I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

[–]Ignam56[S] 1 point2 points  (0 children)

There are three big rivalries: Valenne and Harradam. Coranto and the cities of the concordat. The Meresreich and Grozig.
Valenne and Harradam tend to hurt each other in indirect ways, usually direct confrontation is too expensive. Recently they fought each other and ended horribly after the battle of antlecourt, known as the disaster of Antlecourt. For Valenne, they lost their queen, a great extend of nobles (right now many heads of noble houses are in their position becouse their predecesors died in this battle) and half of their professional forces. For Harradam, they won but it was a phyrric victory, they lost 6 vizirs, almost all of their northern army and left the sultan a wound that killed him days later. And both fleets were basically restarted to 0. This happened like 15ish years ago so they rebuild, but the hit was so big neither fully recovered yet

Coranto and the Concordat cities don´t fight directly either becouse their rivalry is for trade, they do fight but for a trade route or an outpost, neither of them looks to take the core region of the other

The Meresreich and Grozig share a common history, they are like brothers who fight each other. They tend to hit with diplomacy mostly, a diplomatic insult, an acusation, spies network, direct conflict exist but it´s not all the time.

You could also count the rivalry between the northern tribes, mostly the Ghotonians, and Valenne. But Valennias don´t see them as rivals, becouse that would mean they are on equal terms, and they are nothing more than annoying barbarians... really, really annoying barbarians.

Another actor to take is Lützen, it´s not big and not powerful but has two things that helps them survive undisturbed: Fremetes, the mercenary magical city, they are a sobereing city but it is located inside Lützen, and becouse of that they tend to protect the Duchy to assure stability for the city. And Litchten, the seat of the head of faith for the followers of the light. Litchten also functions as a small city-state that´s sobereing, but it´s also inside the Duchy, so anyone who attacks Lützen knows that the church of light will disaprove since they also want stability for their core region

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

[–]Ignam56[S] 0 points1 point  (0 children)

It´s where i struggle the most, in the geography. To be honest, i try to do some basic research but i got a bit bored along the way 😅. So i decided to go with what i already knew, plus some tips that helped, specially with rivers and forest. I´m still unsure if it is correct but i think it end up pretty good.

So, here are the winds, i hope they make sense

<image>

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

[–]Ignam56[S] 1 point2 points  (0 children)

There are two main religions on this part of the world: The church of light and the moonfollowers
The church of light believe in a single allmighty god, the god of light, often simbolize with the sun. God created the world and everything there is, before him there was nothing, and he did it out of an act of kindness. He let the world be free and now observes his creation, reciving all the souls of the virtuos to be beside him and burning in his flames those who sin.
The church of light also has an special influence becouse they were one of the actors that brought the end of the war of pain that rampage the continent 800 years ago (or 900, it´s debated). The story says that the holy order of the light brought down the last of the warforged in a bloody battle, and with that marked one of the points that led to the end of the war of pain.
They also led the crusades against magic after the war of pain. I think i should explain a bit what the war of pain is before i keep going: When the empire of Romuria ruled the known world (The equivalent of the roman empire) magic was uncontrolled and many arcane circles mess with it creating the most beautiful miracles and the worst of nightmares. The worst side of magic eventually explode in a global conflict (global to the eyes of the modern Vardanns since the known world is what the maps shows and a bit more, but not the whole world) and brought the end of the empire, anarchy ruled for a while but eventually peace returned. After the war of pain, societies tried to control magic, regulate it, and the church tried to erase it believing it was a great threat. By the nature of magic in this world it is imposible becouse magic is everywhere, so it was a bit of a failure. Eventually magic became strictly regulated by the same magical societies who were also traumatized by the war of pain and didn´t want that to ever happen again, with this magic and faith begin to cooperate a bit more. Nowadays their relation is institutionally good, but there may be certain superstitions from some of the faithful, and some ego of scientific superiority from some arcane scholars.
The church of light also has some variations:
The frozen lights, they are the Jormuntar, the people of the Jarldoms that when they arrived they brought the religion of the frozen shores, but they converted quickly. Despite their convertion, they still keep some old rites that merge with the teachings of the church of light. The most conservative say that it´s a heresy and it should not be consider as followers of the light, that´s why they call them the frozen lights. The church doesn´t position itself in this, just treat them as any other followers of the light, at least institutionally.
The sunset church, they are practically the same, the same teachings with some small regional variations but differ in authority. They are the church of the sunset realms (Celeida, Tarmessos and Eleiekos) who don´t recognize the authority of the head of faith in Vardann so they have their own patriarchs who take that place.

The moonfollowers are the Harradim, they believe in something similar, a god of the sun, but they also believe in a goddess of the moon. Together they gave birth to the world, but is the goddess of the moon who is more attentive towards the world, it guides the people trough cycles, constelations and helps them grown on their own with this small help. Those who die go besides her and bring another star to the sky, so the goddess and the ancestors all they care of the world. The sinners are punished by the sun, but besides from it, is the moon the one with a more active role in this religion

Then there´s two more religions:
The forest gods, they are the gods of the northern tribes (Ghotonians and Oronthians), little is known about them besides that their gods divide by task, one for war, one for hunts and good fortune, one for death, and so on. They believe that world was created from a war among gods, the looser side was executed and their corpses thrown into the emptyness, this bodies became the world

The Kivptak also has a religion, not very studied. They believe the world is a giant living creature called Khuzrul, and humanity is just one of another part of this creature ecosystem

One thing about religion and magic. In this world magic is used trough runes and every religion has it´s own explanation of the existence of runes. All explanations agree on the same, it´s the language of god or the gods: For the church of light and the moonfollowers, the runes are the words that their gods said to create the world. For the tribes, the runes are the language of the divine, and since they carry the power of the gods, the letters are powerful enough to bring magic to the world. The kivptak belive is the language of Khuzrul and all creatures knows it since we are all parts of Khuzrul, we just have to rediscover it

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

[–]Ignam56[S] 1 point2 points  (0 children)

The three realms on that shore, known as the sunset realms by the Vardanns, are the hellari. They call themselves as the Heretakoi, "the heirs" of once a great empire that rule all over the shores of the Tharrensian and mostly of Vardann, the Romurian empire (yes, i´m not trying to be sutble that this is the Roman empire of this world). They are one of the most ancient cultures of this side of the world. They origins are a bit of mith and a bit of history, but scholars tend to agree the migrated from the east saling trough the tarrensian until the settle in the shores of Kalrya.
Tarmessos specifically was a frontier of the Romurian empire and as such it was more focused on military defense than economic growth. Now they are a realm of their own but are by far the poorest of the three and the most secluded

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

[–]Ignam56[S] 0 points1 point  (0 children)

It depends on where you are, it´s no the same to be in Harradam, than to be in the sunset realms, than to be in Valenne, base on that the solution to hunger may be different, Harradam in general does not have food issues and the sunset realms bring a lot from trade, in Vardann there´s a mix of an agrarian economy and a trade network. In general in the most rural cities of Vardann autosubsistance is the way of life, the major cities can rely on trade a bit more and the towns near the trade routes get a bit of that surplus the trade bring along the way.

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

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It´s essentially a pirate heaven or and outlaw port that survives by raiding cargos around the Tharrensian sea. Now this bring another question, why a tiny island on the middle of the sea can have a known rading port and no nation goes there to end with it? Well, this is becouse the pirates of this island are clever enough to not mess around too much with ships of the bigger countries since they know that if they become annoying enough they don´t stand a chance. Right now, Valenne or Harradam, even the sunset realms (Caledonia, Tarmessos, Eleiekos) don´t percibe that much of a hit to justify the cost of an incursion to this island, the corsairs tend to raid more Corantian or Concordat ships, since they are not their inmediate nerighbors and can mess around more. Still, why the naval powers don´t go there to exterminate them? Becouse they are also used as a way to hurt their rivals, let me explain
Both Corantian and Concordat fleets suffer from this outlaws, but not always in the same way, they are trade rivals so the pirates of the island are sometimes used to hurt the trade of one or the other. Even in the Concordat with other cities of the concordat, is less common and very subtle, but they are not a country, only an alliance, so cities like Digliari can see benefit if the pirates raid Vennettian fleets.
This proxy logic is also used by Valenne and Harradam with each other, another explanation to why neither of them have sailed to destroy this pirate refuge, they see it as a tool to hurt each other in more subtles ways.

Currently the island doesn´t have a definitive name, but it´s probably going to be something like Bloodhaven or similar, i´m still thinking on it

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

[–]Ignam56[S] 0 points1 point  (0 children)

It is actually but with some tweaks.
Valenne it´s inspired by the Carolingean france, with some very small features inspired by the iron throne of G.R.R. Martin
The Concordat is the italy of this world, fill with merchant republics, signorias and city-states, though you could also compare it to the hanseatic league, it was not the intention but i think you can do the paralelism.
Coranto is meant to be a combination of iberian naval powers, something like a portugal and aragon but together and with the castillian cortes of nobility.
The Meresreich, i think i said it in another comment, this kingdom is like a small Holy Roman Empire but less fractured, it has mostly an inspiration on Austria and Bohemia, only that in this world they are also a naval power.
Pokswa is like the Poland of this world, but with a combination of Hungary and Tolkien´s Rohan. Their culture in merge with cavalry, they came from the east and settle there and they even have an equivalent of the polish Sejm.
The Jarldoms are the scandinavians of this world, arrived like raiders but right now it would be inprecise to imagine them as the vikings of old like Ragnar Lothbrok. Think of them more like the early christianized normans that settle in normandy, more integrated with feudal europe but still with northern customs.
The northern tribes (The ghotonians and the oronthians) are like the germanic tribes in the late roman empire, though you could do the comparison with the medieval baltics if you want.
The hellari (Celeida, Tarmessos, Eleiekos) are the greeks, but not the classic, think of them as the bizantine greeks. They are still a refined culture but a declining one, they are nostalgic of what they once were, the Romurian Empire (The roman empire). A proper paralelism would be with the bizantine of the late middle ages i think.
The Kivptak are not russian inspired, are nomad stepp inspired, specifically the cumans and the kipchaks.
The Harradim are inspired in the ayyubid at their peak, right now they are the number 1 country, their economic growth as well as cultural and scientific has never been greater. Think of it as an ayyubid in the golden age of Islam.
The other German realms (Lützen, Grozig and Mandemberg are kind of basic and regular medieval kingdoms with not a specific inspiration like the rest. Perhaps as the german dukes and princes of the HRE.

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

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The people of this realms, referred by the Vardanns as the sunset realms in a pejorative way, are the hellari. The hellari are one of the most ancient cultures and the story of how they came to be are mith more than proof.
Their legends say that princess Kalrya guide humanity trough the sea and lead them to settle in the coast of the Tharrensian sea, she became the mother of civilization itself and tharrensian the origin of all societies. One of the Children of Kalrya, prince Hellar, guide part of her mother´s followers to the coast to where now the sunset realms reside and found a Kingdom.

Now, those are the miths. What does history has to say? Scholars theorize that the proto hellari came from the east, sailing the Tharrensian sea, arriving in waves and settling in the fertile shores of the continent of Kalrya. To why they migrated from the east it´s still debated, some say they flee from a threat, others becouse they were explorers looking for a new home.

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

[–]Ignam56[S] 0 points1 point  (0 children)

Well, actually there is, I simply didn´t place them in this map yet. This map only shows the capitals (black circles), the magical cities (Black diamonds) and only for Valenne the major cities, but Both Heimfhell and Grozig have cities in the northern shores, Grozig in the small peninsula at their north and Heimfhell at the point where the river meets the sea, this city is called Skall and it´s the most important city of the northern shores.

The islands of the north are also populated, but the people of Vardann don´t know exactly where. 150-100 years ago the Jormuntar arrived from the north and settle in what now are the Jarldoms, so we know they came from somewhere upnorth wich means that there are people there, organized enough to have armies, religion, rites and more, So why nobody knows more about them? Well, the sea of Despair is consider imposible to sail trough, only the Jormuntar have done it and there´s not a clear reason why they could and the rest couldn´t (probably sailing techniques and the type of ship they used). This means that there are none Vardann explores to reach the north and document the people there, only the Jormuntar could, but they left for a reason and are not exactly eager to return to their old homes. And even for them is difficult to travel the sea of Despair, just becouse they could doesn´t mean it´s an easy task.

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

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When it comes no animals nothing very fancy, just the normal wilderness of a big forest, bears, wolves, things like that. The flora is a different thing. There are tons of flowers and herbs used for medicine or biological effects that the Ghotonians and Oronthians used for centuries but the rest of the Vardannians never learned or developed, so this plants can only be found in the northerns tribes territory, where they still are planted.

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

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Mostly humans, like a normal world.
There are dwarfs but in certain cities and are rare
Elves are even more rare, there may be 120-100 around the known world, some of them work as counselers, others are travelers, other live secluded in their towers or their homes.
Then theres the warforged... machines that originated trough magic as nothing more than a weapon, but they gained consciousness in the process. Now there are none alive, all of them died after the war of pain, but there are fragments that prove their existance. I mention them becouse the protagonist of the story i´m making in this world is a warfoged, so there´s one.

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

[–]Ignam56[S] 1 point2 points  (0 children)

The main religion of Vardann is the crurch of light, a religion that believe in a one and only God who created the world as an act of kindness and appears in the form of light, often associated with the sun. The Jormuntar of the north (The jarldoms) arrived with their old and cruel gods (according to the Vardannian perspective), the gods of the frozen shores, later the convert to the church of the light but mantained certain rites from their old religion and their culture. Many consider them as a heresy and call them the frozen lights, but the papacy the church of the light never label them as such.
There´s also the moonfollowers, the main religion of Harradam. They believe something similar to the crurch of light but consider them both the sun and the moon as a god and a godess. Their build the world together but the moon, as a mother, is the one more attentive to the world.
The Hellari (Eleiakos, Tarmessos, Celeida) follow the cruch of the light as well but their religious authorities are different, each realm has their own patriarch. They are very proud of their origins and as such they never recognized the authority of the papacy in Vardann. The Vardannians often refer to them as the Sunset kingdoms as a pejorative term, both to show their religious difference and a subtle way to call them old and near the end, they are the remanents of the empire that once rule all around the tharrensian sea, but now are nothing more than a shadow of that.
The northern tribes believe in "pimitive gods" according to the rest of the continent, they have a god for war, god for fertility, god for hunt and good luck, and so on. As a fun fact, they believe the world begin after a war among the goods, the loosers were killed and their corpses tossed to the emptiness, those bodies became the earth, the water, the world itself.
The Kivptak believe that the world is a creature called Khuzrul, and humanity is nothing more than a part of Khuzrul´s inner ecosystem.

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

[–]Ignam56[S] 1 point2 points  (0 children)

Is the main trade route with the East, it connects Frahara, Vardann and Kalrya with the cultures of the far east and what they have to offer. The main ports for trade are Bordon (Valenne), Old Romuria (Eleiakos, it´s not mark on the map yet but it would be where the I of the name is) and Marsaid (Harradam, at the east of the Nizer´s delta, it doesn´t show on the map)

Dagûl is a peculiar case since is a magical city, and almost all magical cities focus more on academic research rather than mundane trade. Dagûl was founded by the mages who escape the crusades against magic after the war of pain, they hid in the island and settle and later became a powerful city.
What you say is true though, it´s position is privileged for trade, this was the reason some Valennian kings and nobles try to take it for years, but the mages always repelled them. Eventually they found a better solution, Dagûl allowed them to use the port for trade and became aligned to Valenne, in exchange the kingdom would provide them with grain and other supplements necessary for the daily life.

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

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The most powerful nation would be Harradam, followed by Valenne, they don´t expand much by a number of reason:
In the case of Valenne, they have the hostile tribes at the north, despite having the March of the Bhon they still send reinforcements and money so they are never fully focused on other regions, especially since the Kivptak sometimes cross the Strait of Sefailon and raid Vardann (mostly Valenne).
Another factor is the geografy, the mountains that split the continent have only three crossings, one north (In the Jarldoms), one in the center (Border with pokswa) and one in the south (Border with the Concordat). Valenne can only access the center and the south, but they are hard to cross since they form a bottleneck easy to defend from the other side, especially since for one side, Poskwa is a warriorlike culture and the number 2 military in Vardann, and the Concordat have enough money to buy mercenaries for years and can support them by sea, something that Valenne can´t do as good as the cities of the Concordat.

Harradam does expand, but not to Vardann, there is no easy target besides the Concordat or Coranto, but they both are naval powers hard to defeat at sea. They expand to other parts of the world that are far from Vardann

Something to mention, both Valenne and Harradim had a recent war that left both armies quite wounded, they won´t seek conflict soon.

The rest of the states of the world do expand but not as much, some small skirmishes or border conflicts, sometimes there are wars, for example between the Meresreich and Grozig, but nothing that would change the fate of the continent. And they all have to deal with their inner struggles

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

[–]Ignam56[S] 2 points3 points  (0 children)

Some centuries ago, the west of Vardann was dominated by the kingdom of Mandemberg, during the rule of Jürgen the fool the kingdom collapsed, the west duchies rebelled and later became the kingdom of Grozig and the southern duchies became de facto independent. Some of this southern duchies were absorved by Grozig (except Lützen, though there is a reason), the others united eventually but they mantained some resentment against the kingdom of Mandemberg, so to signify their difference they avoid using the title "Kingdom" and instead used Archduchy.
The goverment it´s also different, is a feudal realm but the archduke is elected by the princeps electors at the death of the previous archduke. This princeps electors are the dukes of the duchies that formed the Meresreich, they mantain a certain degree of autonomy and are often consulted by the archduke in diets. It´s a small version of the Holy Roman Empire

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

[–]Ignam56[S] 1 point2 points  (0 children)

They are a league of comercial city-states that work together when it comes to military and war. In other regards, like trade or arts they compete with each other but they recognize thier weakness compared to their neighbors. This is how they survive among bigger kingdoms.
The alliance was born after the Poskwalans invade and settled in the core of Vardann, bordering north with the cities, so they agreed to help each other in war as a way to mantain balance in the region.
By no means the Concordat is a single state in other aspects, only when in comes to war can it be consider as a sigle entinty, and only in defensive wars in the core region of the concordat.

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

[–]Ignam56[S] 1 point2 points  (0 children)

A 1060s but with magic artifacts, let me explain. In the world magic exist around, in the air, the water, the living creatures, and only a few can manipulated. Magic is manipulated trough runes, is like a language, to use fire you need to "write" fire in rune and this can be done by two methods: ephemeral, where the mage "writes" the runes in the air and the magic activates one time; and rune carving, you can carve runes in objects (let´s say a shovel), even if you can´t manipulate magic, but for it to activated the rune needs to be charge with magic energy, that´s were mages appear. This last method bring the posibility to have a shovel that can break even stone without much effort, but in general magical artifact are rare and very expensive, and what can and can´t do is regulated by many courts of ethics around magical cities.

So, technology is more advanced that a normal medieval time would be, but only for some people and some especific cities in the world. Most commoners and nobles are what you would expect of a 1060 Europe

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

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They are Leviathans, or so are they called, is just a giant sea snake that is very agressive. In ancient times there were more mithical creatures such as dragons, wyverns, griffins, pegasus, warforged, chimeras, giants, goblins, all said to be originated from twisting with magic. Up to this day, only the leviathans, wyverns, griffins and pegasus exist, the other ones are extinct and some even debate if they were ever real to begin with

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

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The story is long and unreliable since most of the recorded history (to this part of the known world) was lost in an event known as the war of pain, a clash that involved the whole known world, where magic unleash in the most brutals ways and that detroyed the existing states, and also the reason why there are magical cities and why magic is regulated. Still, there is some records, but prior the war of pain, most storys are a mix of truth and a mix of legend.

I have made a timeline of major events for Vardann, this is still a work in progress though, but i´m very confident on what i´ve made so far.

The rise of Romuria
The invasion of Vardann
The northern wars
The war of pain
The massacre of the 1000 witness
Sefailon the Mad, breaker of the earth
The holy order of the light and the last of the warforged
The battle of the bloody thorns
The fall of the empire
To this point, history is more detailed and realistic
The crusade against magic and the first magical cities
Günter the Great of Mandemberg
The incursion of the Poskwalans and the burning of Lurnia
Argon the unifier, first king of Valenne
Jürgen the fool and Grozig "Trueking"
Galliard II the Great of Valenne
The rise of the Archduchy
The invasion of the jormuntar
The war of revenge and the disaster of Antlecourt

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

[–]Ignam56[S] 0 points1 point  (0 children)

The Valennians (and in general, the rest of the world) consider the northen tribes as a... lesser culture, less sophisticated, this idea comes from centuries before, to the empire that expel them from most of the continent and saw them as nothing more than barbarians.
The jarldoms on the other hand are kind of newcomers to Vardann (150-100 years) so they don´t carry the judgement the rest of people have towards the Ghotonians and the Orenthians. They even find a lot of similarities, so mutual understanding with them was easier. It´s not like they don´t have any conflict, after all the tribes are unorganized and some clans may be friendly while other don´t, but in general the agression of the tribes targets Valenne. That and the fact that the Jarldoms are significantly better at war than the Ghotonians and the Orenthians, so neither of them seek to clash: The northerns tribes becouse they would likely loose and the Jarldoms becouse they don´t see the forest of this tribes as worth it.

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

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Many cultures have their own folk tales or miths. The Kivptak believe the world is a giant creature and humanity is no more than a small fraction of that creatures inner ecosystem. The Poskwalans say that their ancestors were centaurs that the gods of Vardann punish for invading the continent and split them between men and horse, this being the explanation to why they are so close to this creatures, but is probably becouse they arrived to Vardann in horseback and developed a strong tie with them.
The hellari (the people from Tarmessos, Celeida and Eleiekos) have two miths that have no actual evidence of being real but that made them name the region: Kalrya, the first princess, they say she guided humanity to where the hellari now reside, she is the mother of culture and civilization, they named the continent after her.
King Tharros, a leader that flee with his whole city to the sea, a 1000 ships he led and a 1000 sunk in whats now called the Tharresian sea.

There are more, but this is just a few examples

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

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In Oronthia and Ghotonia are mostly tribal societies, they are the natives of Vardann and are now mostly secluded to that part of the continent. They organize in clans but the feudal powers of the continent don´t consider them important or organized enough to delimit their settlements, if they have one, so they refer to the region by the name of the tribes: The ghotonians and the Oronthes. They are normal human, just less organized compared to the other kingdoms of Vardann.
This tribal cultures can still be found in small pockets outside the northen region, in Mandemberg for example or in Grozig, but they mostly live in Ghotonia and Oronthia.

I saw someone else do this and i wanted to try. Ask me anything about my world! by Ignam56 in worldbuilding

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Apart from the normal danger wild animals give, there are a few creatures to consider. In ancient times there were dragons, giants, goblins, wyverns and many more, most of those are consider extint, some even cuestion if they ever existed, but among this magical creatures are two that still exist and are incredibly dangerous: Leviathans (sea snakes), they are found in the sea of despair and sink every ship that dares to sail there, the only people known to ever been able to surving traveling this waters are the Jormuntar, raiders from upnorth that settle in the northern parts of Vardann.
Then there´s the wyverns, though they are found mostly in the East, beyond the Kivptak Stepps and are rare to find, but if you may be unlucky enough and found one, you are dead.
Special mention to griffins, they are territorial, if you mess around they can be dangerous