Antar

A realm of heroes, monsters, nobles, and legends

Which will you become?

This document has been updated to year 58 of the 3rd Age

SUPER brief overview of the nations. Where are you from?

Aukrin

Goliaths are from here. Mountains, swamps, jungles, dinosaurs. VERY dangerous place to live, the goliaths are all about competition and surviving the wilderness.

Balusk

Dragonborn are from here. Big time Russian vibes with the culture of vikings. Various tribes and clans all united by a queen.

Belta'Lae

Home of the Elves. Don't let anyone else actually live inside the treeline. No traditional cities, buildings "built" into trees. Very traditionally "Elfy" and nature-y.

Dellnor

Home of Halflings and Gnomes. Basically The Shire with an army of Warforged and Constructs defending them, built by the Gnomes.

The Dwarven Kingdoms

The Mines of Moria before they found the balrog. Dwarves are from here, under The Broken Spine mountains. Dangerous mines, but plenty of gold and gems to be found!

Granash

Orcs are from here. Lots of grasslands, they're horselords. Basically Rohan but Orcs. Nomads with a king. Not evil or bad.

Haven

Fantasy America. Lots of democracy, high council ruling over all the nation, feudal system underneath that council acting like "states". Anyone can be from here. There's a big giant wall between the halves of the Broken Spine mountains to keep the bad things in the east from coming west.

Illithain

Elves home outside of Belta'Lae. Very military, Sparta, keeping the east from moving south and west.

Karinos

SUPER EVIL. Home of the Tieflings. Land, nation, and people all dedicated to the evil god Bane. Black land, volcanos, bunch of evil Tieflings. Not a good place to vacation. Or live.


Krell

Rough and tumble place. Lots of humans, but also plenty of other ancestries. Diverse, but also a lot of wilderness. Fairly young nation with a lot of history for momentous events happening there.

Kurthak

Home of other orcs. They're not straight up evil, closer to Native American vibes. Lots of tribes, some warlike, others not, not "savage" just value different things than the western nations. Tribal, love nature, competition,

The Malakesh Desert

Other dragonborn are from here. Various city states, Arabic and Asian vibes. Brutal desert with sporadic city states acting as oasises.

Ranora

Formerly it was a pretty racist, humans-only kind of place. Recently it's starting to be more egalitarian, but they're not ALL the way there.

Rivosh

Idyllic, peaceful, farmers. Nothing interesting ever happens here and people like it that way. Like fantasy Iowa.

Deities of Antar

Good Deities

Bahamut

Bahamut is the god of some Dragonborn, metallic dragons, honor, justice, nobility, and protection. Servants of Bahamut are often justicars of righteousness.

Pelor

Pelor is the god of light, the sun, healing, peace, and agriculture. Few embody purity and compassion like the servants of Pelor.

Avandra

Avandra is the goddess of Halflings, luck, chance, blessing, and hope. A joyful and capricious goddess, Avandra loves her followers, but how much fun is life without a little risk?

Moradin

Moradin is the god of Dwarves, crafting, smithing, family, and community. Little is known about this Dwarven god outside The Broken Spine. Those wishing to know more would have to ask a Dwarf.

Neutral

The Raven Queen

The Raven Queen is the goddess of death and the Queen of the Shadowfell. She calls souls to herself and ensures that the ones who die, stay dead, walking the Shadowfell until they pass into the void beyond.

Kord

Kord is the god of Goliaths, war, storms, power and glory and honor in battle. Most who hone the art of combat call upon Kord for strength before battle. He is also the patron god of most sailors for his control over sea and storm.

Ioun

Ioun is the goddess of knowledge, study, and prophecy. Many a scholar asks Ioun for guidance in their studies. She cares far more about the pure persuit of knowledge than she does about right or wrong.

Corellon

Corellon is the god of Elves, art, beauty, nature and is the Lord of the Feywild. The former husband of The Raven Queen, he searches for a way for them to be reuinted after she took up the mantle of Shepherd of the Dead.


The Wanderer

The Wanderer is the god of travel, sailing, exploration, and the wilderness. He delights in getting lost and discovery. He was thought dead for many centuries, but he was just REALLY lost for a while.

Evil

Vecna

Vecna is the god of secrets, necromancy, and the undead. A sadistic, treacherous god, Vecna thrives in the shadows, where secrets and evil fester.

Lolth

Lolth is the goddess of Drow, spiders, the Underdark, shadows, and lies. Her mark is plainly left on the Underdark, as it is her domain. Those who wander the tunnels must be prepared to pay homage to the Spider Queen and her followers.

Tiamat

Tiamat is the goddess of chromatic dragons, greed, selfish ambition, and conquest. Eternal foe of Bahamut, Tiamat has set herself against him at every turn. Woe to any followers of the Platinum Dragon if Tiamat gets her claws on you.

Bane

Bane is the god of hatred, fear, tyranny, and torture. His followers drink and bathe in blood as a tribute to their insatiable god.

Demigods

Demigods are servants of the gods. Sometimes they are mortals with power bestowed upon them. Sometimes they were created with or by the gods themselves for the purpose of service.

Whatever their origins, each demigod is beholden to one particular deity. They are servants or avatars, of a single master's will. Coming across one could be the greatest moment in a person's life, or it could spell an eternity of suffering. It all depends on which god's vessel you come into contact with.

History and Legends

Stories of creation, the gods, epic wars, and ancient, divine artifacts.

Creation of the ancestries

Before any of the sentient ancestries existed, the gods walked Antar together, defeating the mighty titans and adding form to the land. However, once the titans were vanquished, the good gods could no longer tolerate the temperments of the evil gods. Much to the disappointment of the neutral gods, the three factions were forced to go their separate ways.

In secret, Bahamut created metallic dragons to inhabit the land and protect it from the influence of the evil gods. When the others learned of this they were appalled. Not wanting to be left out, others began adding their own creations to the world.

Tiamat created chromatic dragons in direct opposition to Bahamut. The Raven Queen and her husband, Corellon, created the Grey Elves.

The others refraied for many years, but eventually succumbed to the temptation to have worshipers. Moradin formed the Dwarves out of the roots of the mountains. Bahamut once again created, crafting Dragonborn. Avandra made Halflings and Gnomes. The Wanderer created Minotaurs to guard the deep labyrinths. Kord created Goliaths to hone and refine their martial prowess over all the other ancestries. Bane crafted Tieflings to be lesser demons unleashed upon the Material Plane.

After these creations the gods entered into a brief truce to deal with other matters...

The Great War of the Gods

Their peace barely survived a century before violence erupted once again. The cause of the war varies depending on which worshiper you ask, but it is certain that this conflict was unlike any before it or since. The Great War of the Gods, as it is called, was responsible for even shaping some of Antar itself. For example, the gap between two halves of The Broken Spine is said to have been caused when Moradin threw Bane into the mountains, causing him to create a fissure in the mountain range. One of the byproducts of their war was the creation of a pleathora of creatures. Humans, Orcs, and all types of monsters were created as a result of the blood and flesh of the gods being mixed with each other and the land itself.

After decades of warfare, the good and evil gods finally decided to leave this plane of existence forever. They mutually banished each other to separate planes of existance. To good deities to the Astral Sea, and the evil deities to Ghenna. Only the neutral gods remained free to roam Antar, though they often chose not to.

The gods still use their avatars, demigods, and worshipers to enact their will upon the world, but cannot do so physically themselves.


The Campaign of Broken Eggs

Before the First Age, while most ancestries were developing the wheel, Antar was inhabited by two powerful and advanced species: the dragons and the Grey Elves.

They were so advanced and widespread that they were in frequent conflict with each other, until eventually they declared a formal war. Accounts are unclear as to who instigated the fighting or how the war started, but the conflict was more terrible than any mortal in history.

The results were so devastating that dragons were driven almost completely from Antar for millennia, forced back to their home island of Dragon's Head. However the Grey Elves fared much worse, they were driven fully extinct as the dragons unleashed the terrible Terrasque upon them, which hunted down any surviving Grey Elves. The only remaining vestiges of their lineage got split between the Elves we know today and the Dark Elves, or Drow.

Only since the start of the Second Age have dragons began to make a resurgence within Antar.

The Rise of Ares

Late in the Second Age, a Goliath of Aukrin rose to power and declared himself Emperor. His court wizard discovered a new way to enchant magical weapons that led to Aukrin being outfitted with the largest magical arsenal seen before or since. These so called Deathbows laid waste to every nation they came into contact with. In just over a year, Ares has ascended to true power and achieved his conquest of Antar. Only the Cursed Lands and Kurthak did not fly his banner. However, his reign was swiftly ended by the the very thing he feared, an Outsider coming to Antar to lay waste to the lands. When Karshimis returned, Ares and his entire empire were destroyed under the undead titan's skeletal fist.

The Return of Undeath

Thousands of years after the supposed extinction of the primordial titans, the world was shocked by the return of an undead titan known as Karshimis. He lay waste to all of Antar, plunging it into undeath for years.

It would have remained forever thus if a group calling themselves the Titan Slayers had not gone to extraordinary lengths to gather the necessary power to defeat the evil titan.

In the wake of Karshimis' rule, the world now attempts to rebuild itself.

The Ancestries of Antar

Ancestry in Antar

Ancestry vs Race?

Going forward, I want to use the word 'ancestry' as opposed to the word 'race' used in the Player's Handbook because it more accurately conveys the differences of the species in D&D. Elves and Dwarves are not members of the same species, they are entirely different. It also avoids all the baggage that comes with the word 'race' in the real world.

So the word 'ancestry' is used to distinguish between things like elves, dwarves, humans, and orcs. The word race is used to distinguish creatures of the same species, such as high elves, wood elves, and half-elves being of the same species or ancestry but different races.

There are still marriages and relationships between people of different ancestries, however they know such relationships will never produce offspring. They marry for love.

What does this mean for you?

There are no such things has "half breeds" in my setting. The ancestries of, for example, half-elf or half-orc are perfectly legal choices in game mechanic terms. However, in terms of lore there is no biological difference between a half-elf and any other kind of elf. They are just not the product of a human and an elf.

Nothing in the rules is changed because of this. These are JUST lore changes.

Other changes

Halflings and Gnomes are different races of the same ancestry, hence why you often find them living together. Their names are often used interchangeably.

List of Ancestries and Races found in Antar

The following ancestries have nations or cultures unto themselves and are found with relative frequency scattered around Antar. Their frequency greatly depends on the location and the ancestry.

Dragonborn

Dwarf

  • Hill Dwarf
  • Mountain Dwarf

Elf

  • Drow
  • Half-Elf
  • High Elf
  • Wood Elf

Goliath


Halfling/Gnome

  • Aukrinian Human
  • Baluski Human
  • Granashite Human
  • Havenite Human
  • Krellen Human
  • Malakesh Desert Human
  • Ranoran Human
  • Underdark Human
    Orc
  • Half Orc
  • Orc
    Tiefling

Monstrous Ancestries

The following are playable races that are considered "monsters" by civilized society and will be treated as such. They have cultures and nations unto themselves, however most of the other ancestries consider these to be either evil or primitive. Because they almost always are.

Bugbear

Goblin

Hobgoblin

Kobold

Lizardfolk

Other Ancestries

This is not an exhaustive list of all sentient humanoid creatures on Antar. Simply the most common ones and the ones with notable cultures and nations. If you are interested in being a different type of creature, let me know and we'll see if we can work out how to do that.

If you are aware of another race of one of the listed ancestries, let me know and we can see if that's viable for you to play as well.

Below is a chunk of lore written up for the core ancestries of Antar. I encourage you to read it and maybe be inspired by something in there, if you want to play something other than one of these core ancestries, we can build out some of their lore together!

A Closer Look

Set up

This is a lore deep dive on the ancestries of Antar. The lore in D&D is the generic, Forgotten Realms lore and isn't necessarily the same as Antar. The PHB describes generic fantasy D&D Elves as opposed to Antar's Elves. This document is written as if a human had written it so it can better convey the differences of these ancestries from humans.

Some of these ancestries have such vastly different physiology from humans that they wouldn't be anything like us. As such, these ancestries are not just humans+. For example, Dwarves are often just played as Scottish, ale-loving humans. This is a bit reductive seeing as how vastly different than humans they are, therefore they'd be much more complex than that.

The info in this document is NOT meant to be a set of shackles telling you how you MUST play a certain ancestry. It is simply giving a bit of inspiration about how an ancestry might play and be functionally different than humans. Obviously my personal preference would be that if you just want to play your character as if they were human, then just play a human and we can work out something so they get the mechanics you're looking for. But you are more than welcome to ignore most of this and play an ancestry however you'd like.

Just know that this is how the vast majority of the members of this ancestry behave etc, so the world will treat you as if you are this as a default until you prove otherwise.

So please take this as an inspiration for some ideas for how you might play a character of a given ancestry. If you have any questions or need some clarification, I would LOVE to talk about this stuff!

A Treatise on the Ancestries of Antar

Hello there, fellow human. My name is Heslant the Scribe. I have spent the decades following Karshimis' brief but terrible reign travelling all over Antar trying to gain a better understanding of the various other ancestries and their customs.

I have done this so I might create this document and better educate my fellow man of the oddities of these foreign peoples.

Dragonborn

A people consumed by honor and their collective clans and tribes, the dragonborn are a fearsome group. Living mainly in the Malakesh Desert under the rule of their city states or in the frozen north of Balusk under Queen Negoshka Bereg, the dragonborn seem to live in the places none of the rest of us want.

I have learned that they do not "see" in the same way we do. They see heat rather than light. It seems their vision is as defined as ours, but they have the extra layer of seeing heat, which makes them fearsome foes day or night. They can also use their scales to retain or vent heat much more efficiently than humans. It was normal in Balusk to see a dragonborn wearing clothes reminiscent of something a person in Ranora might wear during the summer. No coats or hats. Plenty of exposed skin, as if they couldn't even feel the cold. Fascinating!

I also repeatedly witnessed the usage of their unique breath. The reds and golds had the ability to light fires and candles without any effort. Silvers and whites could chill a drink or hot food with just a puff, truly remarkable.

Their reverence for dragons runs deep. It seemed that they were able to overlook the character flaws of all dragons, even the chromatics. They believe dragons to be superior in nature and many a dragonborn said they would prefer it if dragons ruled Antar once again. However, all of them seemed to elevate dragons of their own scale color above the rest. A clear relief because any real talk about dragons ruling usually devolved into an argument about which dragons should be in charge.

They were fairly quiet on any rituals or traditions relating to their coming of age. It might be something of a secret among their kind, they seemed to treat it as such.

They all spoke highly of both Tiamat and Bahamut. The stories varied, but the most common tale I heard of their origin is that Tiamat created dragonborn to be her servants, giving them first life but no free will or independence. It was Bahamut that came along and gave them their freedom and gifted them with their breath. They owe deep allegiance to both gods.

Examples of Names: Zorya, Raqib, Mokosh, Laoshi, Domazhir, Kozel, Volchok, Fekla, Kyrsk, Drozd.

Dwarves

Not unlike dragonborn, dwarves value honor and clan above all else. They have a collectivism streak that runs deep in their veins. It may be related to their mortality rate. Dwarves seem to breed at a rate similar to us, but their lives in the mines are so dangerous that not many live to their second century. If the mines and monsters don't take them, dwarves can live to four or five centuries, but I'd guess that their average age (accounting for early deaths) isn't that dissimilar from humans. I spoke to one elderly woman who said she was 503 years old and had given birth to 127 children. Only 15 of them still lived.

Their dedication to the mines and one another is truly remarkable. Every dwarf I tested in this way was able to tell me exactly what kinds of metals and gems were behind a certain section of rock and whether or not there was water within 500 feet of that rock face. Incredible.

They also told me that they never let outsiders roam their sacred halls. I was always escorted in my travels and forbidden from venturing down unapproved tunnels. And it makes sense they don't want outsiders down there. Their streets are practically paved with gold and they seem to be overflowing with gems. As if The Long Dark hadn't impacted them at all.

At the end of the day, I can't help but respect their honor and value of one another. The individual is not elevated, the group is. I hardly met anyone I would consider 'proud' in the traditional sense. They seemed to be deeply prideful of being dwarves, but not of themselves as individuals.

The mines under the Broken Spine run deep. I believe, but was not allowed to confirm, that their kingdoms in the northern and southern halves of the Spine are connected with a dense network of tunnels. Truly impressive.

Examples of Names: Thoradin, Eivor, Erke, Kjotve, Estrid, Randvi, Birna, Burdgred, Styrbjorn, Vanir.

Elves

If I believed the dwarves to be secretive and reclusive, my opinion was deeply changed upon my journey to Belta'Lae to visit the elves. I was allowed to interview many people, but I was given only a few weeks of time in their entire great forest. The elves are deeply protective of their home glade.

Contrary to popular belief I did not find the elves I spoke with to be haughty or arrogant. They were kind and generous about certain things. However their rules were ironclad, especially in regards to the forest. Their value of nature is unparalleled. They value the lives of flowers, trees, and squirrels just as highly as their own, and possibly more than mine!

One odd thing I did notice was the lack of children. In stark contrast to the dwarves, the elves have nearly no children. They were vague with me about the specifics, but it was clear that elves could only very rarely have children. As such they were treated with the utmost care. A mindset I found extended to every creature, not just elves. All elves I interacted with held a special place in their hearts for young ones. A touching ethos among their kind.

In Illithain I found a slightly more aggressive group of elves. The tender care of the natural world I found in Belta'Lae seems to manifest itself in a more aggressive way in Illithain. The forces of The Cursed Lands, undead, shadow, and fear, need to be fought with full force. At first I thought that the elves of Belta'Lae and the elves of Illithain were a different breed, but it turned out that they were one and the same people. They serve in mandatory military service for a time to defend the world from The Cursed Lands. A service for which I am grateful all the more after seeing a small skirmish up close!

As a whole, I learned that they do not need to sleep. Only rest in a slight meditation for a few short hours and they seem as refreshed as I was after a full night's rest!

As a parting observation, their respect for nature ran so deep I saw not a single road or building in my time among them. They seemed to shape their homes and "buildings" out of the trunks of the great trees of Belta'Lae themselves! I wish I could spend a lifetime just wandering those forests, but alas I was asked to leave after just a few short weeks.

Examples of Names: Vanya, Sel'Rae, Talmirel, Eawyndel, Evandar, Vrael, Dathedr, Wyn'Fae, Faolin, Celeris.

Goliaths

Far to the southwest lies a dangerous land. Mountains, jungles, ancient monsters, harsh environments. It is in this land that the goliaths decided to form their nation of Aukrin.

But after spending some time among them, I could not think of a more fitting location for their home. They are a deeply competitive people. Everything is a game or competition to them. They loathe any cheating or foul play, it is better to lose honorably than cheat your way to victory.

They compete with one another, but mostly they fight against their surroundings just to survive. Not long before The Long Dark, their former Emperor, Ares, conquered the entire continent of Antar and it is unsurprising after seeing what they fight against on a daily basis. Giant snakes, dinosaurs, and dense jungles. Yetis, mammoths, and frozen peaks. Aukrin contains all kinds of dangers.

Most fascinating to me were their coming of age rituals. They openly bragged and spoke of them to me. When a young one wishes to be considered a full adult they speak to a shaman, or skytalker as they call them, who assigns a task to the young goliath. Killing a mammoth alone, recovering a rare flower found only within the nests of titanboas, bringing a sacred mushroom from the top of a dangerous peak. These are all examples of tasks I heard from goliaths I spoke to. Some do not survive these tasks of course, but it is considered better to try and fail than to give up and return home in shame.

I noticed a serious lack of magicians in their midst, it seemed all their "magic" was accomplished with potions and concoctions made by these shamans.

Nothing was more delightful in my time among the goliaths than seeing how they turned everything into a game; a competition. Walking to a friend's house turned into a footrace, eating a meal turned into a game of who could fit the most food in their mouths, harvesting crops turned into who could do it longer using only one arm and one leg.

Everything can be turned into a game or competition, but it was all done in good sport and fun. Their sense of life and fun was second only to the next folk I encountered...

Examples of Names: Gauthak, Lo-Kag, Vimak, Markos, Nalla, Vaunea, Kouri, Aukan, Gushta, Bo-Shan.

Halflings

You truly haven't experienced joy until you've heard a halfling laugh. Those little people are so full of life and joy and whimsy that it practically bursts from them. While I visited their homeland of Dellnor, and again in visiting Rivosh I learned much of their beliefs and life.

The first is that they were able to dispel a common myth. The myth of the gnome. Technically, gnomes are the same ancestry as halflings, just a difference race of halfling. They tend to embrace the logical world more than other halflings and often seek life as scientists, inventors, astronomers, and engineers.

Where gnomes seek to understand the natural world, halflings seek to enjoy it. And contrary to the goliaths, halflings seem steeped in magic. They truly are creatures of the Fey. Their minds have such an unusual twist that magic seems much less effective against them. They are also incredibly optimistic about all things. Halflings all seem to believe that things will break their way. And rightly so, because it often does!

Paired with their whimsy and joy comes a very interesting belief that I discovered when asking about their children. Halflings believe their children are found rather than produced as offspring. Parents all seem to talk about finding a baby in the forest or growing under a toadstool. Never about giving birth.

I finally got the truth once I sat down with an older halfling who only spoke with me on the condition that I would not reveal their identity. They told me that halflings do not really "believe" in sex. It is not something that is talked about at all in their culture. The exact word they used when describing it was "icky".

Of course halflings are indeed born naturally the same way we all are, however, they don't seem to talk about it as a culture and are not what we would consider "sexual beings". This could contribute to their relatively low population in spite of their 300-400 year lifespans. Most familities I encountered only had 2 or 3 children in total.

However their misunderstanding of this aspect of life is more than made up for by their knowledge of growth. Their home gardens are more lush than our largest farms! Forget thumbs, halflings have green bodies!

(note this is figurative, their complexions resemble ours).

Examples of Names: Gimble Greenleaf, Elric Easttree, Bree Bushtail, Merla Meadowbrook, Bolton Bellweather, Milo Mintspring, Verna Volehill, Ella Emeraldsky, Nyx Nightwing, Zook Zipdash.

Orc

Nowhere was I more surprised by my findings than with the orcs of Granash and Kurthak. I went into it expecting my life to be forfeit, even going so far as to send my previous notes to a colleague for safekeeping. But everything I feared was proven wrong. I expected a savage, brutal, cruel people who would tear me apart at the slightest provocation. I could not have been more wrong. Mostly.

Among the orcs I found brave, powerful, noble, and passionate people. Yes, they are brutal in war, but aren't we as well? They care deeply for the natural world and it shows. However, where the elves seek to partner with and even be subject to nature, the orcs seek to exist at the top of the food chain.

They share a general distaste for cities and buildings with the elves, but that is where the similarities end. The more warlike among them even try to vanquish cities and towns in an effort to return the land to nature.

The orcs exist in various tribes always named for powerful creatures and predators (wolves, owlbears, pythons, griffons, elk) and travel as nomadic hunter-gatherers. In Granash their mastery of nature has extended to becoming horsemen, the finest in all of Antar.

When an orc wants to join the warrior caste, they must leave the tribe and bring back the pelt of their tribe's namesake. It is a dangerous venture and some choose not to undertake the task. There is no discrimination amongst the genders, there is only discrimination between the castes. Of which I believe there are two: warriors and everyone else. Though there seemed to be an extra level of deference given to elders, but they have no defined caste of their own.

I also noticed that multiples seemed to be quite common. Almost everyone seemed to be a twin or triplet of some kind.

Similar to goliaths, orcs love to fight and compete. But the orcs live in much more forgiving conditions than the goliaths of Aukrin, so they need not battle against their environment. Instead they battle against each other, neighboring tribes, and local towns. This is what has earned them their brutal and savage reputation, but I can assure that outside of battle they are quite different.

Examples of Names: Keth Elk (their "last names" are their tribe names), Gorvash Elk, Gatsha Shark, Fanya Owlbear, Zithu Lion, Velaki Eagle, Kruj Python, Rorgah Owlbear, Tarak Lion, Krusk Shark.

Tieflings

All of the fear I mistakenly felt with the orcs was found in the tieflings of Karinos. Surely not all members of this ancestry are like the ones I spent time with, but it was terrifying to see them in their natural environments. Those found among us must be putting on a good show or hiding part of their true nature...

They observe frequent rituals to Bane, the god of hell, where they consume blood and flesh. Sometimes of animals, sometimes of other sentient ancestries, occasionally even other tieflings. It was horrific. Luckily, as an outsider, I was forbidden from taking part.

They were incredibly xenophobic, wanting nothing to do with the outside world and feeling superior in every way to the other ancestries of Antar. This attitude could be found even in their youngest, hornless members.

They proudly boast of their origins as servants of Bane on the Material Plane and their kinship with the demons and devils of old. I spent very little time among them out of fear for my life. More than one made a comment about consuming me in a ritual. I understand now their decades long war with Balusk. Hopefully Queen Negoshka can continue to keep them contained behind their mountains.

Note: This is not a call for violence upon tieflings of all shades. It is possible that some may feel what happens in Karinos horrific and choose to leave (as I feel they should), but it is still best to regard even the most friendly tiefling with caution. You never know when they will want to consume your flesh...

Examples of Names: Malice, Damaia, Aemir, Akmenos, Damakos, Dispair, Torment, Morthos, Kairon, Wrath.

Overview of the Nations

The West

Krell

Krell is the perfect place for adventurers to start their questing; multi-cultural, political, and constantly at threat from many monsters. Krell is a small nation that formerly belonged to Ranora, but has since won their freedom. It is a hub of individuals from all over Antar, but also a focal point for an unusually large number of catasthrophes. The Krellen people are a thoroughly rugged bunch.

Krell has a tense relationship with Ranora, but enjoys a peaceful alliance with Dellnor and Granash.

Ranora

Historically, Ranora was an unfriendly place for non-Humans. Some pockets of slavery existed there for many centuries, they had many rules and laws that prevented equal treatment for "Nons" as they were called.

Since the reformation of nations caused by Karshimis' devastation, Ranora has reformed somewhat. Instead of instituting prejudiced laws and discriminating against non-Humans, they have simply sought to create a nation of Human culture. The Elves have Belta'Lae, the Goliaths, Aukrin and so on. Non-Goliaths are allowed to live in Aukrin with no prejudice, but it is a thoroughly Goliath nation. Ranora is the same way, just for Humans.

Dellnor

Dellnor is a happy, peaceful place, filled with Halflings and Gnomes living together in harmony. The Halflings cultivate the land, while the Gnomes are left to their tinkering. They exist as the same ancestry with two separate and distinct cultures within them.

Together they form as symbiotic relationship as the Halflings feed the Gnomes and the Gnomes create a construct army to protect the Halflings.

Aukrin

Aukrin is a fierce and wild kingdom of Goliaths. Since Goliaths respect strength most of all, their leader also serves as the general of their armies. Recently, Emperor Ares had led the Goliaths in a conquest of all Antar. However, the appearance of Karshimis, the undead titan, destroyed the Aukrinian Empire.

Now they keep much more to themselves, working once again to establish the safe borders of their nation, having to work actively against the wilderness itself to make Aukrin safe.

Granash

In the rolling hills and plains south of the Ang-Ju mountains, there lies a small nation of Half-Orc horsemen. They are content to keep to themselves, breeding the finest horses in the land and challenging each other to feats of strength and skill. However, when they do go to war, few nations can match the power of Granash's cavalry.

Karinos

Recently, Karinos had undergone a dramatic change led by Nebri the Reformer. However, after Kashimis' devastation, many Tieflings retreated behind their mountains and little has been heard from them since. Rumors of a new leader are beginning to circulate, as well as their potential return to service of Bane. Word of Soul Gems first came from a Tiefling, so they may have originated in Karinos...

Balusk

In the frozen North, Dragonborn reign supreme. Well they would if they could unite under a single banner. Few deny that the Dragonborn would be the complete rulers of Antar if they could simply work together. However, there are so many clans and rival tribes that they cannot find a single leader to follow. All the clan leaders claim supremacy over one another.

A single Queen had risen to power just before Karshimis' arrival. But the turmoil Antar finds itself pluged into now has reset the clock on the Dragonborn reign.

The Dwarven Kingdoms

Having kept to themselves for centuries, the Dwarves under the Broken Spine rose up in the wake of Karshimis. Having largely survived his rule unscathed, they are the most prosperous of all ancestries in Antar.

They are often generous with their newfound position, thankfully. They have begun to build many small cities and outposts ranging all over the surface of the Broken Spine.

Haven

Haven is similar to Krell in that many individuals from all ancestries and creeds are gathered in one place. They are situated in the midst of the break in the Broken Spine. Having guarded the Durzt Wall for centuries, the people of Haven were devastated when Karshimis destroyed it. Now they rebuild it with a fervor, knowing that the safety of the entire West lies on their shoulders.

Rivosh

North of the Talnae Sea, Rivosh is a peaceful agrarian nation. Often considered sheltered by other nations, they have avoided major conflicts and devastation. In their entire history they have never been to war even once, a claim no other nation can make.

However, because of their peace, they are exemplars in every area of agriculture. Even Dellnor admires them for their skill with crops.

The East

Belta'Lae

An Elven nation, Belta'Lae is set in the midst of an immense forest. The Elves keep to themselves mostly, little is known to outsiders, except that the nation hosts many powerful soulcasters. When Belta'Lae enters a field of battle, the scars they leave are upon the very land itself.

Illithain

Illithain is a nation of Half-Elven warriors. They see themselves as one of the main bastions of protection from the evil forces of the Northeast. Their entire society is built around war. A more fearsome military force, few have seen. They are frequently at war with foes from Syndas, Kurthak, and The Cursed Lands.

The Malakesh Desert

Scattered throughout the barren wastelands of the Malakesh Desert are a handful of crystalline cities. Having mastered the art of glass crafting, a collection of Dragonborn settled in the desert and created these glass metropolises. It is also said that their weapons and armor are crafted from the very same material as their cities.


Syndas

Drow are native to the Underdark. Their traitorous and evil ways are known even on the surface. However, sometimes Drow are exiled from their Underdark cities. Most of those Drow live in the caves and tunnels of the Underdark as hermits.

Yet some have come to the surface and formed the nation of Syndas. They exist in an odd twilight, usually more virtuous than their Underdark counterparts, yet more treacherous than any other civilization on the surface of Antar.

Kurthak

A fearsome, savage, and wild nation full of Orcs. They rarely engage in outright warfare with other nations, as they are too busy attacking all the various tribes within Kurthak's borders. Kurthak is the epitome of a savage orc nation and is often to blame for negative Orcish stereotypes.

The Cursed Lands

Few people have ever laid eye on The Cursed Lands and lived to tell the tale. Those who have are often driven mad, spouting stories of shadow, death, and evil. Either way, these lands are a constant supply of all kinds of evil which must be kept at bay lest they consume the whole of Antar.

Credit: Jason Coates

Nations and their Heroes

Krell

Government

Krell is ruled by a single monarch, ruling from the capitol city of The Crater, who serves until death, or in the case of an Elven monarch, for fifty years. A monarch is elected by a simple majority vote from the mayors of the nation's city-states. Krell used to be a warlord state with strong yet fractured groups.

When Krell was established year 761 of the 2nd Age, the founders wished to retain the same feel as the previous state, and so the city-states were created to have strong, distributed power, while giving supreme power to a singular monarch. No monarch in Krell's history has ever served more than two terms.

Krell's current monarch is Queen Talmara II, a human in the 21st year of her reign.

Society and Economy

Krell is fertile breeding ground for adventurers. Few nations can boast as many calamities per annum as Krell, and with such distress, heroes naturally arise to meet them the challenges.

Krell is very multi-cultural. Few ancestries are looked down upon wholesale, although some may experience minor discrimination from isolated individuals, there are no laws in place that are prejudiced against any one ancestry of the civilized nations.

Krell is largely self-sufficient, containing many natural resources. However, their close relationships with Granash and Dellnor allow them to receive food, constructs, and horses in exchange for ore, precious metals, and lumber.

Heroes

Even in its youth, Krell has had a fair number of heroes rise up to save the day. The most famous of which are known as The Dragon Hunters. A band of rag tag heroes who came together to defeat Malachar, the red dragon, and his league of elder dragons. Losing a few friends along the way, the heroes finally managed to vanquish Malachar in his volcanic lair, the Eye of the Abyss, and free Krell from their fell influence.

Their heroism allowed for Krell to have the freedom to establish a formal nation, taking back the land from the wilderness itself.


Ranora

Government

In the wake of Karshimis, Ranora underwent somewhat of a reformation, being leaderless for several decades. A Human named Vandar Amroth was established as the new monarch, despite his past being shrouded in mystery. He rules from the floating city of Andrast. How he will be succeeded is still an unanswered question. There are four lesser noble houses in Ranora: House Ceris, House Selduvar, House Arnor, and House Tor.

These houses help the monarch to rule, acting as lords, barons, counts, dukes, and earls and managing the land for the current monarch.

Legend says that when it was founded, the gods themselves bestowed the Shield of Rend upon the royal family as a divine signal of their right to rule all of Ranora. King Vandar now possesses that Shield.

He has ruled with it for the last 25 years.

Society and Economy

Ranora is an old nation, full of tradition, honor, and history. They are steeped in pride, to the point of arrogance. Established 219 years before the 1st Age as a place for humans to gather with their kind, Ranora remains primarily human. Other ancestries are present and not descriminated against anymore. However Ranoran Humans still take pride in this being a nation of Humans, made by Humans, for Humans and their culture.

Since they have an abundance of natural resources, Ranora technically wants for very little.

Heroes

Ranora has produced many heroes over the centuries since it was established, but few are as revered by the people as Culldano. Late in the 1st Age a lich rose to power within Ranora's boarders. Crops would not grow and everything in the nation seemed to wither, including the peoples' spirits.

Culldano was the crown prince at the time, he picked up his sword and ventured forth to find and slay the lich. After many hardships, he was eventually successful in his endeavor. It cost him the life of his best friend, but in the end it was a small price to pay for the salvation of his nation.

Dellnor

Government

The government of Dellnor is a strange one to many outsiders. They do not have a singular, central ruling system. Rather, they are simply a collection of shires and provinces all operating independently. However, when time comes for war, they unite together as a singular people.

Society and Economy

A peaceful, agrarian society, Dellnor is home to the most joyful people in the land. Halflings and Gnomes are some of the most welcoming people, other ancestries feel more than welcome in their lands. However, a peaceful life is not for all, if you do not abide by their strictly non-violent laws, you will be removed from society. Also, the small doors and low ceilings are more than many creatures can tolerate.

The people of Dellnor usually export food and Gnomish inventions in exchange for precious metals and other resources not found within their borders.

The Halflings and Gnomes worship many gods, but it is Avandra who truly holds their hearts.

Heroes

Early in the 2nd Age, a beholder by the name of K'Ndass began to devastate the countryside of Dellnor. He sought to bend all to his will; those who would not bend, he would break.

In response to his tyranny, a young Halfling named Melvina Mossblade left Dellor to quest for the Blade of Luck. After years of searching, she found the blade, returned to her homeland and struck down K'Ndass once and for all. To this day, when Halfling children play, they pretend they are Melvina Mossblade, Savior of Dellnor.

Aukrin

Government

After the downfall of the great Aukrinian Empire spanning the majority of Antar, the Goliaths of Aukrin retreated back within their borders. After Karshimis' rule, their once proud and mighty civilization had fallen quite far.

They still revere combat and competition, so they started selecting their rulers by the winner of a great competition. Fighting, running, weight lifting, strategy, and games of skill are all part of the fierce competition, the winner of which becomes the new king of Aukrin until death.

The position is currently held by Phentheras The Swift who has been king for the last decade.

Society and Economy

Competitive to a fault, the Goliaths consider feats of strength, athletics, and physical prowess to be the most impressive things a person can do. Their society holds no discrimination for any other ancestries, however they do discriminate against any individual who is physically weak. Goliath or not, if you cannot prove your prowess in some capacity, preferable martial, you are not worthy of belonging to Aukrin.

Aukrin does not do much trade with other nations, prefering to live and die on their own resources.

The people of Aukrin worship many gods, but it is Kord who holds the chief place of awe in their hearts.

Heroes

Of course Emperor Ares is held in high regard. His conquest of Antar remains unparalleled and is considered a feat for the ages by the Goliath.

However, those of a religious bent highly revere Maccus Caradoc, the first Storm Warrior. The role he played in the defeat of Karshimis lives on in legend despite his passing. The title and role of Storm Warrior is now almost as highly revered as that of King.

Granash

Government

The horse-riding Half-Orcs of Granash have been a monarchy since year 28 of the 1st Age. The people collectively decide upon a new monarch after the previous one dies. Often, but not always, choosing a relative of the deceased monarch.

The current ruler is King Krath the Swift and he has held his throne for just 4 years. He rules from the mighty city of Kethtah.

Society and Culture

Horses are revered in Granash, an offense against a horse is considered the same as against a Half-Orc. Because of their Orcish nature, they are often feared by outsiders. More people shun Granash than Granash shuns. They are an overall very welcoming people if you are willing to pay their horses the respect required.

Their exports are some of the finest horses in Antar, while they import various types of food they cannot grow as well as metals for their equipment.

They usually worship Kord, though some choose to worship Bane's demigod Gruumsh, patron of Orcs.

Heroes

Kregore is a hero revered in Granash from before they even existed as a nation. He and some other heroes were hired by a council of elders to defeat Marcus, an evil mage who desired to harness all magic for himself. The ensuing explosion cost Kregore his life and caused the formation of The Crater itself, but saved the known world from magical imprisonment.

All Granash children know of Kregore's allies, Kul'daros and The Raven, but it is Kregore who holds their hearts.

Karinos

Government

Karinos had reformed and become a democratic theocracy. However, Bane has since exercised his influence over the nation once again. A reversion to the old ways is sure to follow...

Society and Economy

They are a hostile and xenophobic people. They keep to themselves for the most part. Very little news has escaped Karinos since the defeat of Karshimis. No one knows how the country fares.

Their previous trade routes and agreements have been erased. They are a people cut off.

Heroes

Heroes? Anyone considered a hero in Karinos would be known as a terrible villain elsewhere.

Balusk

Government

Balusk consists of many tribes, states, and factions spread across the frozen Northlands. Previously, they had started to unite behind a single Queen. However, since Karshimis' destruction, the fractured society of Balusk has returned.

If they were to unite, they'd be the most formidable nation, at least in the West. However, they have no central leadership to speak of at this point in history.

Society and Economy

The Dragonborn were the third beings ever created after dragons and the Grey Elves, they are an old and powerful ancestry. They have lived in the Northlands since before recorded history. However, Balusk was officially formed in year 432 of the 1st Age. They are a tough, proud, and honorable people. Almost exclusive a matriarchy, Dragonborn females play nearly all the crucial leadership roles in Balusk.

They have no particular favoritism towards any other ancestries, though they do respect Elves more than most. Tieflings however are the least trusted of any ancestry. The nation to their west has long since been a hereditary enemy. Though that remains less true the further east you go. Tieflings are not attacked or anything, however they are regarded with heavy suspicion.

They have open trade with many nations as they use the sea to travel wherever they please. However, since they have all the natural resources they need, the trade routes are more out of a desire to distribute technology and advancement rather than out of necessity.

They almost exlusive worship Bahamut, with very small sects honoring Tiamat in relative secret.

Heroes

The people of Balusk revere many heroes from their past. They have plenty of heroic and storied champions to choose from, but most would say Malakai is their favorite. He took a boat, sailed by himself to Dragon's Head, and stole a Gold Dragon's egg for himself. The egg hatched for him and fought by his side for the rest of his life.

The sheer gall and bravery of this story captures the hearts of many Dragonborn in Balusk. They even rumor that the Gold Dragon is still alive today, protecting the Northern Lands from any Chromatics who would harm the people there.

The Dwarven Kingdoms

Government

Very little is known about The Dwarven Kingdoms by outsiders. They guard their secrets carefully. The handful of traders who have traveled outside of the mountain kingdoms do mention kings, so a monarchy is assumed. However, who the ruler is and how long they have held power is a complete mystery.

Society and Economy

Dwarves are a gruff and boisterous people. They enjoy drink and merriment more than most, but are intensely guarded against outsiders. Their shunning of others does not seem related to any discrimination, but to a desire to keep to kith and kin. Of late, they have been growing more prevelant on the surface. Since the defeat of Karshimis they have established many small towns and outposts on the surface of the Broken Spine. However their true nation stays buried within the mountains, hidden from outsiders.

They trade frequently with the nation of Haven and occasionally with the Dragonborn in The Malakesh Desert. They come out of both the north and the south halves of The Broken Spine when they do emerge. Some believe the Dwarves have created a network of tunnels under and between the two mountain ranges so they never have to surface if they don't want to. Their trade consists of gems, ores, metals, and items of beautiful craftmanship. They usually ask for various types of food in return of their labors.

Little is known about the worship of Dwarves, though they often have symbols of Moradin adoring their armor and clothes.

Heroes

The story of only one hero has circulated outside of The Broken Spine. If you press a Dwarf for any other legend or champion they will brush you off and tell you, once again, of the tale of Gravis. As the Dwarves tell it, once the other ancestries began crowding the surface, the Dwarves looked for sanctuary under the mountains of The Broken Spine. However, Hill and Ice Giants covered the peaks. The two groups could not live in harmony, so Gravis went off and discovered the Hammer of Giantsbane, made by Moradin himself, then used it to slay all of the giants. Thus creating a safe haven for his people for all time.

At least, that's how the Dwarves tell it.

Haven

Government

Haven is governed by a council of 7 elders. The elders represent the wishes of the people as best they can. All their meetings are documented and publically released. If the people of Haven believe that an elder or the entire group of elders does not represent their interests fully, the elders can be removed from office by the people.

This happens very infrequently, the people of Haven elect wise and honorable elders to power.

The elders then pass down their judgments and decisions to various organizations that carry out the actual bureaucracy of governing.

Society and Economy

Haven is possibly the single most diverse nation in Antar. Every ancestry is represented in their lands, even a handful of Tieflings and Dwarves. They operate in harmony together by holding the well-being of Haven above their own. They are also united in the effort of rebuilding the Durzt Wall which runs the entire length of the gap between the north and south halves of The Broken Spine. If the evil forces in the east muster their strength before the wall gets rebuilt, the civilized world could be lost completely.

They, like Balusk trade with every nation in an effort to maintain good relations and share advancements. Being landlocked makes it harder for them trade with more distant nations, but they still make the effort.

The entire pantheon of gods is worshiped in Haven, but most followers are only half-hearted in their servitude of their deity.

Heroes

Once, before the nations were formed, the people of the world were on the brink of a world war with each other. A bard named Kentari from what is now known as Haven, traveled out to all the different factions and brokered a peace.

When others were certain blood would be spilled across the continent, Kentari saved the day. Hundreds of thousands of lives were likely spared by that human and he is revered in Haven for his diplomacy, quick wit under pressure, and silver tongue.


Rivosh

Government

The government of Rivosh most resembles that of Dellnor. Because they are sheltered on both North and South by The Broken Spine and the Talnae Sea respectively, they are a peaceful agrarian society. They have no central government or leadership. People simply live and farm together in harmony.

Society and Economy

They generously export food to other nations, mainly Belta'Lae, in exchange for magical tools. They have little to no magicians within their borders as they have little use for them. Rivosh has many ancestries living alongside one another, but humans stand apart as the most common by a large margin.

Pelor and Corellon are revered above all other deities within Rivosh.

Heroes

Rivosh sadly has no notable heroes. Nothing dangerous or catastrophic ever happens in or around Rivosh, so heroes are not necessary.

Belta'Lae

Government

The 3 noble houses of Belta'Lae comprise the leadership of the nation. They serve as a council that handles major decisions for their country. However, Elves bestow a great amount of personal responsibility on individuals for their actions, so this council only handles the largest of matters. Most things are dealt with on a much smaller level. The noble houses are: House Delrima, House Sil'tari, and House Tinsae.

Society and Economy

The Elves of Belta'Lae are a slow moving people. Their near millenia lifespans gives them a perspective on events that no other ancestry has. As a result, their intolerance for the flippant nature of other ancestries is often reciprocated.

They usually keep to themselves, prefering to study slower moving subjects such as nature and the arcane arts.

Most Elves worship Corellon and Ioun equally. They seek the balance in the freedom of nature and the rigidity of scholarly study.

Heroes

One of the two times the Demon Prince Orcus managed to unleash his fury upon the Material Plane, he was met with the Elven twins Ven'tia and Van'sart. The twins, utilizing all their experience and teamwork managed to drive Orcus back from whence he came.

These two are honored in Elven tradition within Belta'Lae as being their most celebrated heroes. Their lives are used as an object lesson for many young Elves to teach them that where one Elf may fail, two may succeed.

Illithain

Government

Similar to Aukrin, the nation of Illithain is governed by their top general. However, instead of a culture of built around competitions of physical prowess, Illithain's society revolves around the ever-present threats from the North. A strong military government is necessary for their survival. They were established as a nation in year 132 of the 2nd Age after Half-Elves decided to leave Belta'Lae and form their own nation.

The current general of Illithain is Telsuth Vendari and he has led his people for 63 years, having survived the reign of Karshimis.

Society and Economy

Every member of their society is required to serve some period of time in the military, and all citizens remain in the reserve forces. The Cursed Lands, Syndas, and Kurthak all pose terrible threats to the nations and Illithain is the first line of defense. The most skilled of warriors ride fearsome giffons into battle, striking terror into the hearts of their foes.

Many nations trade favorably with Illithain as an act of gratitude for the protection they provide. Illithain needs food and metals for forging weaponry. They do manage to export fish to inland nations in exchange for what they require.

Heroes

The people of Illithain share many stories around Winter fires. In a country that has only been at peace for a total of 3 years since its establishing, many champions rise to meet the constant dangers.

However, one name rises above the others: Synor. The nation of Syndas had discovered Lolth's Talisman of Ultimate Evil and were using it to decimate the people of Illithain. Synor managed to steal the Talisman from the Drow and hide the artifact deep in The Shadowfell. Recognizing his character, The Raven Queen bestowed the status of demigod upon Synor. He still walks The Shadowfell as fearsome guardian of the realm, occasionally traveling to the Material Plane on The Raven Queen's bidding.


The Malakesh Desert

Government

The government within The Malakesh Desert is a misnomer. In reality, rather than being one singular nation, the populations are contained within isolated city-states. Each city-state is independently governed, usually by a single leader or a council of elders.

Society and Economy

Dragonborn glass smiths comprise much the population of these city-states. They have learned to craft glass into entire buildings, sets of armor, and weaponry. They have found a way to use their flame breath to temper the glass to a hardness beyond any other.

They export their specialty equipment in exchange for the pleathora of goods not found in the harsh climate of the desert.

Heroes

The heroes of the land vary depending on which city you are in. Some will tell you of the champion Sveita Res who battled the brown dragons for control of the dunes. Some will recount the story of Brint the Curious who awoke and defeated an undead mummy lord deep in the heart of the desert. But all agree that unless a hero fights with Malakesan Steel, they are not worthy of reknown.

The Planes of Existence

There are five planes of existence: The Material Plane, The Astral Sea, The Abyss, The Feywild, and The Shadowfell. Each one has a distinct temperment, however only the Material Plane is suitable for permanent residence of mortal humanoids.

The Material Plane is the one almost all mortal being inhabit, it is Antar. We shall specifically be examining the other four planes in this section.

The Astral Sea

Home of angels, archons, celestials, and the good deities, The Astral Sea is what most beings think of when they imagine a heaven. Specifically the nation of Elysium found on The Astral Sea. This is the home of the benevolent gods themselves.

However, the infinite purple waters hold many dangers apart from just the gods. Woe betide to anyone who travels the Astral Sea carelessly.

Only the most virtuous of souls ever win enough favor with their gods to travel to The Astral Sea after leaving their mortal bodies.

Ghenna

A burning inferno of devils and demons, The Abyss and the Nine Hells, both held within Ghenna, are the stuff of nightmares. It is a slow, downward spiral toward a black mote of utter annihilation. Like a maelstrom that draws ocean vessels into the watery depths, The Abyss is a swirling vortex of destruction, dragging down everything toward its heart.

Each layer is a microcosm of terror, presenting a different face. The further you descend into The Abyss, the further you stray from your sanity and goodness. The Abyss works to destroy its inhabitants with a passion and tenacity that might be best described as sentient.

Each layer is ruled by one or more powerful demons and their dark forces. Any wretched souls that find their way to the ninth and final layer are met by the terrifying Demon Prince himself: Orcus.

Orcus constantly tries to grow his power to a state where he can escape his bonds to The Abyss and be unleashed upon the Material Plane. He has only escaped twice in all of history, but his threat is ever-present.

The Abyss's pure chaos has a counterpart in another realm of Ghenna called the Nine Hells.

By contrast to The Abyss, the Nine Hells are very ordered and rigid. Each layer is presided over by a different Archdevil, called the Archdukes or the Lord of the Nine.

The River Styx is the only thing The Abyss and the Nine Hells have in common. The headwaters are found somewhere in the bleak mountains of Ghenna with two paths running from it, one to The Abyss, and one to the Nine Hells. For each, the Styx is the only viable way to travel between layers.

The most evil, vile creatures find their way to Ghenna for eternity.

The Feywild

The Feywild, sometimes known as the Plane of Faerie is a verdant, wild twin of the mortal realm. Towering forests sprawl for a thousand leagues. Perfect amber praries roll between pristine mountain peaks soaring into the flawless clouds. In this world, arcane power thrums through every tree and rock. All existence is magical. The creatures native to the Feywild are all charged with the mystic energy of this plane.

Like the land around them, the fey who inhabit this plane run to extremes. Good fey are noble and just, protectors of the natural world and those mortals they choose to show favor to. Evil fey are dark instinct unleashed, all blood and claw and rage. The creatures of The Feywild can be kind, cruel, noble, monstrous, and savage -- often all at the same time.

They Feywild is particularly dangerous for those native to the Material Plane. They often find themselves lost in its wonders for longer than they intended...

The Feywild is ruled by Corellon and his Court of Arcadia. They roam the lands and maintain the balance and purity of nature.

The Shadowfell

The Shadowfell is a dark echo of the mortal world, a twilight realm that exists "on the other side". The Shadowfell is more than just a mirror, dark and twisted as it is. This plane is the destination of souls loosed from their bodies. It is the domain of the dead, the final stage of the soul's journey before moving on to the unknown. For this reason, The Shadowfell draws the attention of any with an interest in death. The power and allure of this place even drew The Raven Queen from the Astral Sea and bade her take residence among the spirits, to govern them, and to monitor their movements as they await the inexorable pull of dissoultion.

It is a place of shadow, emptiness, and of mind-rending visions. Any living creature foolish enough to wander into this twisted domain will surely not survive long enough to return to the Mortal Plane.

Landmarks of Antar

The four lonely summits

Antar hosts four lone mountain peaks, each of an unusual nature. They are planar rifts, gateways to planes beyond the Material. These four portals are unstable, but have existed for as long as anyone can remember.

Arapex

To the Northwest lies Arapex, the gateway to the Astral Sea where celestials abound. Arapex is surrounded by angels and archons who defend the peak from any who would try to gain access.

Legend says that a great trove of powerful artifacts are stored near the peak from adventurers who tried, and failed, to reach the summit. However, scholars almost universally agree that these accounts are exaggerated at best.

Malarin

To the Southwest lies Malarin, the portal between our world and the Ghenna itself. Demons and devils alike crawl all over the mountain. Fortunately, they rarely stray from the cliffs by more than a few miles.

Some say that is because they have been ordered by a higher power not to leave. Some believe that they will lose their power and begin to decay if they roam too far from their hellish abode. None are certain of the cause of their tether, but all are grateful for it.

The Emerald Spire

To the Southeast lies The Emerald Spire. This mountain serves an a connection point to the Feywild. Belta'Lae's proximity to the mount is no conincidence. The Elves revere the Feywild and stay close to the mountain out of respect for their fey kin.

Elves are seemingly unaffected by the summit, but many a human has been known to lose their mind simply by wandering too close to the Faerie peak.

Ruin

To the Northeast, within The Curse Lands, lies Ruin. None have ever survived a climb to its summit, so none know where it is connected to. However, many scholars reason that it is connected to the last known plane of existance: The Shadowfell. Which would explain the evil, shadowed denizens of The Cursed Lands.

A small collection of mages theorize that Ruin was once a gateway that could be used to travel anywhere in Antar, yet was corrupted and claimed by The Shadowfell. However, all attempts to explore this theory or rid Ruin of The Shadowfell's influence have failed miserably.


The Islands of Antar

There are many islands surrounding the continent of Antar. Most of them are small and abandoned. Some are inhabited by pirates, hermits, or unnatural beasts. But there are two that stand apart from the rest: Dragon's Head and Vurtak

Dragon's Head

Dragon's Head earned its name for two reasons. First, its outline is vaguely reminiscent of a dragon's head. Second, because it is, quite literally, crawling with dragons. There are more dragons, wyverns, and wrymlings per square mile on Dragon's Head than there are humanoids in any nation on Antar. Most are young, but there are dozens of ancient dragons roaming the lands of the large isle.

By all accounts, the land is split between the metallic and chromatic dragons with a schorched wasteland dividing them, but few explorers have ventured deep into the island to fully survey it. So any mysteries contained within are kept by the dragons.

Vurtak

An island untouched by time and civilization. People have not managed to tame the wilds of Vurtak since creation. Wandering, uncivilized tribes are the only humanoids who manage to survive the island's perils.

Terror lizards, wyverns, and yuan-ti are just a few of the dangerous denizens to wander this place.

Forgotten ruins, wild magic, and untold hidden treasures lie in wait for any people brave and stupid enough to think they can tame this savage land.

Dreshmoore

Dreshmoore is a massive swamp that stretches almost the entirety from Belta'Lae's western border to Krell's eastern. Once a fertile ground which boasted the great capitol of the Grey Elves, the land is now a fetid bog inhabited by lizardfolk and their ilk.

They savagely defend their borders and few have ever traveled deep into their lands. Occasionally they attempt to expand their lands beyond the marshes, but without fail are driven back.

The Veil

Between Illithain, Belta'Lae, and the Talnae Sea lies a large, dark forest. The Elves of the region call it The Veil. For centuries the Elves of Belta'Lae attempted to tame the woods and bring it into their fold, but it seemed the forest actively resisted them. The mysteries within seems to actively resist any attempt to codify or understand it.

It is known to be a place of great peril. Even exploring the forest is the height of folly. The Fey of the area have taken to simply guarding the borders so none may accidentally wander into its fold.


The Broken Spine

An enormous mountain range divides Antar in half. Said to be the actual spine of a titan slain by the gods before time, these peaks divide the East and West. Dwarves live in both the northern and southern regions of the spine, having established a kingdom under the mountains many thousands of years ago.

The mountain range is vital to the survival of the way of life for the Western nations. They are protected from the evil that dwells in the East by a natural barrier. The only gap in the mountain range is guarded by the nation of Haven and is an almost constant battleground.

Dwemlach

To the West of the Northern half of the Broken Spine lies a massive inland sea which the locals call Dwemlach. The emerald waters appear tranquil and inviting, but below the surface are terrible secrets. A place of sea monsters, triton, and unknown mysteries, the sea is as dangerous as it is enigmatic.

Some claim the waters contain a healing power if you can only eat some of the weeds growing in the deepest trenches, but few survive a trip out to the middle of the sea. Locals occasionally fish near the coastline, but almost never venture out into the unknown depths of the waters of Dwemlach.