Lands Beyond Wòeden
Huzun
Beyond the Ravine of Fools, in the east, lies the land known as Huzun. An area of open steps, rolling hills and high snow-capped mountains. Many small streams make their way down those mountainsides, creating natural borders in the landscape, something the tribes exploit to mark out their territories. Forests are a rarity, with only sparse evergreens clinging to the mountainsides. The single proper woodland, one that someone from Wóeden would recognise is Izzna; an ancient and fae infested forest.
The people that inhabit Huzun are mostly made up of nomadic tribes, travelling from one grazing spot to another. Though few villages and towns exist, most are built in the shadows of the mountains or nestled up close to them. As for the racial makeup of Huzun, most tribes are human, orcish, goblin or elven, but a few ogres and dwarven tribes also exist among the steppes.
The tribes have very varied cultures and customs, but there are a few things that exist among a majority of them. A person’s status is closely tied to a rider’s mount and herd, as well as their skill at combat. It is vital that the men, and even some of the women, are capable fighters. Most tribes have one tribe they are feuding with, so raids are a constant threat.
One of the most considerable differences between Wódeni and the tribes of Huzun is opinion and treatment on Nature Beings, or Satge as they call them. Where the majority of Wódeni simply placate or bribe Nature Beings, the tribes actively worship them. From the smallest spirit to the greatest elemental, they all share the same space even if the size and splendour of their shrines vary.
Polygamy is also something that is viewed differently between Wóedeni and the Huzun tribes. On the steppes, a man can have as many wive’s as he can support. Only a few tribes allow their women to have more than one husband, but they are often permitted by law to have numerous consorts and lovers. Very different from the Wóedeni perspective on marriage. Were husband and wife should devote themselves wholly to one another.
Sah’ju
Beyond the walls of The Gate stretches the desert of Sah’ju, with dunes of soft, golden sand, dotted with sparse rock outcroppings that create small stony islands in the dunes, and with the occasional luscious oasis; offering the weary traveller a place to rest and recover. Further north, passed the village the Wóedeni call Final Paradise, vast rivers run from the eastern mountains, or the Suazi mountains, into a massive mangrove forest the naga called Khamaka, or the choking forest.
Most of the desert is claimed by the empire of the naga, Arjodan. The nagas are a serpentine race, with upper body similar to that of a human or elf, with light dusky skin. Their noses are flat, with two thin slits as nose holes and their eyes are almond-shaped. Below the hips, they resemble the serpents they mimic. Their tails are between three to five meters in length, patterned with dark, semi-rectangular blotches. Coloured with a mix consisting of yellows, pale greys, pinkish reds and pale browns.
Some non-naga tribes that also inhabit the vast desert, but most have sworn themselves to the empire, and the Wóedeni trade with these tribes only a little. They are thus not of much concern to the Wóeden traders who brave the deserts.
The naga has a rich history of music, poets and a strong oratory tradition. They place great importance on artistic skill. So it comes as no surprise that the goods that flow through the Gate are highly decorative, and very colourful, even those of lesser quality. The traders that make the journey past Final Paradise speak of marvellous cities of bright yellow sandstone. With painted walls, white marble statues of surpassing loveliness, and towers topped with onion-shaped roofs that rise higher than either of the Towers.
But few of the traders have any desire to live there in a more permanent fashion. Low-status naga, such as farmers, herders, merchants and miners, among others, as well as all non-naga, have little to no say in the governing of their own lives. A Yarsallim, meaning guiding teacher, is assigned to a community or a group of people. The Yarsallim will dictate what the work they must do when they eat when to sleep and if they’re allowed to travel. Usually such folk only move around when a Yarsallim is ordered by someone higher up to send fresh blood to a different area. They also act as matchmakers and can declare a couple married in a pinch. Failure to obey any of the Yarsallim orders often results in enslavement or death.
Skillen artists and crafters are above this form of control, as well as soldiers, learned folk and entertainers. Even some non-naga can come to occupy such positions, but this is an infrequent occurrence.
Ach-Scjadan
Far north, beyond the Black Sea and its numerous sea beasts, lies the tropical region of Ach-Scjadan. Home to the more colourful variety of naga.
When journeying to Wóeden, the Ach-Scja Naga skirt a massive mangrove forest after which they follow the Witch Crags. The entire journey is a constant struggle against the sea, a fight not to be crushed against the side of the mountains and avoid being swept out to the deeper parts, and the many horrors that lurk below.
Those brave few that have travelled with the naga north, avoiding sea beasts and storms both. Speak of islands with pearl white sands, shallow crystal clear waters, and a colourful and abundant ecosystem. Great striped cats prowl the forests, crabs the size of a man’s torso burrow in the sand and giant apes with black fur live among the trees. While the skies are filled with birds in a multitude of colours. And those clear waters overflow with fish, sharks, turtles, eels and swimming lizards in a variety of colours and sizes.
The Ach-Scja is very similar in form to their desert-dwelling counterpart, humanoid torso placed upon an expansive body of a snake. With the same facial features and scale patterns, but with darker skin, more vibrant scale in yellow, purple, green and blue. Their tails are also longer and a bit flatter, between three to six meters in length.
The Ach-Scja live in tribes ruled by a chieftain and his many wife’s, as well as a small council made up from the most respected men and women. In many regards, their culture is like the Wildlings, who live on the northern peninsula of Wóeden. The tribes feud, raid and worship strange deities. Captives from the raids are enslaved, traded for the tribes own hostages or sacrifice their deities.
Few of the Ach-Scja customs and traditions have any counterpart to those of the Wóedeni. But guest rights are one of the few they share. But sadly they do not hold it in as high regard as the Wóedeni. There are many tales of tribes that were destroyed by enemies they thought were friends.
Akard
Like a great barrier south of the three kingdoms lies Akard, a vast semi-arid landscape. A land of table mountains, deep ravines and sparse hardy vegetation. The cliffs that face the Red Sea are tall and with no place where a man can safely go ashore. So the Wóedeni traders that ply the waters simply push on past, setting their sights on Albion and the three kingdoms.
But some of the Akardi have travelled to Huzun and there through to Wóeden. Ogres with bright blue-tinted skin and great curved horns placed upon their heads, goblins with pale green skin and a single straight horn adorning their brow, and wood elves who have the ears and tails of hares or the manes and tails of great cats. Sun elves and red-skinned humans are also native inhabitants, as are bronze-skinned dwarfs. But when a dwarf from Akard is present in Wóeden, it is often as the slaves of the other races.
Much like Huzun, Akard is made up of many tribes that frequently war with one another. Sometimes these tribes have come together and form tribal kingdoms, but they rarely last past their founders own life span.
Not much else is known by the Wóedeni, who have little reason to travel there in any sizable amount.
Albion
Where a traveller to set sail upon the Red Ocean in a south-eastern direction, then turn east when they spot the land of Akard. Only to continue to sail until they pass the stony country, they would come upon the land of Albion. A long and open countryside, with small mountain hills and moss-covered deciduous forests, that together create small islands in those endless plains of emerald grass.
Of the many races that inhabit Albion, humans are the undisputed rulers making up most of the native population. Still, other races also call the country home. But besides dwarfs, all others are considered second class citizens and are afforded fewer rights than humans, or dwarfs.
Histories tell that when Albion was attacked by the Void Fiends, monsters that crawled out of the sea after the sky was black for three days and three nights. The other races fled into the mountains to hide. While the human tribes of old and their dwarven allies fought these beasts off.
Under their new king, Hector, the united tribes claimed dominion over the land after vanquishing the Void Fiends. Hector named the country Albion, after his father, Albiak. When the other races crawled out from their hiding places, they were given a simple choice, to either submit to the rule of this new kingdom or leave. Many died trying to reclaim their old homes, but in the end, they bent their knee or fled.
The dwarfs avoided this fate, as they stood with the humans, in the struggle against the Void Fiends. In the conflict, they supplied the armies arms and armour. They discovered weapons to harm them and armour that could resist their reality shredding attacks. They also constructed great walking machines in the image of humans to aid in the fight. With that, they turned the tide and drove the fiends back.
Afterwards, the first king was supposedly granted godhood and dominion over lightning, thunder, rain and steel. He has been the prime god of Albion since the country´s founding and is still fervently worshipped by the human populace to this day.
Many Wòedeni merchants set sail to Albion, hoping to purchase the steel the land produces, for the items made from it are of excellent quality and most exceptional workmanship. Working steel is considered holy work to its people and seen as a form of prayer to Hector. So the smiths make sure only to allow their best to leave their forges.
While some things are culturally shared by Albion and Wóeden, like strict laws regarding hospitality, the proper way to enact a duel and some laws dealing with inheritance. But as always, there are a few things that differ significantly. In stark juxtaposition to the gender roles in Wóeden. Those of Albion is nearly non-existence, both men and women are drafted for war, and few jobs are blocked by one’s gender. Only work that has to do with the divine is segregated based on one’s sex.
The Three Kingdoms: Norech, Thelessa and Celeria
Nestled between Huzun, Akard, Albion and Tukon lie the three kingdoms, Norech, Celeria and Thelessa. Known to the Wóedeni as the lands of patrons and sellswords.
Norech is a land of round hills and old, deep forests with many rivers and streams. The parts of the country that borders Huzun and Thelessa are mountainous hills, with the border of Thelessa being marked by a great lake and the rivers that shoot out from it. The southern parts are very rocky, going from light grey to rusty red as one enters Akard. While Norech’s coastline is low lying, filled with sandy beaches, marshes and mudflats.
North-east of Norech passed the great lake lies Thelessa, the land is mostly made up of rolling hills, punctuated by undulating lowlands and fields. With forested mountain ranges stretching out from the two more extensive mountain ranges that surround the country, with rivers running down from them and dividing the land. The small amount of coastline the country lays claim to, are made up of sandy and rocky beaches.
South of Thelessa is the country of Celeria. A relatively flat land, punctuated by some low rolling hills, the occasional river and sparse leafy forests that grow thicker the further up the mountains one travel. The coastline of Celeria is much like those of Thelessa, long sandy beaches with the occasional rocky outcroppings.
All three countries are racially diverse, with ogres, orcs, elves, goblins, humans and dwarfs rubbing shoulders with each other daily. There is little to no discrimination towards anyone race; instead, they discriminate based on culture. Seeing folk who come from Akard, Huzun, and Tukon as uncultured barbarians. While most Wòedeni and the people of Albion are considered poorly educated children.
As such, all can rise in the different social ranks within the three kingdoms. But in Thelessa and Celeria it is a more difficult task to enter the nobility than it is in Norech. As the previous two are ruled by a royal family each supported by many noble families, who are all very interested in keeping the status quo. While Norech is governed by an elected council, making them less stable than the other two countries.
As stated previously, the Wòedeni know these kingdoms as “the lands of patrons and sellswords”. An apt description as a persons prestige accounts not only for wealth, lineage and education but also on how many mercenaries, thinkers and artists a person can support. Naturally, these patrons want to show off their beneficiaries achievements and talents. They do so with tournaments and competitions, both great and small, ranging from ritualistic mock battles to painting and duelling.
There are many similarities between Wòeden and the three kingdoms, such as laws regarding hospitality, duelling, inheritance land ownership, etiquette. But they are much more strict than in Wòeden.
For example, whereas in Wòeden parents can choose by themselves what their children and other people may inherit from them, there is no such freedom in the three kingdoms. The oldest son will always inherit the parents land and livestock. While the younger children will have to contend with what is left. The government will also take a significant amount from the first son as inheritance tax.
There is also no slavery in the Three Kingdoms, not to say that the trading of slaves does not occur in the markets and harbours. Only that it’s illegal to own slaves by the native populace. Instead, they become indebted servants, forced to work to pay back their liberators. Some Wóedeni merchants have commented that the lower classes of the Three Kingdoms seem to have it worse than the slaves back in Wóeden.
Tukon
Beyond the northeast of Thelessa lies the land of Tukon, a place of titanic beasts and a shifting landscape. Where a traveller can go to bed among the mountains and wake in a forest clearing. Little is known of this place beyond rumours, large bones and on rare occasions, an animal that finds its way to Wóeden on a merchant’s vessel. Those animals that are sold to wealthy Wóedeni rarely survive for any length. Their hunger is something that few folks can afford for any significant amount of time.
Ankala
Where a captain to set sail across the Heartless Expanse and reach the horizon, they would come to the land of Ankala. Few captains do this, for the sea is blessed by Gelari, and she demands a high price from those mortals that wish to sail on her sacred ocean.
People speculate that it costs the lives of dozens of slaves, others that say that the price is the souls of the crew. But no one is certain, those captains that have made the trip, only mutter about sacrifice, secrets and blood. When the Ankara themselves are questioned, they say even less.
The Ankala are tall elves with light dusky skin, colourful feathers for hair and eyes of that are larger than ordinary, as black as night. They dress in spotted or striped fur, decorated with feathers and claws, and sail the seas on large platform canoes. Their warriors wear wooden or bronze helmets in the shape of birds heads and wield wicked-looking spears in battle.
The Ankala are fervent worshippers of the elven gods. They show their devotion through friendly competition with one another, be it in sports, board games, hunting or fishing. They were the ones that introduced the Wóedeni to football, but the sport that the Wóedeni call football has become very different from the way it was initially played.
Their language, unlike the Common Tongue that the Wóedeni speak, is straightforward, with few words and little subtlety. They’re blunt when speaking and are easily offended. But when someone has earned their loyalty, then little can stop them from giving aid to them. Even setting out to avenge them if their friend were to be killed unlawfully.
Surlak-La
If a ship’s captain set his sails towards the northeast and skirts the Black Sea for long enough, they will come upon the distant land of Surlek-La. A cold and forested country, where tall pine trees chase the sky and the ground below can be pitch black, even at midday.
It is a land of ancient houses, mighty geasa, blood feuds and family honours. Populated by goblins, with pale green skin, sandy blond hair, small ears and short noses, and humans with milky white skin, pale, almost white hair and crystal blue eyes. As well as the half-blooded offspring of such unions. Breeding is of high importance to the Surlak, most merchants who travel to Wóeden pay handsomely for human or goblin slaves that fit their criteria of beauty.
But their interests in breeding dwarfs in comparison to their reverence they have for their forebears, something that quickly becomes evident when one has to deal with a Surlak. Many introduce themselves by reciting the names of famous ancestors and their remarkable deeds before their own names.
Those houses that can trace their lineage to the old kings of Surlak-La vie relentlessly for control over the capital of Hagenlar. So they may claim the right to have their sons and daughters rule as a king or queen.
Nahib
To reach the city of Nahib, one must set a southern course and brave the Red Sea, with its storms and turbulent waters. On a relatively small island, so small that a fast man can circle it in a day, lies the towering city of Nahib. It is a warm island that knows no winter, only the cooling breezes of the ocean winds.
The city sits around a large inlet and is constructed from the dark wood, brilliant yellow stone and blue-tinted metal that are native to the island and the surrounding waters. Its buildings rise high towards the clouds, and its districts stretch far out into the island, as well as out into the red-tinted waters.
The Nahibians are of the ogre race, with light yellow skin and eyes like polished pearls. They clothe themselves in loose-fitting robes, with long sleeves and thick, hardy belts. Their arms, necks and backs are commonly adorned with black tattoos, flowing across their bodies, recounting their famous deeds and those of their families.
Founded by Nahin, supposedly the half-divine daughter of the city’s main-deity, Mokvôd, who is the lord of the seas, trade, storms, stars and prophecy. Nahin was a talented sailor, keen-eyed astronomer and terrifying wind mage. She had many lovers, ogres and non-ogres alike during her life. From these unions, she would have many children, children who in turn would founders of the eight families that have ruled the city to the present day.
Melypheos
Much like Nahib, a captain that wishes to set foot on the island nations of Melypheos must brave the Red Ocean. By placing a south-eastern course and following the constellation of the eagle, they should, with the will of the gods, come upon Melypheos.
It is a warm land situated upon many islands, both great and small. With jagged ivory coastlines, which are deeply indented with gulfs, bays and coves, that reaches far into the islands. Most of the countryside is occupied by white marble mountains or rocky hills of alabaster stone. But there is plenty of grassland, rivers, lakes and wetlands punctuating the rocky landscape. And hugging the base of the mountains are many sparse, airy forests of wirely trees that seem to twist and bend around themselves as they grow.
Much like Wóeden, there is no unified country in Melypheos only independent city-states and self-governed towns. And just like them are in a constant state of conflict. In the markets, temples, on the shifting sea and the fields of battle.
The inhabitants of Melypheos comprise of dark-skinned orcs, olive-skinned humans, tanned elves and dwarfs with a complexion like bronze. As with Wóeden, these races live together in relative harmony. Having abandoned most of their racial prejudice, for the belief that their city of birth is superior to all others. Better culture, hardier warriors, talented thinkers, and so on.
In Wóeden there are many rumours about Melypheos and its people. People who have been there saying that the gods walk the land and mingle with mortals, horrific monsters stalk the deserted places kill anyone who passes there. While half-divine children set out to slay them or achieve other great deeds, all in the name of their divine parents.
Divine spirits lay claim to the wild places while mingling and meddling freely with mortals. Siring yet more children touch by divine power, driving artists towards madness and perfection. Pushing mortals to the highest echelon of bliss and suffering.
Few Wóedeni believes these rumours, for all proper worshippers, know that the gods are forced by divine mandate to dwell upon the Shattered Realm.
Xhe
Further south than Nahib, past even Melypheos, lies the mysterious land of Xhe. Few know anything of detail regarding this land, for no foreigner, is allowed to set foot there. And the rare merchant that arrives in South Tale will refuse to speak about their home at any length. Citing a decree made by their heavenly emperor, denying all non-Xhean’s entry.
The people of Xhe are humans with dark brown complexion and almond-shaped eyes. The captains, merchants and other people of importance have a custom of wearing white porcelain masks to hide parts of or their entire face. They dress in beautiful silken robes with patterns depicting mythical beasts and great battles, in the colours of cream, emerald, fire and sunlight. While the less important workers dress in ruff spun hemp and woven footwear and straw hats.
While the porcelain masked people keep a dogged silence about their homeland. The boat crew will spill the occasional bit of knowledge when in their cups. They speak of spire-like mountains, deep jungles and fast-flowing rivers. A land where terrace farming is the norm, where spell eating cats stalk the wilderness and place where the birds serve the heavenly emperor as messengers and spies.











