General Overview

Corsor is a lush verdant continent filled with large rainforests, mountains and hills. Many civilisation have risen here most of which have long since passed into the annals of history. The land is largely populated by Humans, though the Celestial descendants of the fallen Deva are not uncommon in the south. Orcs and Lizardfolk have begun to make up the majority of the population in the north. Various tribes and clans of goblins, half-giants wander in the wild rainforests. Off the western coast the Tabaxi live among their own kind.

The Nations of Corsor

The Dominion

The Dominion is a nation consisting of mostly humans, though many of the other races of Corsor are found here. They are ruled by a council of three hereditary nobles supposedly the descendants of the fallen Deva who millennia ago aided in wiping out the infernal presence on the continent although many of the other Aasimar within the Dominion make the same claim.

The Dominion covers the majority of the southern parts of the continent and the largest amount of landmass. The towns and cities are widely spread out with most of the armed forces currently located in the northern Fort Laham, in an attempt to discourage any more attacks by the orcs from the north. Goblin clans roam the lands freely some under the command of the larger Hobgoblins or Bugbear cousins. Cowards, deserters and members of defeated Orc warbands and their Lizardfolk subordinates have attempted to settle in the north – much to the dismay of the Humans who live nearby. Nomadic Tabaxi clans from the Oosin Borderlands are often found making their temporary home on the western coast of the Dominion's land. Those who carry the blood of the infernals that once had dominion over these lands are looked upon with suspicion and hostility, though the people of the Dominion are long past purging them from existence.

Current High Council of the Dominion

The current High Council of the Dominion consist of three of the descendants of the bloodlines of the original three highest ranked fallen celestials from the time of Redemption. They are responsible for the overall well-being of the nation, each also has responsibility directly to the people of the town or city for which the were made Lord or Lady. However, they will often delegate these tasks to their counts and barons who run the day to day affairs of state and deal with the common people.

Among the Aasimar nobility there have been centuries of countless arguments about which family lines are the true descendants of the highest three Celestials of old and which nobles should really have the power of making decisions for the nation.

Lord Gavriel Kasdiel
Lady Seriel Gavran
Lord Ryanem Jopha

Kingdom of Beleroth

The Kingdom of Beleroth named for its ancient King, now fallen to the largest warband of orcs ever to be united in the history of Corsor. The warband led by Warlord Agduk was formed from multiple smaller tribes of orcs and lizardfolk.

The war between the settled humans of Beleroth and the Bloodbone warband last a total of twenty years. The landscape of the kingdom was left devastated. Many of the humans that once resided within the kingdom fled to their southern neighbour seeking refuge, while others stayed and hide in the jungles committing minor acts of resistance to the occupying orcish forces. Eleven years since the fall of Beleroth and still the Bloodbone warband tests the border defences of the Dominion on an almost annual basis, many of their troops taking great pleasure in the slaughter and chaos that usually ensues.

Goliath tribes are found in the north and eastern parts of the kingdom’s territory – as yet they have not been incorporated to the warband nor defeated by them. There are small goblin clans scattered throughout the kingdom that generally attempt at avoid conflict with the warband in any way they can including pledging their loyalty.

Warband Leadership

Warlord Agduk ensured the loyalty of his conquered warbands by executing their former warlords and chiefs, appointing a new chief to lead them from their own warrior ranks. Now that he has proven that he was truly able to vanquish the humans of the land he has taken to calling himself Adguk the Vanquisher. The chiefs he has appointed still vie to prove that they should be his most trusted lieutenant by conducting various raids on the Dominion and Borderlands.

Warlord Agduk
Chief Lurtzog
Chief Orkil
Chief Gora
Chief Batar

Oosin Borderlands

The Oosin Borderlands can only truly be described as a nation in the loosest possible terms. The name itself was given to the region by the Dominion, the Tabaxi that live there simply refer to themselves as the ‘Twelve Clans' to this day the majority of inhabitants of the Oosin archipelago live a nomadic lifestyle with their own clan. A small minority have settled in the three permanent camps, although these camps grow and shrink depending on which tribes are current resting there. The camps of the clans are the closest thing the Tabaxi have to villages or towns.

The clans for the most part have no form of overall government instead each clan relies on a council of elders advised by the clans’ mystics to guide them. Only in times of external war do the clans form a council consisting of representatives from all twelve of the clans. Such war councils are a rare occurrence within the Borderlands, as often the conflicts are internal and minor.

The largest concentration of Tabaxi are found in the Oosin archipelago, though some clans have been known to temporarily settle on the western coast of the Dominion's lands. Younger members of the Twelve Clans can be found throughout the Dominion undergoing their Journey the rite of passage into adulthood among the clans. As well as the Tabaxi it is not uncommon to find Humans, Aasimar and Half-orcs in the camps of the Twelve Clans often as merchants and traders, though some are seeking to be inducted into the mystic ways of the clans.

The War Council of the Twelve Clans

Only in times of external war and extreme threat does the war council of the Twelve Clans assemble. Each of the twelve clans sends two representatives one an elder of the clan and the other one of the clans’ mystics. During such times all of the clans agree to work together suspending current hostilities between them, to the best of their ability and allowing their warirors to take instruction directly from the war council.

Outside of these occasins the elders of the Twelve Clans meet once every five years to discuss issues and deals that will effect all of their clans and keep each other up to date on the current affairs that are occuring within their clan.

The Republic of Turia

More properly called the Theocratic Republic of Turia founded after the fall of the Second Kingdom by devotees of the Exile’s path. As such it’s population is comprised mostly of Aasimar and Humans but unlike its northern neighbour there are few lizardfolk or exiled orcs to be found here. Occasionally in the port cities a Triton will emerge from the their home in the Vortex but even here they are very rare.

Turia is a nation founded and still to this day run by those who follow the Exile’s path meaning that the people have managed to hold onto a few of the old ways. This includes a small group that have kept the knowledge of artificing and alchemy alive. The majority of magical items currently in use in the world that were not discovered by adventurers were likely created by a member of the Turian artificers guild; the members of which are often found out seeking old lost relics to improve their working knowledge.

The republic is governed by the Patriarch and his council of ministers, aided by the exiled ones – the priesthood of the exile who have dedicated their lives to studying his gifts. The priesthood regulate the licensing of alchemist and artificers within the nation and ensure that the magic which caused the downfall of the second kingdom remains lost to time. Outside of the priesthood and the artificers guild the study of magic is strictly forbidden.

The Nations of the Otherlands

The Elven Realms of Shyrlond

Shyrlond is the collective name given to the various Elven Realms of the southern continent although all the various realms each have their own names and are in no way united behind any single leadership. The realms stretch through a few different environments; from the verdant forest to the coastal high elven cities. Rarely do the various elves leave their own communities, although a small elven presence is felt within the capital of the Dominion where the elves live in one of the upper-tiers of the city behind their walls. The Elven Realms have so far managed to drive back the few attempted raids of the northern orcs and prevented the warband from establishing a foothold in their lands.

There are at least three known high elven realms each presided over by a number of elven lords. These realms vary in their approach to the outside world with only one openly interacting with nations including the Dominion to the point of having established the Elven Gardens within the capital of Dorwine.

Outside of the High Elven cities lie the forests of the Wood Elves and Fey creatures. While the wood elves hold onto the traditional ways of the elves they tend to be more welcoming to outsiders – as long as the newcomers do not pose a threat and respect their ways. It is much more likely to find a Wood Elf adventurer than to find a High Elf engaged in the adventuring profession.

The Dwarven Holds of Negdahn

Located in the foothills and dug into the mountainside of the Frostspire Peaks lie the Dwarven Holds of Negdahn. While once the holds were in a constant state of war with the High Elves of Shyrlond the fighting has subsided and an uneasy truce has been established. The dwarves of Negdahn have established trade routes with the nations of Corsor and it is becoming a not too uncommon sight to see Dwarven smiths, armourers and merchants pedalling their wares on the other continent of the world. Some of them have even settled down and made their homes in the city of Dorwine the capitol of the Dominion.

The dwarves of Negdahn are known for their ability to craft sturdy armour and heavy bludgeoning weaponry, as well as their near obsession with fine gems and minerals. Those that live in the mountain holds work as miners, smiths, armourers and soldiers living alongside the nobility. While the dwarves of the foothills serve as farmers, herders, traders and builders.

Throughout Negdahn worship of the Dwarven gods is common place, though more so in the mountain holds were shrines to Moradin are frequently found near the forges. However, in the village and towns in the foothills there are still some that cling to the old ways and worship the natural world in all its splendour.

Kingdom of Veidus

Also known as the Kingdom of the Cloud Giants by outsiders, the Veidus family are indeed a family of Cloud Giants who rule the kingdom from their ancient floating cloud castle. Centuries ago the Human and Goliath tribes of the tundra were in a perpetual state of raiding each other enslaving the other that if it continued would eventually result in their destruction. The benevolent cloud giant Veidus seeing this took pity on the small folk and set out to aid them. In a clear break with the ordning.

The giant and his family set to work in pacifying and uniting the tribes under a single kingdom – theirs. The cloud giants strength was unmatched by the small folk and within a matter of years they were subdued for the most part. Many years have passed and those that live under King Veidus and his family’s rule have adopted a system similar to the giant’s ordning. The farmers, fishermen and gathers at the bottom, above them the artisans, then the berserkers and sailors and just below the noble cloud giants are the smiths and warriors. Vedian’s even when dealing with other cultures apply their own system which often causes problems.

There are still humans and goliaths living in tribes in the tundra alongside the vicious frost giants who are known to sail the seas in their giant greatships in order to pillage and raid coastal lands under the cover of the mists. However, the Veidian people consider themselves strong enough to face any challenge as long as they have the backing of the cloud giants who rule over the lands.



The Aasimar of Corsor claim to be descended from the fallen Deva that formed the first Kindgom. These angelic beings procreated over the centuries with a multitude of humans, each of these unions giving birth to at least one child with celestial blood running through their veins. As the generations passed a number of these celestial-born started to lose touch with their spiritual sides in part because their bloodlines had become so diluted with humans that it was harder to distinguish between the two races.

The nobility of the Dominion is still mostly formed of those who are descended from one of these celestial beings. Among them a few even hear the words of an angelic guide from a young age though even those that do possess this blessing do not always listen to the advice the receive.


There are some among the Aasimar that hear the voice of their angelic guides most clearly, calling up on them to aid mankind and bring justice to the world. They are drawn to the life of an adventurer to help right the wrongs of the world when they have run out of other options.


Also called the Faceless Ones due to the fact that they are often seen wearing masks sculpted to perfectly fit their face. Like their protector cousins they hear the voice of an angelic guide. However, they feel so compelled to remove evil from the world that they are almost overwhelmed by their senses. Those that follow this path usually give up all claims to land and title with the understanding that their life is likely to be cut short by their constant battle with the forces of evil.

Descendant (DMG)

Then there are those whose ancestors may have been blessed enough to hear the voice of a guide. However, that blessing has long since left them and all that remains is the bloodline of a celestial being. Those that are simply descendants are usually born into families are distantly related to the current nobility though the link is so far removed that they are simply commoners. Most of these Aasimar simply get on with a normal life, though some seeking to win favour with the angelic guides set out on dangerous journies in often ill-fated attempts to prove themselves.


Those that have not only ignored the voice of their guides but gone out of their way to do the exact opposite are known as the Fallen, they are hardly ever seen as when discovered they are ruthlessly hunted down by the Scourge. They are seen as almost the ultimate evil having betrayed everything that makes them who they are.


Dwarves are native to the Otherlands (or as they call them Negdahn) in the regions contain the Frostspire Peaks where the Negdahn Holds are located as well as the surrounding foothills where there are a number of small towns and villages. They are occasionally found in other areas of the world with a thriving community in the Dwarven District of Dorwine the capitol of the Dominion having been established in recent years.

Those that have venture away from their homelands have usually become smiths, armourers or merchants though it is not unheard of for them to seek adventure and thus take up the adventurers life - if only for a few years.


Those that live in the foothills surrounding the Frostspire peaks and the mountain holds of Negdahn are called Hill dwarves by outsiders. They make up the farmers, hunters, gathers, tailors and a significant number of the merchants and sailors of the nation. Whereas the Dwarves in the mountains almost always follow the Dwarven gods a large number of those out in the villages and towns still cling to the old ways a revere the natural world.

A small number of Hill Dwarves are found living in the Dwarven district of Dorwive acting as merchants, innkeepers and dockworkers.


The smiths, armourers, soldiers and nobility of the Negdahn holds are what outsiders refer to as mountain Dwarves due to the fact they live in large cities and towns built into the side of the Frostspire peaks. There are those that venture forth from their mountain homes in search of adventure or in many cases a new source of wealth - be it gold, minerals or gemstones.

Some of the smiths and armourers who couldn't make it inside the holds have left to make a name for themselves in the Dominion with the establishment of the Dwarven district in the capitol of Dorwine in recent years.


Native to the Otherlands (which they call Shyrlond) the long lifespan of the elves means they only rarely venture out of their homes. The majority of their race unconcerned with event occurring outside their borders. However, there have been attempts to increase diplomatic relations between the nation of Shyrlond and the Dominion with the Elven Gardens severing as a temporary home for the ambassadors for the various elven nations which make up Shyrlond along with their families.

Occasionally there are elves who deviate from the norm and as such while it might be uncommon it is not truly unusual to find an elf or two adventuring - though those who would be called wood elves tend to be the more common.

The elves worship the elven pantheon which is not really recognised by any outside of Shyrlond with the exception of the Orcish warbands whose religion talks of an ongoing war between the two sets of gods.


The almost xenophobic nature of the high elves has meant not much is known by those they called outsiders. Most of the information gathered on them has come from the few who have taken up residence in the Elven Gardens district of Dorwine or from speaking with the wood elves who can on occasion be found adventuring around Corsor.

They are known to be extremely long lived and control the vast majority of the coastal cities in Shyrlond they forbid the presence of most outsiders allowing within their lands with few exceptions.

The majority of high elves prefer lives within their own cities or in the Elven Gardens behind the Vine Wall in Dorwine locked away from the outside world. They are not as adventurous as their cousins the wood elves. Though as with all people there are those that deviate from the norm, even if they are extremely rare.


Unlike the so called ‘High’ elves who build cities and destroy the environment around them those that are called wood elves build their cities within the natural world. They cling to the old ways of the elven people and see most outsiders as little threat making them more willing to trade and work with other nations. Though the wood-elves control a single coastal city – Amhsari this is one of the few elven settlements members of other races are permitted to visit.

Wood elves are known to be expert archers, hunters, herbalists, alchemists, bowyers and fletchers and younger members of their race often feel a compulsion to head out on an adventure (or four) before finding their place within their society.


A rare mixed pairing between an Aasimar or Human and an elf will almost always produce offspring known as half-elves. The children of two worlds considered to be elves by their non-elven parents and peers and outsiders by the Shyrlondi. Such an individual is not welcomed in many of the elven realms.

These half-elves consider themselves either to belong to the community they were raised in or to belong to neither. Due in large part to this fact they are often found wandering the world in the company of adventurers.


Those that venture deep into the forest and woods of the world will often speak of creatures the size of half-giants that protect the creatures and trees from those seeking to do harm. When they do so they are usually speaking about Firbolgs – the rarely seen half-giants who make it their duty to protect the parts of the natural world that can not protect themselves.

Rarely seen even within the forest it is unusual though not unheard for members of these Firbolg clans to leave their homes in order to protect them. Ever since the severing of the planes they have felt a greater need to protect their homes from the creatures that once inhabited the feywild and shadowfell that have been permanently stranded on the material plane – creature many in the world would rather forget existed.


The vast majority of goblins live among their own kind in small clans hunting small game and occasionally harassing travelling caravans for food, ale and coin. However, being weak willed creatures they are often found doing the dirty work of the Hobgoblin lead hosts – as the lowest ranking members. Those that are not members of either a host or goblin clan for one of many reasons usually find themselves living on the edges of the humanoid societies.

Though there is little acceptance for their kind among the Humans, Aasimar, Elves and Dwarves those goblins that have found themselves living in these communities often find a kind of kinship between themselves as the Tieflings & other outsiders. Many resort to lives of crime finding legitimate work hard to come by while living in the slums of Dorwine and Portsmouth.

There are some among them that find that the only real way to make a living outside of their clans is to become adventurers as not many humanoids are going to miss a goblin should they end up dead – a very real risk for those that take up the profession.


The Goliath clans are widespread being found in the Kingdom of Veidus, the Fallen Kingdom of Beleroth and in the northern mountains of the Dominion. These half-giants were once proud noble warriors, and in many places they still are. However, some have chosen to settle down among the civilized folks of the Dominion.

While many Goliaths still roam their tribal homes whether that is in the mountains of the Dominion and Beleroth or the tundras to the south of Veidus, even those that have made a living for themselves amongst the settled races of the world still cling to a number of the old ways.


A rare mixture of species throughout time, even before the rise of the warbands. Those that do exist usually made their homes in parts of the Kingdom of Beleroth, most of the half-orcs that have been born were brought up by their human parents. They tend to be looked down upon by society as a whole especially since the Kingdom of Beleroth fell to the Orcish warbands.

In recent times the half-orcs along with their human compatriots from the now fallen kingdom have become refugees finding their way to the relatively safety of the Dominion. The natural strength of the half-orcs have meant that many of them have found positions within the military of the Dominion as this is one of the few places they have found any some form of basic acceptance.


The legions have historically been one of the major military forces throughout the known world. Hobgoblins have always formed the bulk of the legions. However, since the fall of Beleroth thirteen years ago the legions forces have been decimated. There are some hobgoblins who remain loyal legionnaires continuing the fight in the fallen kingdom, most though have headed south and formed a loose and temporary alliance with the Dominion.

Warlord Fenic Thaar heads the united legion within the Dominion, for now the wars and differences between the legions have taken a back-seat as a the Bloodbone Warband is a threat to the existence of all hobgoblins. Most of the legion can be found at small camps dotted along the border between the Dominion and the Fallen Kingdom of Beleroth. The higher ranking members currently reside at Fort Laham. Though they reside within the Dominion the legionnaires are still subject to the laws of the legion rather than those of the Dominion.

Members of the legion are on occasion granted leave to aid the forces of the Dominion in blacksmithing, training exercises and intelligence gathering. An adventuring hobgoblin is likely to be either one of these legionnaires or a deserter.


Humans have been found throughout Corsor for most of the known history of the continent. Millennia ago the primitive Humans were enslaved by the infernal beings that ruled the lands. Those native to the area now known as the Dominion had the twelve fallen Deva to assist them in overthrowing their infernal masters. The weakening power of the infernals following their massive defeat in the south allowed the humans of what would become the Kingdom of Beleroth to do the same - although hundreds of years passed between the two events leading to some animosity between the two nations of men.

Humans are now the most populous race in all of Corsor, though their numbers in the Kingdom of Beleroth have significantly dwindled over the last twenty years of war with the orcish warband. Nobody is entirely sure where the humans first originated with some theorizing that they were brought from some far off undiscovered land by the fiends for use as slaves.


These reptilian creatures are predominately known for being experts in building tunnel systems. Those found in the Dominion likely come from the under-cities in the sewers of Dorwine or Portsmouth. They tend to stay underground for the most part having dug out entire sewer systems for the humanoids above them.

The kobolds who remain in the undercities feed upon the thrown away food of those living on the surface. Those that do venture out to the surface world are often treated with disdain. They tend to find some acceptance in the slums of the major cities though this also puts them into contact with the goblins whom they despise though the reason for this hate is unknown even to the kobolds themselves.

Among the kobolds there is a legend that they are descended from some much larger creature, more powerful than anything those living have ever seen. This is often the driving motivation for the adventuring kobolds to head out into the world in search of such a being – though some are simply in it for all the jewels and gold that they might find along the way.


Lizardfolk seem to have originated in the swaps and deserts of Beleroth. The lizardfolk tribes of the swamps were subsumed into the Bloodbone Warband though some of their members choose to leave their homes and head south in the hopes of one day retaking what they had lost. The tribes of the desert resisted the Warband to the best of their ability, many of these tribes were destroyed as a result. However, a few managed to escape and establish themselves in the northern towns of the Dominion.

The lizardfolk can seem rather alien to most other humanoids. There is an underlying hostility between the Belerothi refugees and all lizardfolk although most would be far too intimidated in the presence of one of the lizardfolk to actually say anything to them. Those not from the fallen kingdom simply see the lizardfolk as rather odd creatures but are usually willing to work with them although even a Belerothi would do so if it meant retaking his homeland.


The leopard like Tabaxi are native to the jungles, plains, hills and mountains of the Oosin Borderlands though they are found as far afield as Negdahn and Veidus. This is usually during their Journey when a Tabaxi is leaving childhood and becoming an adult. Though some choose to settle in these lands rather than returning to their clans.

All Tabaxi are members of one of the Twelve Clans by virtue of their birth. The children of a Tabaxi couple are always members of their mothers clan.

The Tabaxi of the Oosin Borderlands are known for their cunning and specialised skills. They are the only people to know the mystical arts well enough to teach them to others. However, the orders of mystics are very particular about who they choose to teach. The trust of the clan and the order itself must be gained before they are willing to pass on their secret knowledge

Tiefling (Variant Only!)

(SCAG pg 118 excluding Winged)

Up until four centuries ago these planetouched humanoids lived in hiding, persecuted by the majority. They first began to appear before the Redemption born as the children of those humans and Aasimar that loyally served the infernal overlords. They were given privileged positions serving directly beneath the fiends and aiding in the continued enslavement of their own people. During the Redemption a few stood alongside the forces of good to overthrow the infernal overlords but many more fought alongside the tyrants believing that in doing so they would be given an even greater gift than the one already bestowed upon them .

After the Redemption most of these creatures went into hiding out in the wilds and among the ruins of the former cities. However, some were fortunate enough to be able to hide in plain sight their appearance close enough to the humans and aasimar that it could be easily masked. Even now tieflings are still born into families whose lines once served the devils, should this happen among a noble line of the Dominion the child would be cast out and its existence entirely denied.

Tieflings are found predominately in the slums of the Dominion often acting as community leaders among the other outcasts that reside there. They are often though to have heavy ties with organised crime. Many choose to live the life of adventurers simply to get away from the squalid conditions of the slums and hopefully make enough of a name for themselves so as to earn the respect of the majority of the population.


Rarely seen on the surface these humanoid creatures live near a series of tears between the elemental plan of water and the material plane beneath the waves in a city they call Vortex. The Tritons were first seen in the Dominion seven hundred and nineteen years ago, a small scouting party no more than ten emerged from beneath the waves. They were chasing a group of rogue water elementals that had so far managed to evade them.

Since then the Tritons have occasionally emerged from their ocean home in pursuit of other creatures that have managed to slip through the tears or simply to remind the land-dwelling population that they are still protecting them. However, most are completely unaware of the situation below the waves so have no idea why they should be thankful to these odd scaly humanoid creatures.

A few Tritons make their way to the land nowadays in an attempt to show the people who reside there that they can make a contribution to the betterment of their society, although they are still extremely rare. Those that are found in the Dominion are usually set on a path that leads them to take up the adventurers’ life.

Religions of Corsor

The five major nations of Corsor each has a relatively established pantheon although their reliance on religious beliefs varies heavily. The Aasimar and Humans of the Dominion tend to worship their pantheon in minor ways erecting small shrines in their settlements and out in the wilderness. While the Orcs and Lizardfolk of the Kingdom of Beleroth favour sacrifices and waging wars to appease their deities. The Borderlands of Oosin have little use for anthropomorphic deities believing in a world-spirit that can be divide into aspects though the mysticism of their people has resulted in the worship of these aspects become less prevalent in their culture.

Pantheon of the Dominion

Deity Alignment Domains Symbol
The Purple Flame NG Life, Light, War, Forge Purple fire
The Exile N Arcana, Death, Grave Three overlapping spheres
The Purple Flame

Also know as She who has been Purified or the Elevated One. It is believed of the dozen or so fallen Deva exiled to the material plane for interfering with the affairs of the mortal realm against the wishes of their deities she is the only one to have managed to not only regain her place but ascend to the realm godhood. She was one of the four fallen that became leaders of the Human forces against the infernal that once ruled all of Corsor. Her true name is long forgotten but to all she is remembers for the brilliant radiant purple flames she wielded against the evils of the world. Now she is thought to guide the people of the dominion against the remaining evils of the world her purple flame guiding them and helping to purge their enemies.

The Exile

Nobody seems sure who The Exile was before, some believe he was psycho-pomp who grew weary of his duties simply guiding the dead to their afterlife, others claim that he is some kind of Fey-being that has come to believe himself a god. The only thing that anyone is truly sure of is that he has the ability to grant arcane power to those he deems worthy – although his definition of worthy likely doesn’t match up with that of anyone else. It seems that he simply gives his gift to people and cares little for how they use them. Presently it is believe that the Exile walks the prime material plane in search of new entertainment though his exact location is unknown.

Warband's pantheon

The now conquered and decimated Kingdom of Beleroth is now the domain of a large war-band of Orcs and the Lizardfolk who worship the First Family of the Orcs also known as The Tribe of He Who Watches. The pantheon is brutal and cruel dominated by Gruumsh One-Eye the god of conquest, strength, and survival.

Deity Alignment Domains Symbol
Bahgtru LE War Broken thigh bone
Gruumsh CE Tempest, War Unblinking eye
Ilneval LE War Unpright blood spattered sword
Luthic LE Life, Nature Orcish rune meaning "cave entrance"
Shargass NE Trickery Red crescent moon with a skill between the moon's horns
Yurtrus NE Death White hand, palm outward

Bahgtru is the orc deity of Strength and Combat. The son of Gruumsh and Luthic, Bahgtru has been described as a huge orc with bugling muscles and dirty tan skin. His eyes are dull green, and his glistening white tusks protrude from either side of his mouth. Bahgtru has also been described as "awesomely stupid."


Gruumsh, also known as Gruumsh One-Eye, is the patron deity of orcs, who regard him as the god of Conquest, Survival, Strength, and Territory. Gruumsh created the orcs in his image to be his servants in the world but was cheated out of a home for his people by the other gods. His symbol is his missing, unblinking eye. Gruumsh appears as a powerful Orc with one eye. A figure of fury and driven cruelty, Gruumsh rules his pantheon with brute power. His favoured weapon is the spear. Gruumsh is the husband of Luthic and father of Bahgtru. Ilneval is his most capable lieutenant. In his own pantheon, Gruumsh rules over all the other gods (although Shargaas and Yurtrus bear him little real loyalty beside that made from fear), and has his orders carried out through his lieutenant Ilneval


Ilneval is the Orc deity of strategy and hordes. Ilneval serves as the most capable lieutenant of Gruumsh ensuring that his orders are carried out by other members of the pantheon. He is considered the patron of Orc crossbreeds, such as Orogs and Tanarukks. Clerics and adepts of Ilneval pray for their spells at dusk in preparations for the nights battles. Ilneval is not interested in remembering past victories but plotting new ones to come


Luthic is the Orc goddess of fecundity, caverns, and witchery. She is the wife of Gruumsh and mother of Bahgtru. Her sacred animal is the cave bear. Luthic embodies the orcish feminine ideal, subordinate to male orcs but still protecting the cohesion of orcish society. Luthic is described as a matronly orc with very long claws. She fights bare-handed with her claws because only the males of the community are allowed to wield a weapon. She may also use powerful spells, as such arts are not considered manly in orcish culture.


Shargaas is the Orc deity of darkness, night, stealth, thieves, and the undead. His symbol is a skull on a red crescent moon. Shargaas lives in the Night Below, an immense cavern system below the lowest known layer of the plane of Gehenna, Krangath. It is said that his caves extend forever, and all are all pitch black. The only creatures able to see were Shargaas himself and his Orc and half-orc petitioners and spirit servants


Yurtrus is an orc god of death and disease. Where Shargaas symbolizes the fear of what lurks in the bowels of the earth, Yurtrus embodies the constant threat of death and plagues with which the orcs live with every day. The Lord of Maggots does not speak or communicate, but sometimes is receptive to prayers and sacrifices to save an individual or a tribe from the ravages of disease. He is depicted as an orc whose body, except his hands, were covered with sores.

Oosin Pantheon

Unlike in other cultures the Tabaxi of the Oosin borderlands do not have gods in the way that most would understand them. They are much more focused on their own mysticism to be too concerned with the will of anthropomorphic deities. However, there are a number within the clans that still cling onto the old ways – the worship of the all encompassing world-spirit and specifically the lesser spirits form which it is formed.

Deity Alignment Domains Symbol
Sidi LG Life, Nature Green Triskelion
Chasa N Tempest, War, Forge Three wavy lines
Anishi CN Trickery, Arcana Broken Wheel
Niyol NG Death, Knowledge, Grave Arrow pointing up

The name Sidi literally translates to Giver, this aspect of the world spirit is considered to be responsible for bringing all life into the world. This spirit is also believe to maintain the balance of the natural world with the ever encroaching sprawl of civilisation. Heavily associated with the colour green many of the Tabaxi druids are devoted followers of Sidi.


The spirit of storms and battle, Chasa roughly translates to the Fury which to the Tabaxi of the Oosin aptly describes the storms that often rage off the coasts of their homeland and the feeling that comes over their warriors defending their nation against the Orc and Lizardfolk threats from the northern Kingdom of Beleroth.


The spirit it is believed is responsible for granting some their arcane powers. There is no direct translation to modern Corsoran for the name given to this aspect of the world-spirit though the original name would roughly translate to Force of Existence. Those that follow this spirit believe that it is responsible for all good fortune that befalls them and that any bad fortunate is a result of them having failed to appeased Anishi.


Niyol which both means traveller and companion is the name given to the spirit that is said to reunite the minds of the dead Tabaxi with the world-spirit. There are some who believe that this aspect of the world-spirit is the source of all psionic power in the world.

Tabaxi Mysticism

In the oral tradition of the Tabaxi of the Oosin Borderlands there is a story passed down over millennia; that centuries ago deep within the rainforests of the Oosin archipelago and small group of Tabaxi nursed a wounded yellow-skinned being back to health. As a reward for the kindness they had shown this outsider they were rewarded with one of its most precious secrets the source of its powers. The ability to manipulate the world with its mind. These three Tabaxi would go on to teach many more the ways of the mind and even establish the four orders that persist within Oosin society to this day.

The Pantheon of Beleroth

Deity Alignment Domains Symbol
The Mother NG War, Protection Purple fire cupped by a hand.
The Lover NG Light Purple fire around a heart
The Creator NG Forge Hammer and Anvil inside Purple fire
The Giver N Arcana, Trickery Three interlocked rings
The Guide N Grave, Knowledge A path towards the horizon
The Unspoken N Death -

Before the fall of the Kingdom of Beleroth the people worshipped a slightly modified version of the pantheon of the Dominion. While the people of the Dominion consider there to be two gods who are tasked with all areas and the Turian’s believe that these are simply masks of The Exile, the people of Beleroth believe that the two gods can be divided into six aspects. The first three being aspects of The Purple Flame while the latter being aspects of The Exile.

Class List.

The Following is a list of the class that a player character can be within the world along with any potential restrictions. The racial restrictions listed mean that this class is only available to those characters of the appropriate race, while restrictions to subclasses can be found in the character creation posts.

Class Additonal Restrictions
Artificer Alchemist Only
Bard See Character Creation
Cleric See Character Creation
Druid See Character Creation
Fighter See Character Creation
Monk See Character Creation
Mystic Human, Aasimar, Half-Elf, Half-Orc and Tabaxi
Paladin See Character Creation
Ranger See Character Creation
Rogue See Character Creation
Sorcerer See Character Creation
Warlock See Character Creation

Languages of Corsor


(Replaces Common)

Corsoran is the language of trade throughout the continent of Corsor, spoken by commoners, merchants, warriors and nobles alike. The language itself is a direct descendant of Middle Corsoran and Ancient Corsoran.

The humans native to the Dominion primarily communicate in this language. All human languages spoken on the continent of Corsor are variations of this language. However, there are enough distinctions between them to be considered separate languages. Belerothi and Turian are the two other members of this linguistic family.


(Replaces Draconic for Kobolds)

The language of the undercities spoken almost exclusively by kobolds and usually not in the presence of any surface dwellers. Tunnel-Speak lacks any writing system. The majority of non-kobolds are not even aware that their creatures have their own language, though this is helped by the fact that to an untrained ear it certainly sounds unlike any language spoken by intelligent creatures.

Neither humanoids nor goblinoids can ever be truly fluent in the language as they lack some of the necessary biology. However, those that have gained enough of kobold's trust might be taught how to at least approximately reproduce the sounds that form the language.

Oosin Bodyspeech

Bodyspeech is 'spoken' only by the Tabaxi tribes of the Oosin Borderlands as other creatures do not possess the tails, ears and noses necessary to communicate. Unlike all other languages there is no spoken word nor system of writing.

The Tabaxi prefer to communicate in Corsoran whenever around those that can’t understand Bodyspeech and consider not doing so to be among the worst insults you could give.


(Replaces Draconic for Lizardfolk)

To most Forktongue sounds like a serious of hisses and clicks with the occasional word thrown in. This language seems almost genetic for the Lizardfolk who begin to speka it in the months after hatching.

Those in the northern parts of the Dominion or serving with the Dominions military have found that learning this language can be beneficial when trying to understand the minds of lizardfolk. The langauge tends to use active verbs to describe events which crosses over when lizardfolk choose (or are required) to speak in Corsoran.

History of Corsor

The history of the continent of Corsor stretches back over six thousand years, though much of the history pre-redemption is based on hearsay, legends and second-hand accounts – the truth having never been written by those that lived through the time of great evil. The historical records are more complete for the periods following the time known as the Redemption.

It should be known that these records have been taken from History of the Dominion by Christopher Clayton and On the Exotic Encounter: Elves to Scaled Ones by Lydia Sherman. As such there might be a slight bias towards the history taught within the Dominion, to the point that while some of the facts present may not be true as far as those that grew up in the Dominion are concerned they might as well be.


Little is known about this period of time beyond the early accounts of those that survived the Redemption it is believed the era lasted for centuries if not millennia. It was a time when fiends from the hells of the world ruled over man. The ancestors of humanity and the aasimar were believed to have been brought to the shores of Corsor by these beings to serve as slaves and worshippers.

There are still ruins of cities, crypts and temples scattered throughout the Dominion that are believed to date to this period. It is claimed by some that the riches of the infernals still lie within these ruins, although others claim them to be cursed. The texts found carved in these ruins have proved indecipherable through normal means though they show similarities with the language of the curse-borns that call themselves Tieflings.

0FR - Redemption

The year in which our calendar starts marking the only successful rebellion against the hell-spawn. According to early historians there had been many attempts to overthrow the tyrannical fiendish overlords before, though the usual results was the annihilated of the rebellious slaves and their families.

In the three decades proceeding a group of winged beings fallen from the heavens came to the aid of the mortals. Twelve such beings were said to have arrived and begun to organise the forces of man against their overlords, though their names have been lost to time. It is though that these creatures were cast out from the heavens by their former masters for wishing to interfere in the affairs of the mortal world.

These beings rallied the humans and formed an army the likes of which the fiends had never seen. Minor skirmishes broke out between the two forces eventually resulting in a full scale rebellion. One which the infernals could not put down without leaving themselves powerless. It was on the 20th day of Leafmeet when the forces of man were finally victorious. The fallen Deva remained behind to help build a new civilisation for the now free mortals.

Eventually the Deva began to ascend back to the heavens, the first of these was the being we now call The Purple Flame followed by The Exile. Both beings called those that had been their allies during the Redemption to now serve them as they had once served the old gods.

112FR - The Severing of the Planes

Also known as the First Cataclysm at the time nobody seemed to have any idea what caused it. This remained the case until three hundred years after the establishment of the Second Kingdom of Corsor when knights belonging to the Order of the Flame ascertained that it was related to a book supposedly given to man by The Exile. The book was believed to be the first source of all arcane knowledge.

While its causes at the time were not understood its effects were widely observable throughout the material plane. The inhabitants and environs of the Feywild and Shadowfell began showing up throughout the prime plane more frequently. Eventually, the three planes which had been reflections of each other collapsed into a single plane of existence warping the landscape in the places where the collapse was most serve.

Despite the best efforts of both Fey creatures and those from the Shadowfell to restore the connection the links between these planes had been served. Even the magics that once allowed for travel between them ceased to function.

248 FR – The Fall of the First Kingdom

The First Kingdom alternatively known as the Kingdom of Anais or Anaim was founded after the Redemption to rule over the affairs of man. Its position was contentious from the early years. In the year 244 FR King Sigvald Anais and his armies were set upon by his two brothers in the civil war that would come to be known as the War of the Three Brothers.

Each of the brothers claiming that they had the right to rule the kingdom through their divinely gifted blood and in the case of Lord Cian Anais his control over the forces of the world; modern scholars believe he was a devout follower of The Exile's Path.

The war would last for four years until the Kingdom began to collapse. The majority of the population having either joined with one of the claimants or been caught up in the fighting until eventually only sporadic groups of individuals were left who had been living away from civilization. The ruins of the cities and temples from this period are still being uncovered today with most text being written in what is now called Ancient Corsoran

521 FR – Emergence of the Shyrlondi

While the people of both the First and the early Second Kingdom were familiar with a number of other sentient races whom they shared the lands with the Emergence of the Shyrlondi (or 'elves') was the first time the people became aware that there were races that had lived during the time before Redemption who had not been enslaved or driven out by the infernals.

On the eight day of Swordmoon 512 FR in the ports of the Elderhold capital city of the Second Kingdom a ship decorated with vines and leaves docked. Upon it stood slender youthful humanoids slightly shorter than the humans and aasiamr of the kingdom. While at first communication was difficult it was established that these people meant no harm and that they were called the Shyrlondi.

Over the following years the common folk began to refer to them as elves and a dialogue was struck between the two peoples. While the Shyrlondi revealed that they were researchers and explorers searching to discover the cause of what they called the Calamity of the First Age

678 FR – Founding of Beleroth's Kingdom

In Sworddawn 678 FR there was rebellion in the northern territories of the Second Kingdom. The rebellion was led Ser Yrron Beleroth who was the youngest member of a prominent noble house and Knight of the Order of the Flame. However, unlike his older siblings and parents he lacked the divine spark. . However, unlike his older siblings and parents he lacked the divine spark meaning he would never inherit the title or lands of his family.

Yrron and his followers believed that just because they were not gifted with the benefits of celestial blood, they should still be eligible to inherit and rule. The current nobility to disagreed resulting in both sides mustering their forces. The war lasted for two years eventually resulting in the formation of what we now call the Kingdom of Beleroth in the territories captured by the Belerothi forces.

767 FR – The Fall of the Second Kingdom

The Second Kingdom was well known for having many of its nobles who followed The Exile's Path. This period was when the arcane was still widely practised in ways unseen since. It was these practices that would lead to the eventual downfall of the Second Kingdom.

The 2nd Order of the Flame having been reformed between the fall of the Kingdom of Anais and the rise of the second Kingdom began researching into a group growing in power whose goals seemed to bring an end to the current order of the world. They discovered that the cult were searching for one of the books containing the arcane knowledge that had been given to man by The Exile before the First Cataclysm.

They brought the activities of the cult to the attention of the nobility who began to fear that should the book be discovered it might mean the end of all that they had built over the centuries. The nobles took the first steps and decided to restrict the learning of the arcane arts to those that had been approved by the council of candidacy approval.

These actions were met with disapproval by the majority of practitioners who until this point had been permitted to choose their own apprentices without interference. Many of the followers of The Exile's Path who had been all but banned from taking on new learners began to band together in secret and plot to remove those from power that had supported the law. They were supported in their efforts by those that had begun to call themselves The Red Cloaks supposedly after the guardians of the Exiles Tower.

By 767 FR what had started as small skirmishes between the forces had spun out into all out warfare. The arcane powers of those who called themselves The Wanderers opposed by the knights of Order of the Flame and the royal guards would fight over the course of a few months, culminating in the eventual destruction of a large area approximately where Midnight Lake is now found. The war had devastated the cities and towns of the Second Kingdom along with a substantial portion of the population.

874 FR – Establishment of the Dominion

Over a hundred years had passed since the fall of the Second Kingdom, the survivors had been rebuilding throughout. The central and northern cities decided that instead of forming a kingdom as had been done every other time the cities and towns joined together forming small city states. The various lords and counts eventually decided that a loosely united state would be necessary to give them the strength that the previous kingdoms had once had. While the cities and towns of the south unified underneath Queen Aylid of Turia to form what was at the time called The Third Kingdom.

This union was called The Dominion and the lords themselves unified their guards to form the organisation now called The High Shield whose job it is to keep the peace and ensure stability throughout the nation. The Dominion has managed to last longer than any government before it now even outlasting the Kingdom of Beleroth.

1201 FR – The Dwarven Discovery

On the sixteenth day of Leafmoon 1201 FR a ship arrived in Dorwine whose name translated into the Corsoran language as The Centurion of Baradin, the stout humanoids that disembarked called themselves Dwarves. They claimed to have come from the Negdahn Holds having learned of the existence of Corsor from texts stolen during their centuries long war with the Shyrlondi.

These Dwarves had come in search of precious minerals and new trading partners. The fact that the Dwarves and the Corsoran's now shared a common tongue would prove beneficial for these arrangements. However, the continued hostilities between the Shyrlondi and the Dwarves of the Holds would prevent these relationships being expanded on for quite some time.

2144 FR – Fall of the Third Kingdom

The fall of the Third Kingdom came about as with those that had preceded it; not from an outside force but from internal strife. Whereas before civil wars and magical discoveries had been caused the downfall of civilisation here it all began with a theological disagreement. Some would even argue that the Third Kingdom never truly fell but rather reorganised itself into the Theocratic Republic of Turia

However, this author is firmly in the camp that the Kingdom ceased to exist with the death of the last heir of Queen Aylid and that the disagreement over the process to choose her successor played its part in the end of the Kingdom. The exact nature of the theological disagreement is still a matter of much debate among the Exiled Ones though it has little relevance to the common man.

3584 FR – The Oosin Encounter

Throughout the centuries there had been stories of leopards that walk like humans hiding in the jungles and rainforests. Travellers and adventurers sometimes catching the merest glimpse were dismissed as tricks of the heat-addled mind.

That all changed during the summer months of 3584 FR when a group of soldiers belonging to the High Shield were tasked with clearing a section of the Dead Coast for the expansion of the Dominion. On the fourth day of their expedition along the coast they encountered an overturned boat, a trail of paw-like footprints leading inland. Following the tracks they made their way to a small damp cave, which had until recently been filled with shambling corpses.

Venturing into the caves the humans had the first confirmed sighting of these leopard-like creatures that waked upright. According to Ser Jeffery Andrews what surprised the soldiers the most was the fact that these creatures who called themselves Tabaxi seemed to be able to speak Corsoran despite the fact they had never been encountered those who spoke it before. The Tabaxi explained that in their culture before being considered an adult a young person was required to undergo what they called the Journey, a period where they wandered the world and sought out their purpose, developing the skills they might need in later life.

Whereas the encounters with the Shrylondi and the Dwarves had been centred around knowledge and trade, the Tabaxi of the Oosin Borderlands as they would come to be known were more interested in a cultural exchange. Negotations between the two nations began following this first meeting with the Oosin eventually being allowed to travel and settle freely throughout Dominion lands.

3671 FR – The Tritons Land

The people of the Dominion first became aware of the creatures that called themselves Tritons when a scouting party emerged from the waters in the harbours of Dorwine. They had come chasing after a group of rogue water elementals released from beneath the waves. However, nobody in the city was aware of such creatures having been present within the last few months. The scouting party left to investigate the jungles and rainforests for any potential locations that the creature might have found to hide in.

Three weeks later the ten Tritons returned to the city boasting in broken Corsoran about their victory over the elemental lords. This was generally ignored by most of the residents of the city. However, this did not prevent the Tritons from continuing to brag for the better part of three days at which point they returned back below the waves.

3953 FR – Cessation of the Purge

The Purge of Arcanum Totallis as it was known came into force with the fall of the Second Kingdom and the rise of the Dominion. All the arcane texts of old were confiscated and destroyed, those that had once taught the arcane arts were imprisoned for executed and eventually that knowledge was lost to us. Those that had been unfortunate enough to born with powers in their blood or stupid enough to consort with more powerful beings were held away from the population.

Some believe that an organisation calling themselves The Red Cloaks after the mythical guardians of the Exiles Tower were especially active during this time preventing the destruction of many ancient works and secreting them away in the event that the bans were lifted. However, this author has never seen any evidence to suggest this was the case beyond the speculations of some lesser historians.

In 3953 FR it was suggested to the High Council of the Dominion that the time to cease the purge had come by the Patriarch of the Theocratic Republic of Turia who was on a diplomatic visit. The High Council decided to convene to discuss the potential end of the Purge over the next couple of weeks. These deliberations took some time but eventually the result was a two-to-one decision to officially end the Purge.

Those that were born with magic in their bloodline or who had made pacts with entities outside normal understanding were once more free to be part of the general population, while the study of magic had long since been abandoned.

4350 FR – The Bloodbone Warband Unites

While the exact date and even year is unknown it is believed that Warlord Agduk united the warband in approximately 4350 FR. Although there have been previous attempts by other chieftains to unite their forces these have usually been unstable alliances that ended rather abruptly. Often with the death of one of the chieftains and their families. However, this would not prove to be the case with the Bloodbone warband.

This is believed to have started to the east of the Muktol Badlands with the subjugation of the other Orcish clans. The earliest signs of change noticeable to the settled people of what was the Kingdom of Beleroth came within this year as raids across the Badlands began to substantially increase, both in frequency and in the number of Orcs participating in them. Over the course of the next two years the Lizardfolk tribes of the Glermean Swamps appear to have fallen under the influence of the warband while the tribes of the Muktol Badlands continued to resist attempts to subjugate them.

Resistance however would prove to only temporarily delay the plans of Agduk as eventually the tribes would either become part of the warband or be destroyed and scattered to other parts of the world. The warband would continue to expand it’s territory leaving nothing but death and destruction in its wake.

By 4361 FR the warband had manage to stretch its territory so far as to include a number of the eastern most settlements of the Kingdom of Beleroth, those that had resided there had either been killed or managed to flee back towards the west. However, the warband showed no signs of stopping its aggressive expansion nor of any cracks in its stability which most would have expected by this point. The warband only ever seemed to stop to increase its number in anyway possible, including the enslavement of many of those that had not been able to flee and were judge incapable of putting up a resistance to their goals.

4377 FR – The Fall of Beleroth

The Kingdom of Beleroth did all that it could to prevent the ongoing expansion of the warbands territory for sixteen years. However, it was never enough. The towns and villages kept falling to the warbands advances each regiment sent to defeat them came back with a tenth of the men if they came back at all. Eventually in the rainy season of 4375 FR the capital city of Zeno came under siege by the warbands forces. The siege would last the better part of a year with many of the citizen fleeing through the hidden tunnels beneath the city, including King Ronan Vause and his immediate family.

Once the royal family along with a number of other noble families had reached the border with the Dominion it became apparent to the High Council just how dire the situation had become in the northern parts of the continent. They convened and agreed to dispatch the High Shield to attempt to retake the lands lost to the warband. Many of those that had taken up the adventuring life choose to join the fight although it would prove to little and far too late.

The Kingdom of Beleroth officially fell in 4377 FR after the 3rd Battle of Laham where the warband had pushed as far south as the fields of Fort Laham. During the battle it seemed that the forces of the High Shield and Refugees from the Kingdom of Beleroth were about to lose but that all changed when the five members of the Company of the Silver Hand arrived as the battle began to turn in their favour.

Within a few hours the warband had been repelled although it had come at quite a cost to all sides involved. The four remaining members of the Company of the Silver Hand where celebrated as Heroes of the Dominion their names are now known by every man, woman and child in the land. They are: Wild Rain of the Gentle River (Rain the Quick), Zon Goldflayer, Amorth Flateye and Samel.

4390 FR – State of the World

Thirteen years have passed since the fall of the Kingdom of Beleroth, still to this day the warband periodically make attempts to attack the border. These have all proven to be unsuccessful. Nobody is entirely sure what is happening north of the border though it is assumed that those who remained behind continue to resist the orcs and their rule over the lands.

Meanwhile in the Dominion relationships are being cultivated between the current High Council, the Shyrlondi and the Dwarves of Negdahn. The common folk go about their business as they have done for most of history. The young Viscount Arden Domiel returns from a vist to the Republic of Turia. Those now known as the Heroes of the Dominion are often found at state openings, lavish feasts and festival celebrations.

Despite the fact that the roads are still not the safest place trade between the Dominion and Turia continues and travellers might even encounter the monks, priest and artificers that belong to the Wanderer’s Way crossing their paths.