World lore · 6 min read

Factions: Iron Heartland, Azure Isles, Umbra Magni, Nord-Vast & Vorngard

Public lore preserves the setting's disagreements and uncertain histories.


Iron Heartland#

The ork homeland of citadel-clans, iron law, and practical statecraft — rebuilt after both Khavari devastation and the annihilation of the king and high command at Magnus Prime. Held together by fortress houses, forge leagues, witness-oaths, and reconstruction councils.

TypeNameBaseRole
Merchant guildThe Furnace LedgerKhar-Magren, Stonewake, the ore roadsArmories, caravan masters, and foundry owners keeping the Heartland's industrial arteries moving. Manipulate border scares, resettlement contracts, and procurement cycles to squeeze dependent marches.
State securityThe Black Rivet OfficeCitadel archives and inspection barracksInternal investigators rooting out corruption, hoarding, and clan disloyalty. Honest officers are feared; ambitious ones can ruin whole fortress houses by calling an inquiry a patriotic necessity.
Mercenary casteThe Bastion HammersVeteran encampments along every major roadheadHeavy infantry brokers leasing companies abroad under Heartland successor law. They bring wealth home but return with foreign habits, private loyalties, and dangerous political ambitions.
Secret lineage circleThe Ashen Tusk ConcordAncestor halls beneath ruined auxiliary fortsMemory-keeping society preserving the true history of Iron-Bound service, Khavari devastation of the eastern homeland, and the humiliations that shaped later conquest. Suppress romantic myths about the western revolt.
Mage-engineer schoolThe Chain of Practical FireMilitary foundries and bridge academiesBattlefield artificers, bridge-builders, and ward-breakers treating magic as infrastructure. Disdain ornamental wizardry and clash constantly with high-elven magical aesthetics.
Noble coalitionThe Twelve AnvilsCompeting fortress houses of the interior and Ruinmarch beltUnstable political dining table where fortress houses negotiate succession, tribute, and revenge without civil war. Every agreement backed by feast-gifts, witness-oaths, and the threat of private armies.

Azure Isles#

High-elven maritime homeland of marble courts, fleet houses, ritual schools, and refined rivalries.

TypeNameBaseRole
Fleet house consortiumThe Azure Convocation of KeelsTel Ivara and the deep harborsAlliance of fleet-houses monopolizing blue-water trade, escort contracts, and chart libraries. Members feud artistically but close ranks whenever outsiders threaten Isles supremacy.
Arcane societyThe Luminant VeilMoon observatories and mirrored conservatoriesPrestige schools of magic devoted to disciplined beauty, memory architecture, and long-horizon statecraft. Several inner circles hide forbidden work on emotional compulsion magic for diplomacy.
Spy ringThe White Wake OfficeMessenger cutters and embassy chapelsThe Isles' discreet intelligence arm, famous for knowing port gossip before the ships themselves arrive. Prefers leverage, scandal, and debt to open sabotage.
Noble salon blocThe Houses of Glass BloomMarble villas, perfumed gardens, patronage circlesCulture-making aristocratic bloc deciding which histories, fashions, and political narratives become respectable. Can ruin careers with exclusion alone.
Underworld fraternityThe Velvet ReefHidden wine vaults below respectable waterfrontsBlackmailers, art thieves, and vice brokers thriving because the Isles insists it is too refined for vulgar crime. Specializes in stolen correspondences and disguised masterpieces.
Temple-mariner orderThe Pilots of the Seventh StarBeacon shrines and storm chapelsSemi-sacred fraternity of navigators treating open water as moral trial and celestial text. Sometimes oppose the fleet houses when profit threatens the sanctity of rescue and safe passage.

Umbra Magni#

The eastern remnant that claims lawful continuity, bureaucratic order, and ancient imperial legitimacy.

TypeNameBaseRole
Bureau ministry cabalThe Office of Quiet RevisionAurux Spire and district scriptoriaArchivists and legal editors quietly altering precedents, maps, and titles to preserve the illusion of uninterrupted imperial order. Weaponize paperwork more efficiently than most kingdoms weaponize armies.
Spy serviceThe Gray LaurelCustoms courts, caravanserais, pilgrim hostelsMost feared civil intelligence network in the east, structured around dossiers, interception, and kompromat. Field officers pose as tax examiners, translators, or notaries.
Mage bureaucracyThe Meridian CustodiansSurvey towers near restricted ruinsTechnically minded order monitoring ancient engines, seals, and road wards inherited from older imperial eras. One cannot effectively govern Umbra Magni without them.
Merchant patent leagueThe Golden Seal SyndicsLicensed depots along the eastern roadsMonopolists operating under revocable state patents binding wealth tightly to service. Many secretly resent the state but profit too much to rebel openly.
Hidden oppositionThe Hollow DiademBurial catacombs, school basements, confiscated villasCoalition of reformers and memory-keepers believing Umbra Magni preserves order at the cost of living truth. Brave, divided, and catastrophically penetrated by informers.
Noble command circleThe Bastioned PurpleOld provincial military housesSenior martial lineages who see themselves as the spine that kept civilization from total collapse. Tolerate civilian administrators only so long as the army remains fed, honored, and obeyed.

Nord-Vast#

Mythic north of winter forests, giant-roads, dream-lakes, and isolated warding traditions.

TypeNameBaseRole
Warden circleThe Pine OathForest keeps and lake shrinesDecentralized compact of hunters, path-wardens, and oathkeepers maintaining monster roads and winter sanctuaries. Practical, local, and deeply suspicious of southern administrators.
Mercantile caravanThe Amber Sledge LeagueSeasonal trade campsMerchants moving amber, hides, resin, whale oil, relic bone, and northern medicines by sled, river, and pack beast. Know more hidden passes than most armies.
Mystery orderThe Dreaming AntlerMoonlit clearings and old stone circlesVisionary society interpreting dreams sent through deep winter; claims the land itself warns of future fractures. Some chapters are benevolent; others sacrifice certainty for power.
Raider fellowshipThe Frost CrowsCoastal halls and black-sailed inletsDarker counterpart to honorable northern clans, trading in raids, salvage, and hard bargains. Sometimes sell prisoners south, which makes them hated even by their neighbors.
Bloodline councilThe Lakeglass Kin-MootAncient hall-sites around mirror lakesNoble assembly where inheritance is half genealogy and half remembered oath. Feuds can last generations without ever quite becoming wars.
Scholarly salvage bandThe Rune-Break CompanyRuined waystations on giant-roadsExcavate old northern works for wards, maps, and saleable curios. Usually one bad choice from waking something best left under ice.

Vorngard#

Prestige-seeking raider sea-clans of the Whale Bone Sea.

TypeNameBaseRole
Sea-clan syndicateThe Oar-TallyWhale Bone Sea harborsAccounting fellowship turning raiding, tribute, and whale harvest into something almost like law. Their ledgers decide who is owed glory, silver, and vengeance.
Assassin-skald orderThe Quiet VerseFeasting halls and ship-funerary circlesPoets, poisoners, and memory-keepers who kill only when the saga demands correction. They believe an unavenged insult curdles a people's fate.
Mercenary fleetThe Bonewake BrotherhoodLongship musters in the thaw seasonCoalition of captains hiring out abroad when local raiding yields thin returns. Foreign coin enriches Vorngard but also imports dangerous new loyalties.
Shrine orderThe Keepers of Deep SaltStorm shrines, whale-bone chapelsReligious fraternity interpreting omens from storms, strandings, and the behavior of deep-water beasts. Even war-kings hesitate to ignore them.
Smuggler circleThe Hearth NetDockside households and market barnsDomestic-seeming network controlling food, hidden coin, safehouses, and prisoner exchanges. Many captains discover too late that the people who provision their ships also govern their fates.
Foreign spy lodgeThe Southwatch GuestsOfficially a hostel for tradersDeniable listening post where rival states buy and sell information about clan politics. Half the hall are spies; the other half are pretending not to know it.
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Public in-game encyclopedia. Website edition: 10 October 2026.

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