Uldur Geographic Location in Rengar | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Uldur

ote: This is a world-building codex. All relevant information shall go in here. All of this is subject to change.       Uldur: named in the First Octanian as “The Land which the Gods Birthed”. As the oldest continent born in Rengar (Harloph, Klassos and the southern island apelgiogos of Northern Uldur is the most densely populated region of the continent. A large mountain range runs down the entire left side and the middle, roughly sealing off north from south, although paths remain, especially through the war-torn and contested Ridge, the main road connecting both lands. The south of Uldur is hot, steamy and a harsh place to live, while the western side and mountains are a harsh and cold climate.     In the north is the might of the Mer Kingdom. Having existed since the dawn of the Begorna Age, this is the first humans who have lived. The Mer Kingdom has overall ebbed and flowed in terms of power (From 1700 DCA-1245 DCA, The Mer Empire spread across most of Uldur, leaving only the center isles of Old Valia as a powerhouse. In the current age (approx 500 years after Counterbalance, and 450 odd years after the collapse of Harloph and Klassos), Mer dominates all proceedings in Uldur, although split into many different kingdoms. Originating from the north, the jist of the old empire still remains in the Mer Kingdom, though in reality is more four separate realms, held together by the power of Beruno. More on this below. The capital (and indeed a kingdom in its own right) of the Mer Kingdoms is the city of Beruno, Essentially the superpower of the known world, it holds dominion over the main four kingdoms of Mer in the north (North, West, South and East.) Each separate realm of Mer has it’s own provinces (well known ones are Nightenmarch, Blackmoor, Magenor and Titalia.)   To the east lies the two major powers: The might of the Dretorch Orklands, home of the many ork tribes (one of two bastions on the continent), and the sorcerers Igster Syndicate. The orks are some of the only nation to ever sack Beruno, achieving this twice (although never actually breaching the impregnable mountain fortress, only the Undercity.) The history of the magical realm of men is interesting, as said by Montarc as he travels to Tarantine:   In the centre of Uldur lies Old Valia, the pact of magic and might. Created many thousands ago, it used to dominate much of the known world of Uldur. 2,000 years before the current age, a vast fleet sailed east to explore the world against the wishes of the Norcon, the primary leadership which has dominated Valian law for eternity. (Great expedition was done by Mer, although a separate expedition and forged out a new path in Harloph and Klassos. But this is for another time.   To the west lies the relatively new kingdom of Drapnor, relatives of the Mer. What used to be a Berunoian province before the Cataclysm of Valia purged the Dragon rule, Drapnor has evolved to become quite the power in its own right. However, it collapses into ruin after the death of the “Black King”, enabling a mass exodus. Than we have the Ridge, the cornerstone balance separating North and South. Rich in resources and made up of many different sects, they battle it out for survival, and it’s a main hub for sellswords, with wars common.   Two islands next: The Hallowed Vale is the mysterious island to the east of Valia, and south of the Syndicate. A highly reclusive, cold religious cult, they are arch-enemies of Valia, having lost wars to them in the past and turning to ritual sacrifice to fuel their survival. They possess a powerful bone fleet and are said to be prominent in necromancy and dark magic. Ironically, the east of Rengar has a similar religious organization called the Keidan. They are feared and revered in Uldur, very few outsiders ever braving the Ghostly Sea to enter it’s dark depths. Even fewer come back alive. Valia has held a lifetime decree of war with the reclusive island, but has never been able to completely destroy them.   The Condor Isles is another strange island, unknown to most. It’s home to many exotic creatures and peoples, calling themselves the Ocranos. Said to be the survivors of the Counterbalance, they are the first place the desperate survivors found. Poor, tired and weak, they remain mostly unmoletested, sharing an uneasy alliance with the local tribes. Named for it’s massive condor birds, it’s a relative safe haven, for people from the mainlands seldom venture near the Isles. Partly out of fear of the dangerous animals and tribal cannibals which hibernate in the dwellings. Times are hard here.   The Sour^it lands dominate Southern Uldur. The vast deserts provide little haven but has several holes which breed flourishing life. Many vast clans of tribesmen fight over these lands, a harsh environment and it’s often wartorn. There are several large cities of the most powerful clans, which provide much sanctuary and trade. They are powerful when massed, often creating problems for the more advanced northern kingdoms. They are said to experiment with shamanism and pagan-like cultures, meditating with their exotic steeds. Many times northern powers have recruited companies of these fierce warrior dark-skins from the south, and they are proven soldiers in battle.   The Ozlen Isles is sparsely populated, home to many more exotic creatures. Finally is the Empire of Andunol. The “superpower” of the south, it is also very isolationist, with little to do with the barbaric south. They are deeply pious, and while they don’t hold military relations, they are fully prepared to go to war. Some of the most powerful siege engines are created in this region, the Anduloians using them as trade with the wealthy empires of the north.   Quote by Montarc Corsair: The Mer Empire and the Syndicate used to be one nation, a long time ago. Hundreds of years ago, the Syndicate then decided to study the school of sorcery under Valia, and the war began. Too much bad blood existed between the two powers now, centuries of bloodshed although I wasn’t aware of all the history between them; reading wasn’t really my thing. Magic was seen by many in the Empire as an outrage, something inhuman. I’d heard horror stories of fellow maegi being hunted down by bands of Empire kinsman and exterminated like cattle.   This is a bit of a biased account, but relations between the Mer Kingdom and the Syndicate at the very least as cordial. They are just rivals now, not enemies, and work together often. While the Empire is not exactly accustomed to magic, it’s not against it either and provides many bastions of sanctuary for maegi.     North-West Uldur: Part of the Mer Empire (Longest running empire in the known world, joint to that of Old Valia.)   South Uldur, the hot and dry Sourit plains, wild beasts and strange men like the Tabaneese, Nurkirls, and Gorbons. A large human population fills up the clans as well as the Jimir Domornor.

Geography

Climate and Geography Generally temperate in the north, hot and dry in the south. The western side of Uldur is extremely wet due to storms, though powerful southerly winds blowing in from the Ghenis Deep (Northerly ocean) ensure plenty of rain and wind. Winters, especially in the mountainous regions, are extremely cold, and harsh life. For the smallfolk and poor, life is hard for many.

Fauna & Flora

Plants and Wildlife   Generally ordinary, although lots of random wildlife which i’m yet building. Suggestions include:     Beasts and Monsters     The Tabaneese:   "The Tabaneese weren’t the most refined of kin, from what Melngoth had learned from the obedient slave. Powerful, aggressive and a violent culture, who dominated their lives with cannibalism and tribal battle. Not unlike our fellow man, he had thought that day. But they were fearsome warriors, and whispers sometimes filtered into their lands from the hot and treacherous south, the barbaric ape-men raiding the nomadic clans of the Sourit. Even riding massive ground sloths the size of elephants into battle. If only we could somehow get them. The massed cavalry of Drapnorian custom would stand no hope in any god against a large number of Tabaneese warriors, howling for blood. Blatah spoke very little of the Man Tongue, as he often claimed, but he was a quick learner, and spoke very highly of his kind. Maybe when the war was over, they could send explorers south past the Ridge into southern Uldur to study the Tabaneese more. But only when the war was done. They were a long way from that yet."   An ape-like, sentient and half-intelligent creature from the Sourit lands, living in the jungle and vast tropical rainforests. Powerful, far stronger than their human counterparts. Said to be close cousins of the First Mer. They are capable of intelligence, though they live in very rural societies. Many different clans, all small in number with a Kulak as a chieftain. Ocassionaly, they will band under one supreme warlord and attack the human tribes for meat and space. Always looking for more land.   Have a close relationship with their animals. Like the Sourit tribes who herd many different exotic creatures like elephants, wolves, hyenas, lions and terrorbirds, the Tabaneese share an extremely close bond with the Toltherum, giant carnivorous ground sloths. The size of elephants, they are the pride and stature of Tabaneese culture. They serve as the life, the food source, travel and battle mounts of the Tabaneese. They are deadly in battle, able to overpower almost every other animal on the battlefield. Even heavy mounted horses do little against these powerful, yet docile animals. The Tabaneese wield basic stuff like clubs of wood and sharp splinters of sloth bone into hard points, spears and javelins. They are capable of archery, though their bows are only short with a small range. They aren’t known for their strength in ranged warfare.

Natural Resources

Natural Resources Vast amounts of grassland/wood Gold,iron,silver mines in the Ari Foothills, Yenick, Bawsor and the Valdourian Mountains. Fish is plentiful in Uldur: known as the “Land of Bounty and Beauty” in Ancient North Valian. Coulous Sanctum has the only known population of Grunual Owls; giant birds used for transportation and delivery. They are highly prized. Valdourian Mountains harbour dragons; Beruno exclusively has access to these resources. Many exotic plants, animals and minerals in Sourit lands. Trade is high between the two distinctly different countries.
Plenty still to do. This is all subject to change.
Quotes regarding The Hallowed Vale.     The command of Sardona, talking about the Hallowed Vale:   They were to the far east, on the mystical island east of Uldur. What would they stand to gain from interfering with Sardonan interests? They rarely bothered with the likes of man. A deep suspicion filled him. He wasn’t the only one with such skepticism. “Hallowed Vale? Interesting,” Earl Cascal licked his dry, cracked lips as he quaffed a goblet of ale. It dribbled unceremoniously down his chin. “They have a fearsome fighting reputation.” “What do they stand to gain?” Someone barked from the far side of the room. “The Vale are separate from Uldur. I don’t think anyone has seen them give two shits about what happens in Uldur for years. Why talk now?” They stand to gain notoriety, you fool. Melngoth knew the minds of men all too well. Their history was dark and mysterious, and rarely welcomed visitors from the mainland at all. They were a stuck-up, old people with an unamed faith, dusty sentinels of an old Order. The civil war in Drapnor was a major incident in the world however, one which threatened to shatter two centuries of peace in the south. Valia was preparing to go to war, and the Syndicate would surely fight to protect its kin. Even Beruno wouldn’t ignore matters for too long. He had an inkling what the Vale would desire in order to make common cause with the mainland. “It’s obvious what they want. They want Valia.” He left the last part unsaid on his lips. They want Valia’s broken corpse bent over a table, with the Hallowed exiles raping their entrails. His king privileged him with a scarce smile on his waxy lips. “Exactly. Our hatred of Valia and magic is nothing compared to the Hallowed Vale. They lost the lands of Valia thousands of years ago, turned to the false Octane in order to recover from the sting of defeat. They want Valia destroyed even more than we do.”     “Thankyou for your wise counsel, Lord Lailm. Because the Hallowed Vale has one of the greatest known armies in the world. It is true that the men of the Hallowed Vale do not serve Amos. By that right, they should be our enemies. But there are many who despise Valia who are our enemies as well. We may not see the Hollowed Vale eye to eye. Hardly anyone does. But I would rather see an alliance with them, rather than face the daunting prospect of fighting them.”
Type
Landmass

Remove these ads. Join the Worldbuilders Guild
This article has no secrets.