Broken Lands


Glantri Glantri Ethengar
Glantri Broken Lands Darokin
Darokin Darokin Darokin

Government: None (some Tribal Chiefs)

Primary Industries: None (Raiding)

The Broken Lands are a blasted and broken stretch of badlands on the border between Glantri and Darokin. They were created around BC 1,700 when elves of the Truedyll clan (now called the Gentle Folk) accidentally set off a device of ancient Blackmoor. Whatever the device’s original purpose, it exploded contaminating the area and twisting all life for nearly 50 miles in every direction. The region is now home to various clans of kobolds, goblins, orcs, trolls, and ogres pushed out of the surrounding “civilized” nations.

The humanoids of the area worship primarily the humanoid Immortals, especially Karaash and Kurtulmak. Some of the more violent humanoids worship the more violent of the Entropic Immortals, including Alphaks and Orcus.

The terrain is, as might be expected, broken and blasted badlands sloping up to mountains of Darokin and Glantri in the southwest, and down toward the grasslands of Ethengar in the northeast.

The population of the Broken Lands is almost exclusively non-human. Kobolds, goblins, orcs, trolls, ogres, and gnolls being the most common. The area probably has more residents that live under the ground than above it.

Despite the condition of the land, and its inhabitants, the main trade route between Glantri and Darokin runs right through this area. The humans of both nations use a combination of punitive raids and extensive “tributes” to help keep the caravans safe. Despite these measures raids on trade caravans are a fairly common occurance.

Broken Lands

Wrath of the Immortals bpierpont