BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Dunkrast

Dunkrast

a rather small country compared to the ones held by humans. It’s main inhabitants are clans of drows who broke the shackles laid upon them by Keltoras, in the time of destruction. From there on the drows started to gather support from everyone willing to live in their society. They started to "civilise" Orcs and Bugbears and other creatures that were shunned by the rest of the world. Soon a thriving republic rose and claimed the harsh north. Naming themself in honor of the first drow who claimed leadership over a small clan after Lolth’s Imprisonment. The day of Lolth’s Imprisonment is the holiest of holidays in Dunkrast. The drow republic has diplomatic relationships with the Merchant Alliance, The Forge’s Fist and some other minor factions. Their worst Enemy is the Lixanthian Empire to their south. The Lixanthians send groups of raiding parties into drow territory on a regularbasis to capture those who are fit and kill everyone else.

Structure

GUILD MASTER HEDRON
A fairly old and frail looking drow to people who don’t know him. To friends, colleagues and wisdom seekers alike, he is a legend. Rumor has it that he joined the drow cause shortly after Malagaun fell, which makes him almost as old as the Highpriestess. His expertise in enchantment is unrivaled, he is the inventor of several spells and gadgets that in today’s time are common throughout the nation. Nowadays he doesn’t practice his craft anymore beside for ceremonial reasons or the rare incident that he is the only one that is able to do so.
 
THE TRIBUNAL OF TRIBES
The orcs have established a unique way of governing themselves in compliance with the laws of Dunkrast. Each of the six tribes sends two shamans to the Tribunal of Tribes. If any orc breaks a law within the orc community they’re judged by the Tribunal of Tribes. If they break the laws within drow or other communities they’re judged by the High Inquisitor.
 
THE ARTISANS GUILDS
There are lots of smaller guilds thoughout the nation. The biggest five put together the Artisans Guilds which works as a lobby for artisans and their craft. Whenever a new invention makes it’s round across the republic, the artisans guilds already know about it. On the surface this organisation seems entirely harmless. This is nothing but a front for it’s real purpose. The Artisans Guilds work as a secret infomation service to the Primarch. Whenever the republic needs to dispatch a follower of Lolth among themselves or at other places. A few guild members are sent out and usually come back a few days later with severed heads in their tally.
 
BUGBEARS
After joining the republic, these creatures wanted to settle near the southern borders as they wanted to fight the Lixanthian Empire whenever possible. Today most bugbears still live there in small settlements scattered along the border. Ever since they joined the nation, they have been fiercly loyal to it. The Artisans Guilds often recruit scouts and beastmasters from these settlements, as bugbears have proven to be reliable talents in regard to sneaking and animal handling.
 
THE PIONEERS
Mosty goblins that have started to work as architects of war. If you need a siege tower that sling bombs, or a ballista that can shoot exploding arrows. Whatever crazy weapon you need, if someone can make it, it’s the goblins that are working within in the Pioneers. In addition to their work towards siege weaponsthey also are the city planners and have to approve every new building that someone wants to build. Most goblins today are in some way affiliated with the Pioneers as they see it as theirway to make a name for themselves within the nation. The Organisation itself dates back to the beginnings of Dunkrast, during it’s first days it’s ranks were filled with drow mages and inventors. As time progressed and goblins entered the nation, the drow soon realised that the small seemingly stupid creatures that they despised so long, were more talented in these regards than most drow archmages ever could be. Upon realising that the drow gave the goblins more or free reign over the way the Pioneers were run. The drow from then on only said what was needed, the goblins made the dream work.
 
THE PRIME GUARD
  These are the finest warriors mustered from two small Hobgoblin tribes that live within the nation. These soldiers are specially trained to serve as bodyguards and are more proficient in defense tactics than anything else. Which is doesn’t mean they don’t know how to advance on an attacker. Generally the warriors are considered the fiercest in the whole republic and anyone who’s not a Hobgoblin but working there knows that he has the talent to become a legendary warrior himself. The hobgoblins fill the ranks due to their historic relationship with Malagaun, as the two tribes still present today saved his live in the battle of Unterkurat. As a reward from Malagaun himself, since this day they always protected the Primarch of the Republic.

Culture

Freedom for All!
  The dark elves made themselves an outpost of civilization for everyone who's willing to obey their customs. They believe it is not ones heritage that define the character and thus ignore whatever race one is. The only execption are humans and dwarves with obvious Lixanthian heritage who are not trusted in the nation of Dunkrast.

History

MALAGAUN DUNKRAST
The first drow leader during the time of destruction. He convinced Thrush Spinebreaker to agree to an alliance. To the drows he’s almost like a god. Although he died over 150 years ago during the time of destruction, the drow rever him to this day as the father of their nation. He was known as a calm, steady voice of reason and kindness in a time when both of those were rare in the world.
 
THRUSH SPINEBREAKER
Known by his enemies as a fearsome warrior and chieftain. His Orcs obeyed him without hesitation, but his most distinctive feat was his wisdom. Unlike other orcs Thrush often thought long and hard about his plans and he never gave in to his bloodlust on the battlefield. Known as a brilliant tactican by his enemies and friends alike. This was probably the reason why Malagaun chose Thrush to speak to during the time of destruction. With their combined talents and armies they tamed the harsh wildlands that made up the most northern part of the continent.
 
THE HIGHPRIESTESS OF EYDREEN
During Malagauns struggle to break free from Lolth, he met a priestess of Eydreen that saw his great potential in saving the drow. Therefore she followed him from then on and gave as much support as possible, while also spreading the faith of Eydreen. Today almost every drow is a follower of her to some degree. To society she is an important figure as she is one of the last living people that knew Malagaun personally.  
MALAKAR HI'ZEN
Malakar Hi'Zen

Demography and Population

All in all about 150.000 people live within the borders of Dunkrast, about half of them are Dark Elves the rest is a mix of Orcs, Goblins, Hobgoblins and Bugbears.

Territories

AKOFORD
  The northermost city of all in Dunkrast. Built with the Jagged Bone mountains in it’s back as a natural protection. It’s built next to where the Ako river flows from the glaciers. About 25000 people live here mostly elves, hobgoblins and bugbears. The city has been the main source of dark iron within Dunkrast. Apart from housing the biggest mining operation in Dunkrast, the Artisans Guilds have several training camps throughout the city. Some official and some secretive, training artisans and assassins in the very same city. A large temple to Ercon is built here as lots of bugbears have taken up the faith of Ercon after being liberated by the darkelves. What most folks don’t expect is that the famous Villa Greystone belongs to the Cabal, specifically the northern chapter and serves as a safe house for Tai’sen, the leader of the Cabal in this region. He spends most of the time here when he’s not on some secret mission.
 
BLUXBRIDGE
  Named after the large bridge that spans over the Blux, it’s been established as a trading port for goods from and to Darkwood and Akoford. It’s relatively small, but gained lots of citizens during the past 5 years as a reaction to the increased raiding by the Lixanthians. Trade flourishes here and most of the rich merchants here are goblins who proved to be eloquent negotiators. About 80% of the population are Goblin, 10% are elves and the rest are a mix from bugbears and hobgoblins. Rumor has it the blackmarket is thriving here.
 
DARKWOOD
  The Capital of the darkelven republic. About 100.000 people live in the city and it’s outskits. It makrs the place where the darkelves first came back to surface after centuries of being shunned and under control of Keltoras. About 50% of the population here is the darkelven, 30% Orcs, 10% Goblin and 10% other races. The increasing tension at the border to Lixanthia is forcing people to retreat to the safer cities up north like Darkwood. But also Eshona, Dipolis and Akoford have seen a lot of refugees lately. This has lead to the developement of ghetto like outskirts to those cities, riddled with crime by people who desperately try to survive. Most influental darkelves can be found here.
 
DENMOR
  A large bugbear settlement, the folks here don’t pay much attention to trade beside food and hides. They work as a trading post for goods from Akoford to Bluxbridge and as raiders who, in turn raid the Lixanthian folks who live near the border. The bugbears often travel hundreds of miles just to kill some Lixanthian settlers. Denmor is compared to the large cities a small settlement, having only about 1500 inhabitants of which most are bugbears. A few Orc families have settled here aswell but their numbers are vanishingly small compared to the bugbears. What makes Denmore somewhat unique are their lizard trainers. The bugbears breed these large reptiles as beasts of burden and pets. They can be trained as battle mounts that are more flexible in the swampy regions of the north and the jungles to the south than a traditional horse.
 
DIPOLIS
  The hobgoblin capital, most of it’s inhabitants are hobgoblins tho lately lots of Orc folk have settled here fleeing from the raiders south, past Eshona as their city already has been overrun with refugees. About 70% of the population here are hobgoblins, 20% are orcs and 10% mixed races. The city is known for it’s large military monastery which trains the Prime Guard that protect the Primarch. Beside that it’s a rather industrial city producing lots of the highly sought after crystals that can be used for spellcasting purposes.
 
DRIN
  A coastal settlement comprised of mostly bugbears and a few goblins. They are mostly a fishing community, rarely raiding Lixanthian scouting ships that dare approach the coast. Drin only has a population of 1500 sturdy bugbears and goblins, the brave families that endure the danger of the everlasting Lixanthian raids. Many people have fled from here and only the battlehardened folk remained. They are generally very welcoming of any ally to Dunkrast, but humans as the frequent Lixanthian raids have resulted in resentment against humans.
 
ESHONA
  The biggest city of orcs relative to their population size. In the past few years many folk fleeing the south settled here and the city is exploding in every direction. Large ghettos have appeared outside the city walls as it was never build to house more than 10000 people, now about 30000 humanoids reside here. What once was the Orcish city is now the biggest cluster of the mixed races you can find in Dunkrast. Prices for everything have skyrocketed here as the population exploded. Food and alcohol are especially rare. People here only survive due to the help of druids that have settled in the near forest that connects Eshona and Dipolis. Life here is miserable and this is reflected on most people here. The rich encapsulate themselves in the "better" parts of town while the rest of the city sinks in crime and chaos.
 
HIVALE
  A sort of segway town between Zhinas, Eshona and Bluxbridge. Most of the town works in the service sector, providing shelter, guides and magical support to travelers. There aren’t any archmages around but several low level transmuter and divination mages have settled here. Furthermore lots of illegal goods can be purchased here as they make their way through the nation from Zhanis. The people here are a fairly good mix of all races found in Dunkrast.
 
ORCVALE
  A large mountain settlement comprised of Orcs and Goblins. The folk around here has gotten a little hostile towards outsiders the last few years, especiallly humans. Apart from that they house the biggest brewery of "Spider Venom" the widely loved darkelven liquor. After the races came together it turned out, the orcs and goblins are way better brewers than the elves could ever be. Leaving the recipe to them the production has steadily increased over the last century, only decreasing again with the increase in raids the last years.
 
STISTEAD
  The closest settlement to Lixanthia, almost completely deserted nowadays. Only very few hardened folk has opted to stay here. Life is rough and so are this regions inhabitants. Folk here is extremely hostile toward any human but rather welcoming of other races. They are masters in guerilla tactics and using the landscape to their advantage. Anyone who still lives here has earned his place. Stistead is at this point basically a military outpost. Gaining lots of supplies via ship from Bluxbridge.
 
VLISDALE
  Located next to Cindale mountains, tribes of orc barbarians have settled here. The settlement is rather small having only about 2000 inhabitants. However none of these folk have fled the last few years, on the contrary they have increased their raids south to meddle with Lixanthian Raiders. Beside that Vlisdale is known to house the best healers in all of Dunkrast. They mostly keep to themselves having relatively little contact to the other cities in the nation.
 
VUITIN
  A settlement full of pirates supported by the government of Dunkrast. They only rob ships from Lixanthia that try to take the northern route around the continent to get to the eastern human settlements. The people living here are mostly hobgoblins and goblins, they are considered master shipmakers in the realm of smaller quick ships, perfect for ambushing large merchant ships in smaller groups. Only about 2000 people can be found living here.
 
ZHINAS
  The largest port city in Dunkrast, many tradeships from Calimtra or other regions south arrive here. The city is booming with trade and has heavy military protection. During the last few years the city has steadily grown, but unlike in other places, Zhinas is rich enough to support the refugees to a certain degree. Refugees that agree to work within the Docks or Military are granted a place within the ever growing city walls. Although Zhinas is relatively far south, it hasn’t been raided so far as the thick jungle to their south works as a natural wall. About 15000 people live here, mostly comprised of darkelves and refugees of all races. The docks of Zhinas are a dangerous place as several chapters of the cabal regularily send shipments through Zhinas, furthermore the Artisans Guilds sometimes sends agents through Zhinas to far away places.

Military

The military is grouped into task forces most of the time a race dominates within a task force, e. g. The Pioneers are dominated by the Goblins, just like the Prime Guard is dominated by Hobgoblins and so on.

Technological Level

The Army of Dunkrast has advanced technological warfare machines. From tank like machines to siege towers and mines, anything the pioneers can think of.

Trade & Transport

Transport outside the country

The largest port city in Dunkrast is Zhinas, many tradeships from Calimtra or other regions south arrive here. The city is booming with trade and has heavy military protection.

Transport inside the country

Mostly by mounts like horses or large lizards. Or in rare occasions via one of the rivers.

Education

Most people within cities that have at least property within the walls are educated to some degree. Most can count, write and read and have general knowledge of history. The really rich can send their children to academies where they can master magic, alchemy and many other crafts. The poor are mostly street smart, only knowing what they hear in taverns or from friends.

Infrastructure

The larger cities are connected by a small network of roads. The remote locations are often only accesable by walking through the wilderness or using one of the rivers to traverse the distance between settlements.

Mythology & Lore

Most Dark Elves in Dunkrast are followers of Eydreen.

Priesthood

THE HIGHPRIESTESS OF EYDREEN
  During Malagauns struggle to break free from Lolth, he met a priestess of Eydreen that saw his great potential in saving the drow. Therefore she followed him from then on and gave as much support as possible, while also spreading the faith of Eydreen. Today almost every drow is a follower of her to some degree. To society she is an important figure as she is one of the last living people that knew Malagaun personally.

Sects

There is a splinter group which actually worships Keltoras in secrecy. These Dark Elves are granted power by their master in Exile and they seek to bring him back from banishment.

Freedom for all!

Maps

  • Dunkrast
Founding Date
247 DD
Type
Geopolitical, Country
Capital
Alternative Names
The Great Republic of House Dunkrast
Leader
Leader Title
Head of State
Head of Government
Government System
Democracy, Presidential
Power Structure
Autonomous area
Economic System
Mixed economy
Major Exports
Officially mostly a certain kind of Spirit called Spider Venom. Inoffically their most important "export" goods are their intelligence operatives who they are willing to rent to allies like Rocelia or Calimtra.
Major Imports
The darkelves rely heavily on imports from the Merchants Alliance. Everything from food to luxury goods to important magic items for the military.
Judicial Body
Depending on which race you belong to, you are always subject to Dunkrast Federal Law, but Orcs are judged by the Tribunal of Tribes while Dark Elves are judged by the High Court. The Tribunal of Tribes often issues death penalties while the High Court prefers incarceration.
Location
Neighboring Nations

Trade Pacts and non-aggression pacts

War

Dunkrast
-100
Lixanthia
-100

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!