts have a rougher, more utilitarian feel, though still in the old Pharan style. The southern quarter of the ‘New City’ is built around Fort Bengol & the Legion Barracks. Laws are strictly enforced, where as brawling & drunkenness are minor fined offences, while theft & other violent crimes either result in slavery or death. Dueling is a common & accepted way to deal with slights of honor or minor grievances. Orcish women are usually considered secondary citizens often forced to marry in Wild Orc tribes but not in High Orc tribes & thus not in Kaš-tuulite society. They can become warriors, craftswomen & sailors. A number of Wild Orc women flee to Kaš-tuul or its dominions for freedom. Those that do must serve four years in the Legions before being granted citizenship. During this service, they can also learn languages, skills & trades. The Kaš-tuulite dominion is home to seven fortified towns: Kaš-Mool, Kaš-Graal, Kaš-Khand, Kaš-Hroon, Kaš-Fousk, Kaš-Dhant and Kaš-Yand.
Outer Realms of the region:
Republic of Dhakōs: The Republic of Dharkōs is located east of the Ulak Mountains where it lies in the Vale of Chordaš. The southern half of the vale is dominated by the Varka Jungles & the north by the Plains of Sorgas. The Varka Jungles are dominated by Jungle Elves & Wild Orcs tribes, while the rest of the vale is dominated by the Republic of Dhakōs. The vale sits between the Peaks of Ilthoss in the south & Ulak Mountains to the west, and the Sea of Šamad to the east. The City of Dhakōs lies on the ruins of Old Šamad. The republic is also home to numerous villages & five cities other than Dhakōs, they are: Ribōs, Tsorak, Gilōs, Nurrzek & Ammek. The Republic of Dhakōs is ruled by a senate & headed by the Chief Senator. Slavery is common in Dhakōs but most are treated fairly & can eventually earn their freedom & citizenship. The Republic of Dhakōs is home to the largest concentration of High Orcs outside of Kaš-tuul & third largest concentration of Half-Orcs outside of Kaš-tuul, second only to Mel-Šiva.
Mel-Šiva: Thee decadent City-state of Mel-Šiva, one of the last Bastions of Old Šamadi culture outside of the Dark Elf realm of Sian-dor; is the only city left in the Wilds of D’Jola. It is a dark & perverse place, whose citizens & ships are seen with extreme suspicion, if not outright fear. It is home to the largest concentration of Drom-Šar outside Sian-dor & the largest concentration of Half-Orcs outside Kaš-tuul. Dark cults & sorcerer led cabals rule Mel-Šiva with an iron fist; Azzolem pales in its wickedness to Mel-Šiva & Sian-dor..
Wilds of D’Jola: The Wilds of D’Jola are a vast region bordered by the Peaks of Ilthoss to the north & the N’Dola Ocean to the south & east. Most of the Wilds of D’Jola is dominated by the D’Jola Jungles & while the northern reaches are dominated by the coastal plains of Nijis. It is home to several D’Jolan tribes, Jungle Elf & Wild Orc tribes, with Centaurs tribes dominating the plains. Along the southern coastline are three swamps that dominate the three river deltas in the region.
Isle of Dyš: The Isle of Dyš is an ancient island nation once a dominion of both the Old Azzolemite Empire & Old Šamadi Empire. It won its independence from the Old Azzolemite Empire with help of people of Majaarn & the Isle of Tharkeš. The old Dyš
Nobility loyal to Azzolem was pushed out of power at the end of the war & fled temporarily to Mel-Šiva. A decade passed before they attacked & conquered Azzolem. The new nobility still foster a love of learning & magic but ban the use of dark magic within their realm. The Isle of Dyš has no ties with Azzolem but have strong ties to the Republic of Dhakōs & the Isle of Tharkeš.
The capital of Dyš, Ord- Dyš is built upon the sides of an extinct volcano. It is home to the Grand Market of Dyš, the Great Magic Academy of Dyš & the Great Library. The city is guarded by the Dragon Berulagon who takes tribute annually in gold & in discussions with local magi. The city is home to mainly Dyšimi people with small minorities of Šamedi, Dhakōsites & Tharkeši peoples.
Isle of Tharkeš: The Isle of Tharkeš was a dominion of both the Old Šamedi Empire & Old Azzolemite Empire. It is a poor nation of fishermen, sailors, thieves & mercenaries. It was mainly a slave state, used by its old masters to grow crops so its peoples are a result of the interbreeding between these races & their former masters. Up until its liberation, the only full blooded Elves & orcs on the island were slaves, used as breeding stock. Now both Elves & High Orcs live here working as sailors & mercenaries. The capital city has been renamed from Port Tharkeš to Freeport; it is a safe harbor for local pirates & slaves seeking freedom. The city is small; as such it barely constitutes a true city. Most of the island is made up of fields or fishing villages.
Empire of Phara: The Empire of Phara is a fading power in the region, but it still dominates the steppes, wastes of Yarram, plains of Padath & deserts west of the Ilruhn Mountains. The steppes are where most of the fortified towns exist as agriculture can be sustained upon them; it is also home to Centaur & High-Orc tribes outside the Pharan towns. Both Human & Wild Orc nomadic tribes dominate the wastes & deserts of the region. The Empire of Phara does control a few coastal & river cities still, but the nomadic tribes are threatening their dominion. The Empire of Phara used to be a vassal state of the old Šamadi Empire until its fall.
Kjindar Vale: The Kjindar Vale (or simply the Vale by locals) is sandwiched between Voldor & Esgar Mountains and the Horon Coast. It is comprised of the Jungles of Xulan, Hills of Var, Desert of Rakhaz and Plains of Šargu. It is one of the few places where no elves dwell outside slavery & is dominated by orcs & humans.
Southern Vorg League: The Southern Vorg League is centered on three fortified cities based in the Kjindar Vale which is comprised of the Jungles of Xulan, the Hills of Var, and Desert of Rakhaz & Plains of Šargu. The Vale is home to the second highest concentration of High Orcs & Wild Orcs outside both Kaš-tuul & the Plains of Kember. It is also home to numerous fortified tribal villages & towns dotting the region. The region used to be a dominion of the Old Pharan Empire & many of its cultural aspects are adopted among High Orcs of the League. The Southern Vorg League dominates the three core regions of the vale. They do not have any control over the human tribes of the Desert of Rakhaz, but will trade with them.
Plains of Šargu: The plains of Šargu are dominated by the High Orc tribes of the vale & have the largest concentration of High Orc towns & villages of the Vale, with the Hills of Var rivaling the region. Many of these settlements are surrounded by fields worked by human slaves. Wild Orcs raid south from the surrounding hills & jungles to the north; as such there are frequent clashes between those tribes & the High Orcs.
Jungles of Xulan: The Jungles of Xulan are dominated by the Wild Orcs of the vale. The only High Orc bastion in the region is the city of Kaš-taus on the shores of Lake Taus; and the few scattered fortified villages that support it. Elves have been driven from the jungles that became the basis of the Drojj Ulphar clans that travel the lands of Jandigar. The region is haunted by many dangerous creatures; including trolls, ogres & dragons.
Desert of Rakhaz: The Desert of Rakhaz is the smallest desert in Jandigar & is dominated by the last free humans descended from the Old Pharan Empire when it dominated the Vale. They have become nomadic tribes often raiding wild orc tribes taking supplies & slaves of young orcs often slaughtering the adults of the villages. The male slaves are sold to High Orcs in the river port village Kaš-Jad; while the female slaves are kept as breeding stock, which has lead to the rise of Half-Orcs among the nomadic tribes.
Hills of Var: The Hills of Var is dominated by both High Orc & Wild Orcs with the only humans are Pharan human slaves taken in raids north into southern Phara. The hills are also haunted by trolls, ogres & occasional giants raiding out of the mountains.
The Great Ardeš Vale: The Great Ardeš Vale is comprised by the Plains of Rhojann & Great Desert of Voršak. The Great Vale is home to the largest concentrations of Wild Orcs, Centaur & nomadic human tribes in Jandigar. Elves do not dwell in the Great Vale as there are not large enough forests to house them. The vale sits between the Esgar Mountains & the Halût Mountains, as well as the Sea of Rhojann to the south.
The Rhojanni Confederacy: The Rhojanni Confederacy is a collection of city-states and allied semi-nomadic tribes of the Plains of Rhojann. This is a human and Hobgoblin based civilization with the largest concentration of Hobgoblins in Jandigar. The Rhojanni Confederacy often come into conflict with wild orcs of the plains, Giants, trolls & ogres from the mountains.
The Plains of Rhojann: The plains of Rhojann are a vast savannah in the western half of the Great Vale. It is home to Wild Orcs, humans, Hobgoblins & centaurs who compete for resources & deal with threats from both the Esgar Mountains & Great Desert of Voršak.
Great Desert of Voršak: The Great Desert of Voršak is a vast wasteland, the largest in Jandigar. It is home to giant lizard riding human nomadic tribes who occasionally raid in the Plains of Rhojann. It is also home to elementals, scorpion-centaurs & various deadly creatures, including dragons.
Isle of Kor-ţoon (pr. Kor-thūn): The Isle of Kor-ţoon is a volcanic tropical island bastion for local pirates of the southern Jandigar region. It is home to the Freeport of Kor-ţoon; it has one of the highest concentrations of Half-Elves and forth largest Half-Orc populations in Jandigar. Most are the humans are derived from D’Jolan, Pharan, Rhojanni & Voršakan peoples. Slaves, Ngal (Rum), Jekk (opium), Hosh (cannabis) & pearls are the main exports from the isle.