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The ogre nation of Kern is a large region comprised of both rolling plains in the north, and desert to the south. Kern
is clan-based and the wild ogres of this region are often looked down upon by their more civilised cousins in Blode.
Kern is ruled from the capital of Kernen, by the Grand Khan. Throughout the region there are many ogre
settlements, which are each run by individual clans. However every clan pays fealty to the Grand Khan, and dares
not disobey any edicts from their ruler. One of the few things that the ogres of Kern are good at other than battle, is
the training of hunting dogs, which they sell to their Ansalonian neighbours. Most notable amongst the Kernen
hunting dogs are the Carsh breed.
Kernen (Metropolis)
The teeming city of Kernen is one of the most widely populated and vast cities in all of Ansalon. Located in between
two branches of the Khalkist Mountains, the vast city is home and capital city to the ogres of Kern. In the central
part of the city can be found the Plaza of Spilt Blood, where all ogrish disputes are settled in blood. General and
slave markets alike can be found throughout the city, and all sorts of shops and businesses can also be found in the
graceful old structures, built by the original High Ogres who once walked in these streets. Raised high in the
mountains, looming over the city itself, lies the palace of the Grand Khan. The palace is an opulent structure, filled
with all the riches and wealth in Kernen. From the palace, the Grand Khan rules the city and all the ogre clans of the
Kern region.
Kleth (Geographical Feature)
Located along the Kern peninsula, Kleth was an early attempt by the minotaurs to gain a foothold in the ogre
kingdom. Kleth was built as a defensive hamlet, with the hopes that it would grow into a town and become a base of
operations for the minotaurs to conquer the ogres. However after numerous assaults, and treachery from the Knights
of Neraka, eventually the minotaurs had to abandon Kleth and return to their isles. Ogres destroyed the hamlet and
little more than ruins mark where it once stood.
Kortal (Village)
The village of Kortal is situated along the northern region of Khur, along the border between Taman Busuk and the
Khur tribe. Kortal has long held a strategic position, both as a foothold into Taman Busuk, and also into Khur itself.
At one time or another, both the Dragonarmies and the Knights of Neraka have held the village, although it is now
back in the control of the Khur tribe. From this village, the Khan of Khur maintains an alliance with the Knights of
Neraka and attempts to also keep his alliances with the other Khurish tribes.
Shark (Village)
The small undersea community of Shark is located beneath the waves of the Khurman Sea, just south-east of Ak-
Tubal. Shark is home to sahaugin and their shark companions, hence how the community earned it's name. The
savage children of the sea dominate this section of the underwater realm and occasionally raid seafaring vessels.
Mostly though, the sahaugin and their vicious companions prey on elves and other underwater travellers who are
fool enough to enter their realm.
Fangrock (Village)
On the border between Blode and Thoradin, is the small village of Fangrock. The village has several wooden shacks
and a number of caves which house the residents. Ogres are the primary main residents in Fangrock, as the Zhakar
dwarves tend to only visit when presenting their goods for trade to the ogres. Humans and draconians also
occasionally spend time in Fangrock. The village is the centre of trade between the dwarves of Thoradin and the
ogres of Blode, and the two nations never feud here, due to the mutual gain by the trade agreements in place. A
minor ogre chieftain presides over Fangrock, and pays respects to the king of Zhakar Keep, as well as offer his
allegiance to the ruler of Blode.
Icehome (Village)
In the high south-eastern mountains in the realm of Thoradin, is the village of Icehome. The upper reaches of the
Khalkist Mountains in this area are covered in ice and the only inhabitants in this frigid area is a tribe of
saqualaminoi (yeti-kin). A series of ice-caves have been carved into the glaciers and house the saqualaminoi, who
live in relative peace and seclusion. The residents of Icehome are led by their powerful chieftain, and they survive
by hunting in the lower parts of the mountains and living off the animals they catch there.
Water Warrens: The north-eastern area of the warrens is a section of passages and waterways, which provides clean
water for the warrens themselves, as well as the residents of Zhakar City and Zhakar Keep. Numerous wells have
been drilled into the Water Warrens, providing water to levels of the city above.
Lizard Warrens: The central southern part of the warrens is where the lizards of the dwarves of Thoradin are bred.
The major part of this area is dedicated to breeding and raising the fastclaws, which are the domesticated lizards that
transport foods and other goods for the dwarves. A smaller area is set aside for the warclaws, who are the fearsome
and prized warmounts, who aid the dwarves in battle.
Plague Warrens: This southern branch of the Fungus Warrens was initially sectioned off when the first Theiwar
dwarves were isolated as those who had contracted the mold plague. As the mold plague spread throughout Thoradin
long ago, and all those became known as Zhakar, the isolated dwarves were forgotten. In a short time, the dwarves
were overcome by the fungus in the area and the first fungifolk arose. The sentient fungifolk now inhabit the Plague
Warrens, directed by their central intelligence in the Brain Room, the southernmost cavern in this part of the
warrens.
Fungus Warrens: The north-western part of the warrens are set aside for the plants and fungi that the dwarves of
Thoradin harvest for both eating, medicinal and darker purposes. The plants and fungi in the north-western section
are harmless, unlike the southern branch of the former Fungus Warrens, which have become corrupted and now
form the Plague Warrens.
Wings of Fire: The two northernmost wings of Zhakar City reach into lava-filled caverns known as the Wings of
Fire. The lava caverns reportedly reach all the way to Mount Horn, but for obvious reasons have never been mapped
or explored. This part of the city is understandably deserted most of the time.
Wing of Houses: The residential quarter of the city is spread across the western, northern and north-eastern sections
of the city. A large number of apartments and houses are constructed in these areas, as well as marketplaces and
shops. The vast majority of the populace of all of the dwarven realm of Thoradin lives in this part of the city.
Royal Wing: The south-western part of the city is where the Royal Wing is located. Entry to the Royal Wing is
usually guarded by a unit of elite warriors who are loyal to the ruling king. Within the Royal Wing lives the king and
his concubine and the chambers are opulent and lavish. The staff of the presiding ruler also dwell within the wing, as
do the elite royal guards. Further south-west and connected to the Royal Wing are the King's Dungeons, where any
who have angered the king or the people are imprisoned.
Wing of Temples: The south-eastern branch of the city is where the Wing of Temples is located. In this area, there
are temples dedicated to Paladine, Kiri-Jolith, Mishakal, Reorx, Shinare and Zivilyn. Only the temples of Reorx and
Shinare are actively used in the post-War of Souls age.
Wing of Forges: In the eastern section of the city is the Wing of Forges. This area is filled with manufacturing plants
and forges, which produce the weapons, metals and other required items needed for all elements of living in the
underground realm. Fastclaws are stationed here regularly, to transport goods from the forges and factories, directly
to other parts of the city and keep.
Zhakar Keep (Village)
Zhakar Keep is located in the central part of the Thoradin region, just to the south of Mount Horn. Formerly
the keep was a vast dwarven fortress that guarded numerous dwarven cities beneath it, however with the
Cataclysm, all the underground cities, except for the Theiwar city of Zhakar fell into ruin, and much of the
keep was destroyed. A wall now surrounds the keep, and several towers lie around it's edges to watch for
invaders. A large imposing gate resides in the northern section of the keep, allowing access in and out of the
fortress. Within the grounds is a foundry and production facility, as well as two lifts which lead underground
into Zhakar City. Stone houses and barracks are the abodes of the dwarves who guard the keep and the way
into the underground city.
Balifor
The region was named after it's founder, the elven general Balif, who openly supported and befriended the kender
people, even turning his elven comrades against him because of his friendship with the diminutive folk. Prior to the
Cataclysm, Balifor was a region covered with great forests which was inhabited chiefly by kender and wild elves.
All kinds of animals also inhabited the area. With the Cataclysm, a large portion of Balifor fell into the Southern
Corrain Sea and the inhabitants formed communities and settlements with a number of human settlers. The verdant
forests turned into a great sandy wasteland. The coming of the Dragon Overlords saw further misery brought to the
area, when the dragon Malystryx transformed the area into 'The Desolation'. In the post War of Souls age, the
Desolation still dominates the land, a craggy volcanic wasteland out of someone's nightmares.
Ak-Bodin (Hamlet)
One of the four hamlets of the Fin-Maskar. Ak-Bodin is located in the centre of Balifor and suffered greatly with the
creation of the Desolation. The Fin-Maskar are known to have survived. The hamlet is governed by a chieftain, who
pays allegiance to his lord, the Khan of the Fin-Maskar. The Khan travels between each of the hamlets on a regular
basis.
Ak-Krol (Hamlet)
One of the four hamlets of the Fin-Maskar. Ak-Krol is situated on the north-western part of Balifor, residing on the
shores of the Bay of Balifor. Before the coming of Malys, it was even more successful as a fishing hamlet, than Ak-
Matal. However with the polluted waters of the Bay of Balifor, the residents have to rely on fish from the south
instead.
Ak-Lir (Hamlet)
One of the four hamlets of the Fin-Maskar. Ak-Lir is based north of Calihand, in the south-eastern region of Balifor.
Ak-Matal (Hamlet)
One of the four hamlets of the Fin-Maskar. This small hamlet rests on the shores of the Southern Corrain Sea. Ak-
Matal is known as a prominent fishing hamlet, and freely trades with the other hamlets and settlements of the region.
Brightfield (Village)
Brightfield is a farming village, which prior to Malys was the centre of trade and agriculture in Balifor. Located
south-west of Flotsam, it sits as a waystation between Khur and Balifor. Malys destroyed the crops of Brightfield
and devastated much of the village. The survivors are beginning to rebuild in the new age, hoping to again grow
something anew.
Patience (Village)
Patience has seen several different inhabitants in it's time. In long ago days it was home to the Silvanesti, and then
later to the kender. In more recent times the outpost is home to goblins, sligs, gnolls and all manner of darker
creatures. These humanoids served in the Dragonarmies for some time, and later served Malys. Their allegiance is
unknown in the new age, however their intentions are almost certainly malign.
Bludgeon (Village)
Bludgeon was originally created as an impressive fortress by the High Ogres. With the fall of the race, it was
claimed by dwarves from Thoradin, however it was later reclaimed by the ogres after the Cataclysm. Bludgeon is a
fearsome fortress, whose walls are rumored to be impossible to breach. The ogres of Bludgeon pay fealty to their
Bloten king in the north-west.