Nor Du Mag

Nor-Du-Mag

The Cloven Land, the Dead Lands. "Here the world lived, here the world dreamed, here the world bled and here the world died"…Anthology of Muir Zim the Mad.
Capital: None
Major Settlements: Dulgauld, Camp Trajere.
Ruler: N/A
Government: Anarchy
Major Races: Dwarves, Humans, Orcs, Giants, Squole.
Major Faiths: Cults (typically beast or elemental).
Resources: Porphyrite, Slaves
Languages: Common, Bartogue, Dwarven, Giant, Dracondun (a low form of draconic, native to Nor-Du-Mag)

History

In prehistory the Cloven Land had another name; what it was, the origins of the kingdoms that were born and died there are lost now even to the oldest of archives. What does survive is the tale of how that realm became known as the Dead Lands. In the Chronicles of Nox it is recorded that Gormalgungrir, the Scaled King, the Dreaming Serpent, came to power when he threw down the Cyclopean Witchlord Mo'ult and devoured the titan's heart. Gormalgungrir fell into a deep slumber. On the morrow, a massive coliseum had appeared around the Dragonlord. As time went on, the coliseum expanded, grand galleries, towering spires and sprawling verandas would appear.

Pilgrims began to visit the resting place of the venerable worm, for it was said that those who spent time in contemplation within the Grand Coliseum were gifted with insight and inspiration. As the City of the Dreaming Serpent filled, it grew, in spontaneous response to the needs of it inhabitance.

Artist, scholars, sages and practitioners of the arcane arts all, came to reside within the ever growing city. Towers of Wizardry formed that spewed fonts of raw magic given liquid incarnation. Libraries the size of city states held the collected knowledge of the world and the histories unnumbered in arcane vaults designed to protect against the eons.
As years passed, all that was once part of the realm around the Grand Coliseum had been incorporated or supplanted by the Living Archology of Gormalgungrir, until to know that once there was a land before one had to visit the Eldritch Vaults and seek a tome on the lost histories of the world.

Rivaled in cataclysmic scale only by the Calling and the NewGod Wars, the Breaking would forever change the face of Porphyra. The why is lost, only that one came to the Grand Coliseum not to learn or to seek quiet contemplation. Rather, with a challenge. In the tongue of Eldar Draconic, the stranger spoke words painful to all that heard. Such were the power of the words, that his very jaw broke upon speaking and such was the power that Gormalgungrir stirred. For the first time in strange eons the World Dragon opened his eyes. The stranger staggered, his bones cracking under the weight of the gaze, yet he staggered forward and in a blinding flash, drove the Spear of Ul into the heart of the risen dragon lord.
The description of what follows has been collected from the account written by those in neighboring kingdoms. A keening was said to be heard a half a world away, and rose to such a pitch that those on the border of the Living Realm were struck dead. The whine was followed by a nova of light and fire that rose into sky to set the very heavens ablaze. Those who looked upon the maelstrom for too long were struck blind. And in a heartbeat it was gone. The catastrophic eruption was over, the fire and light were gone, the splitting ringing was gone, the Living City was gone, everything that was once the Gleaming Archology of Gormalgungrir and all who were within were gone.

Current Events

Today the Cloven Lands are called Nor-Du-Mag, an archaic elven word for loss. Though too look upon Nor-Du-Mag, it would appear a lifeless land, the world has healed, at least in part. Magic of no kind will function within the borders of the deadlands. Even after the Calling and the coming of diving magic, Nor-Du-Mag holds no succor for priest or the faithful. Yet, there are bastions within the broken land that offer shelter for those desperate enough or foolish enough. Large deposits of Porphyrite have lured many into the blasted landscape in hope of making a fortune.

Dwarven mines can be found scattered around the edges of the realm, heavily fortified holds that welcome none but their own. Orc wargangs prey on those too eager and unprepared, that venture too far alone. Still only the giant clans brave the far reaches and heart of the dead lands and they welcome none to their dim fires. Nor-Du-Mag has also become a haven for brigands and outlaws, those who have nothing else to loose or have no where else to run. It is a land of lawlessness, where one can have what one can take and has the strength to keep. Nothing is given in Nor-Du-Mag, only taken. That is the law of Cloven Lands.

Major Settlements

The largest city within Nor-Du-Mag is the dwarven mining hold of Dulgauld. The heart of the hold lies deep in the border mountains of the ClovenLands, yet the dwarves have tunneled a trade gate near the edge of the dead lands.

Several Mercenary leaders have set up semi permanent camps within the shallows of Nor-Du-Mag, the largest of these is Camp Trajere.

Intrigues (Hooks)

  • A mercenary captain is claiming to possess the Spear of Ul and is gathering a large number of followers.
  • A druidic conclave seeks to establish a bastion within the heart of Nor-Du-Mag and seeks aid in reaching their destination.
  • Rumors that a great dragon has been seen in the twilight skies above the kindgom.

Regional Traits

Dead born You have been touch by Nor-Du-Mag from birth, you gain a +1 trait bonus to saves against all spells.
Hard Lessons Learned Your time within the Cloven lands has taught you to survive. You gain a +2 trait bonus to Survival skill and it is always a class skill

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