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.
Played | 2 times |
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Created | 3 days ago |
Last Updated | 2 days ago |
Visibility | Public |

Size | 0 |
Type | Country |
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.
Dim skies, endless cloud cover, and deep, earthy tones. The land is rough, overgrown, and crisscrossed with hunting paths and worn roads. Towns are built from heavy stone and bone, often asymmetrical, bristling with spikes or tribal carvings. Vorn’tel’kai, the central city, is tall, crowded, chaotic—built vertically with shoddy bridges, sloped roofs, hanging signs, and smokestacks. Its people are fierce, scarred, and vibrant, dressed in layered leathers, fur, bone jewelry, and scraps of color.