For ages, the city-states of Golgorath have warred with one another for control of the region. Carving out kingdoms of blood and iron from the dusty earth, these warlords have lead their armies in near constant warfare through Helios’s long ages. Periodically, the armies of Golgorath are brought together beneath the banner of a strong warlord capable of uniting the clans. Under such leadership, the armies of Golgorath conquered and enslaved the Goblins of Mul Z’orrah. Though these alliances gradually dissolve over petty differences, the Orcs of Golgorath are able to achieve great and terrible things when they cooperate. Most recently, the clans have united under the leadership of Clan Karnath’s young ruler, Garadon Bloodsong. Considered by some the reincarnation of the True Khan, Garadon has risen to prominence and power, leading the Orcish armies of a newly united Golgorath to subjugate the warring world of Helios.
Golgorath's powerful city-states constantly strive against one another for precious resources; wood or minerals for making tools and weapons, strips of arable land for farming or raising livestock, and water to sustain life and raise crops are all valuable beyond words in a land where such things are scarce. As such, Golgorath is divided up in to petty kingdoms where the most powerful tribes hold sway. Constantly battling for territory, influence, and resources, Golgorath is a volatile region where life centers around warfare and any resultant art either glorifies strength and conquest or somehow serves the needs of the military. Even in their current unified state, the cities of Golgorath are distinct from one another, separated by geography, language, currency, ancestry, and rivalries dating back further than any alive now can remember. It is only a matter of time before these differences and rivalries see to the end of Golgorath's tentative unity.
Geographically, Golgorath is the largest of Helios’s lands. Occupying the continent’s great central plains, it is home to dry hills, ravines, volcanoes, and a number of geographic oddities. Though divided amongst many warlords and their city-states, there are five distinct regions that comprise the realm of Golgorath.
Golgorath's powerful city-states constantly strive against one another for precious resources; wood or minerals for making tools and weapons, strips of arable land for farming or raising livestock, and water to sustain life and raise crops are all valuable beyond words in a land where such things are scarce. As such, Golgorath is divided up in to petty kingdoms where the most powerful tribes hold sway. Constantly battling for territory, influence, and resources, Golgorath is a volatile region where life centers around warfare and any resultant art either glorifies strength and conquest or somehow serves the needs of the military. Even in their current unified state, the cities of Golgorath are distinct from one another, separated by geography, language, currency, ancestry, and rivalries dating back further than any alive now can remember. It is only a matter of time before these differences and rivalries see to the end of Golgorath's tentative unity.
Geographically, Golgorath is the largest of Helios’s lands. Occupying the continent’s great central plains, it is home to dry hills, ravines, volcanoes, and a number of geographic oddities. Though divided amongst many warlords and their city-states, there are five distinct regions that comprise the realm of Golgorath.
Nations & Regionsclick the banners below for more information on each region
None today know what changed Elkingar from a lush woodland to a forest of stone, though evidence suggests an ancient weapon is to blame. Elkingar is full of danger, from mad spirits to rebel warriors. Very few settlements can be found amidst the stone trees and those that yet stand are well-guarded and xenophobic.
Known as the Gateway to the East, Lo M’gar is, by the standards of Helios, flush with resources necessary for life and prosperity. The city-states here are densely populated and well-defended, their resources of wood, water, and arable land under heavy guard by the mighty hand of Clan Karnath.
The great central plain characterized by geothermic instability; geysers, volcanoes, and great, miles-long rifts in the earth are commonplace here. Few city-states can survive the harsh region, but those brave enough to delve into the volatile caverns will fin a wealth of unclaimed mineral treasures.
In times of turmoil, warlords fight across Oronash. In times of relative peace, bandits hold the hills, taking advantage of the terrain to ambush travelers. And in a time of unity, the Golgori horde waged its campaigns against the northern Goblin holdings from Oronash, giving the Bloody Hills their grim nickname.
These mighty desert mountains mark the entrance to the uninhabitable deserts of Sthek. The region is hilly, dry, and hot, foreshadowing the desert that follows. The city-states here are small and poorly defended; most of the region’s inhabitants are nomadic warriors, fighting over food, water, and shelter.
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