Aldrathir is a rugged continent of stark contrasts. On the stormy west lies Orrun’kai, where beastfolk and humanoids coexist under a council’s uneasy peace. To the south, Thal’sari thrives with art, sea trade, and royal legacy. Cavareth, the walled empire at the center, rules with corrupt pride behind imposing walls. In the frozen north, Uldaraak’s tribes survive wild and free, shrouded in mystery and ancient rivalries. Aldrathir is a land where power, survival, and legend collide.
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Aelyari
Aelyari is a village carved into the icy cliffs of the Iceshade Mountains, where the Aelyari tribe dwells in frost-covered stone homes.. The area is known for its eerie spiritual ambiance, with howling winds carrying whispers of ancient spirits and a culture deeply connected to the stars, moon, and dreamwalking traditions.
Aldrathir

Blightgate
Blightgate is a grim fortress-city guarding Cavareth's southern border, pressed against a massive wall separating it from Thal'sari. Known for its thick fog and marshland around the southern gate, it exudes a sickly, haunted atmosphere with grime-covered stone towers and a pervasive smell of wet iron, old oil, and mold.

Braumharth
Stone Giant Territory. An ancient stone giant tribe dwelling deep underground in the Vale of Echoes beneath northwestern cliffs, known for their slow, ritualistic culture and mastery of stone and earth magic.

Cavareth
The Walled Empire Cavareth rises from the center of Aldrathir behind towering, ancient walls built to separate it from the "lesser nations." Its people may grumble, but the nobles and Emperor Vaeric Malgrith III believe Cavareth is the height of civilization—morally, militarily, and culturally superior. In truth, the nation is rife with hypocrisy and corruption. While it upholds the appearance of law and order, its guards (the Cindral Watch) and noble houses act with impunity. The capital, Dravion, gleams at the center like a jewel atop a web of shadows, while military cities like Blightgate, Ironspoke, and Varran’s Hold enforce the empire’s will at its borders. Cavareth rewards loyalty and usefulness, punishes humiliation, and quietly benefits from the very criminals it claims to scorn.

Dravion
Dravion is a pristine capital city defined by order, symmetry, and sharp architectural lines, where polished dark stone streets and towering clockwork arches create an impressive facade that conceals a harsh and cruel underbelly.

Gravarnak
The Granite Wastes are storm-battered valleys and cold caves, home to the Gravarnak goliaths, a stoic and battle-hardened tribe bound by a strict warrior code. They mark their history and lineage through tattoos and scars, embodying strength, honor, and harsh justice, responding to threats with overwhelming force.

Ironspoke
Ironspoke is a bleak, cold outpost city built into the icy northern ridges, known for its narrow, high towers and relentless guard patrols watching for tribal threats. The city is marked by silence, discipline, and suspicion, where trust is scarce and the cold is ever-present.

Marhajat
Marhajat is Thal’sari’s major port city, built along a crescent bay with a maze of white-brick streets and bustling market canopies. It is a wealthy, culturally diverse hub where traders from across Aldrathir converge, guarded docks host the Thal’sari Navy, and the city pulses with the unpredictable energy of seafarers and spies.

Orrun’kai
The Beastlands A wild and brooding land blanketed in permanent overcast skies, where the sun rarely breaks through the gloom. Orrun’kai is home to beastfolk, drow, and hardy survivors who live in scattered towns, humans especially are seen less than in this country filled with beasts, dark-elfs and alike. They have massive, ever-bustling capital city: Vorn’tel’kai. Crime is commonplace but considered a personal failing, not a societal flaw. The only crime that truly matters here is betrayal of the country or its rulers. Orrun’kai is governed by a Council of Eight, each representing a major races.The land is self-sustaining through hunting, trade, and a growing economy driven by fierce independence and instinctive pragmatism.

Raghar
Raghar is a weather-beaten port on the dark southern coast, known for its dangerous docks, stilt-houses, and cliffside warehouses. It serves as Orrun'kai's vital gateway to the sea, bustling with smugglers, deep-sea hunters, and wary traders.

Solennar
Solennar is a tiered hill city crowned by the Thal’sari Royal Palace, home to the Thalvarin Dynasty. Known for its marble arches, winding streets, vibrant plazas, and rich cultural life, it is the heart of Thal’sari’s culture, diplomacy, and leadership.

Thal’sari
Surrounded by glittering ocean on nearly all sides, Thal’sari is a radiant, coastal kingdom known for its seafaring strength, art, spices, and sprawling markets. It is ruled by the Thalvarin Dynasty, currently under the reign of a strong and reformative queen who inherited a nation weakened by her father’s selfish rule. The capital city, Solennar, is a place of beauty and diplomacy, while the grand port city Marhajat is a chaotic jewel of trade, dockside politics, and cultural mingling. Though crime exists, the kingdom enforces a strict legal code focused on protecting its citizens and preserving order. Thal’sari’s navy is the strongest in Aldrathir, and its merchants are second only to the nobility in power.

The Frostpine Vale
A dense evergreen forest nestled between mountain slopes and frozen rivers, home to the nomadic Drelnaar Wolfblood Clan. The vale is harsh and cold, with towering pines and icy streams, embodying the wild spirit of the winter wolves.

The Varkuun
The Varkuun Goliath tribe inhabits the volcanic region of Korr's Maw, a harsh land of steam and ash where only the strongest survive. They are aggressive, proud, and fiercely competitive, valuing personal glory and dominance above all.

The Volgrath
A forbidding land shrouded in mist and dense forests, rumored to be home to an unknown and secretive tribe. Travelers who enter never return, fueling dark legends and fear.

Thimblemaw
Thimblemaw is a unique kinship where stone giants and gnomes coexist in the rugged Greencrag Basin. The tribe is warm and humorous, with gnomes riding on the shoulders of giants, living in towering wood-and-stone villages, famed for clever inventions and neutral diplomacy, often underestimated by outsiders.

Uldaraak
A vast and untamed wilderness of jagged peaks, ancient forests, and endless snow. Uldaraak is not a country in the traditional sense, but a land of tribes and territories, where survival is earned daily. There are no cities, no government, no central power—only the traditions of its many tribes. Among them are five great tribes: The Aelyari – snow elves of the mountain peaks Gravarnak and The Varkuun – rival goliath tribes Thimblemaw – a bizarre but thriving alliance of gnomes and giants Braumharth – solemn stone giants Korrhalm – fiery and territorial fire giants The Volgrath, a mysterious and feared tribe whose land none return from While some tribes war or feud, others trade and intermarry. Uldaraak is raw, sacred, and free—a place where might, wisdom, and nature rule over coin and title.

Varran's Hold
A fortress city carved into the western cliffs, Varran's Hold is a bastion of defense with massive battlements, siege engines, and iron scaffolding. It thrives on the relentless work of soldiers, engineers, and metalworkers, embodying fierce pride and loyalty among its gruff inhabitants.

Vorn’tel’kai
Vorn’tel’kai is a dense, vertical sprawl of stone, timber, bone, and iron — a chaotic hive built upward and inward with no clear plan, only necessity. Buildings lean on each other like tired beasts, connected by crooked bridges, rickety scaffolding, and knotted ropes. Smoke rises from countless chimneys, dyes the sky gray, and mixes with the ever-present clouds above. Markets pulse in narrow alleys lit by lanterns and fungus-glow. You’ll find towering horns of minotaurs beside nimble goblin weavers; taverns with fighting pits and beastfolk gambling dens. The city never sleeps — by day, it's trade and craft; by night, shadows take over, and the underbelly rules. Law is loose. Strength, wit, and respect are currency. Everyone knows someone who can get things done — for a price. At its heart stands the Council Spire, a high structure of black stone where the council of races convenes. Its silhouette looms over the rest of the city, casting long shadows that feel almost symbolic.