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 |
Cloned | 0 times |
Created | 3 days ago |
Last Updated | 2 days ago |
Visibility | Public |

Size | 0 |
Type | Country |
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.
A primal land of towering pines, jagged cliffs, frozen rivers, and glacial silence. There are no cities—only scattered camps, sacred stones, and hidden valleys. Tribes carve homes into cliffs, grow moss shelters, or travel in nomadic herds. Smoke rises from furskin tents, and symbols are etched into bark and stone. The people are hardy and cloaked—clad in layered furs, bone charms, and war paint. Their faces are weathered by wind, eyes sharp as steel and fire