Shattering of Vastrya
Background on Vastrya
Vastrya is a huge land of roving tribes and nomadic clans constantly warring with one another. However, they united under a single, strong leader in 470AU, Grokk Bloodthunder of Ironwolf. Led by Grokk, Vastrya prospered, the clans with long-stretching blood feuds were forced to work together. Vastrya consisted of 9 major clans and dozens of smaller tribes. The people of Vastrya were fantastical, including Orcs, Goliaths, Wood Elves, and more.
The Clans and rule under Grokk Bloodthunder of the Ironwolf Clan
Grokk Bloodthunder ruled Vastrya, but he established the Council of Clans which consisted of the Chief of each major clan of Vastrya for all major decisions. Despite the bad blood, the Council worked.
The Clans included:
- Ironwolf Clan - primarily Orcs living in Iron cities that value Strength and Honour. Control Khag Nozgar, the capital of Vastrya and the Emerald Jungle
- Bluefox Clan - Wood Elves occupying an eastern section of Vastrya
- Bronzebone Tribe - Mountain-dwelling tribe of Goliaths and Orcs that break their own bones to grow stronger. The Gadrobi, from the Gadrobi Mountains. Some of the most powerful warriors in Vastrya.
- Cruelbear Warriors - Hardy but friendly tribe of Bugbears, Hobgoblins and Orcs on the shore of the Toblakai Waters
- Deadrage Tribe - Barbaric group focused on war that worship Gruumsh. Orcs and Goblins.
- Lighthand Clan - A tribe that worships the Light itself that worship height, and the taller you are the higher you ascend in power. Base of Gadrobi Mountains.
- Purepaw Clan - Gnomes of the Glass Mountains.
- Strongscar Clan - group that cut one eye out at birth to gain arcane adeptness. Also great seafarers and dominate the Phantom Sea. Many races.
- Grimskull Tribe - Barbaric group like the Deadrage tribe that also have Firbolgs and Bugbears in the west.
Timeline of the Shattering
Year 0 (480AU) - Death of Grokk Bloodthunder
- High Warchief Bloodthunder dies from old age-some say poisoned and others claim it was natural.
- His death leaves a power vacuum. No clear heir is named, and the Council of Clans dissolves within weeks.
Year 1 - The Red Council
- The nine major clans meet in the city of Khag Nozgar to decide succession.
- Talks break down violently. The Council Hall is burned and several clan leaders are assassinated.
- The first skirmishes begin between the Ironwolf Clan and Bronzebone Tribe for control of the central forges of Khag Nozgar. There is infighting among other clans now without leaders, and the clans begin to fray at the edges.
Year 2 - International Conflict
- The Amaron Empire seeks to help conflict in Vastrya, sending aid to the Ironwolf clan. However, this ostracizes them against their fellow clans who see them as becoming just another country under the Empire.
- New leaders within Ironwolf seek to push away their friends in the Empire despite their overwhelming power as they are now worried about being absorbed into the Empire. A divide forms within the Ironwolf Clan, Imperials and Conservatives.
- Seven Cities survivors of travel to Vastrya to give aid to the innocents caught in battles between the clans. They are slain by frenzied Vastryans, seen as spies sent by the Empire by paranoid clan members. Seven Cities becomes hostile to Vastrya.
Year 3-6 - The First Fracture
- Ancestral lands begin to become divided among the clans through blood. Old names rise from history to make a point to other nations that Vastrya will always belong to the Vastryans.
- Ironwolf land becomes known as Thar'Gorak - meaning the Iron Dominion in Orcish. The Ironwolf clan
- Velmireth and Kraghorn declare their independence from Vastrya, claiming their ancestral lands. Velmireth is dense forestlands in Northwestern Vastrya settled by Wood Elves of the Bluefox clan. Kraghorn becomes the land formerly known as the Gadrobi Mountains, dominated by the Bronzebone tribe.
Year 7-10 - The Ember Rebellion
- Leaders of Ironwolf, Cruelbear, and Lighthand attempt to reunite all the clans again.
- Zar'Kethar secedes after a fiery uprising led by the Ember Priests. Zar'Kethar becomes the country of Northeastern Vastrya, volcanic and arid terrain.
- Dunmire declares independence, citing divine visions from the Swamp God and taking up the marshes of the North, bordering Shonem and the Phantom Sea.
- The Volcanic March scorches the Eastern Plains, creating a natural barrier against the rest of Vastrya and isolating Zar'Kethar and Dunmire.
- Aelvaron also declares independence, taking up central Vastrya and the flats between the Phantom Sea and the Gadrobi Mountains.
Year 11-14 - The Arcane Collapse
- Aelvaron suffers a magical catastrophe when rival claimants to the throne unleash unstable relics.
- The Aelvaron capital Ael'thalas is partially destroyed and becomes a haunted ruin.
- Refugees scatter across Vastrya, spreading arcane corruption.
Year 15-16 - The Crimson Expansion
- Brakkenthorn declares themselves and immediately launches a brutal campaign to seize borderlands from weakened neighbours.
- The Crimson Foundries are established in Brakkenthorn, and war foundries begin mass-producing weapons.
- Velmireth and Kraghorn declare themselves and form a temporary alliance to repel the invasion.
Year 17-18 - The Shadow War
- Nymbrasil emerges from secrecy, manipulating conflicts through espionage and illusion.
- Assassinations and disappearances plague the courts of all nations.
- The Whispering Vale becomes a feared and mysterious power.
Year 19-20 - The Rise of Urdan-Khal
- The desert tribes unite under a charismatic warlord who survives the Scorching.
- Urdan-Khal is founded and begins raiding trade routes across the eastern sands.
- Border skirmishes erupt with Zar'Kethar and Dunmire.
Year 20 (500AU) - The Divine Host Attack
- With the turn of the century, the Divine Host of Elisium attack Vastrya. Immediately, they wipe out the fragmented Purepaw clan and push into their land, almost wiping out all Gnomes in Vastrya.
- Brakkenthorn fight to defend their new land from the Host.
The Current State - The Nine Shattered Realms of Vastrya
1. Thar'Gorak – The Iron Dominion
- Dominant Race: Orcs
- Government: Warlord Confederacy
- Capital: Gromkar Hold in Khag Nozgar
- Resources: Iron, coal, war beasts
- Unique Trait: Their warlords are bound by a sacred blood pact that allows them to share strength in battle.
- Inspiration: Feudal Germany with a militaristic twist
2. Velmireth – The Sylvan Accord
- Dominant Race: Wood Elves and Firbolgs
- Government: Druidic Council
- Capital: Thalorwyn
- Resources: Wood, rare herbs, spirit animals
- Unique Trait: The land itself is semi-sentient and protects the borders with living forests.
- Inspiration: Celtic tribal confederations and the mysticism of ancient Gaul
3. Kraghorn – The Stonebound Clans
- Dominant Race: Goliaths
- Government: Clanhold Assembly
- Capital: High Krag
- Resources: Stone, granite, mountain goats, iron
- Unique Trait: Their cities are carved into cliffs and can only be reached by skybridges or climbing.
- Inspiration: Norse and Alpine cultures - Gadrobi of Malazan
4. Zar'Kethar – The Ember Pact
- Dominant Race: Orcs and Goblins
- Government: Theocratic Magocracy
- Capital: Pyrosanct
- Resources: Obsidian, sulfur, fire crystals, gold
- Unique Trait: Their priests can summon volcanic eruptions in times of war.
- Inspiration: Byzantine Empire meets elemental cults
5. Dunmire – The Marshbound Sovereignty
- Dominant Race: Lizardfolk and Swamp Elves
- Government: Chosen Monarchy
- Capital: Mirewatch
- Resources: Alchemical reagents, fish, peat
- Unique Trait: Their rulers are chosen by a dreaming swamp god that speaks through visions.
- Inspiration: Slavic folklore and Venetian intrigue
6. Aelvaron – The Shattered Crown
- Dominant Race: High Elves (exiled from other lands)
- Government: Fractured Monarchy (multiple claimants)
- Capital: Ael'thalas (ruined)
- Resources: Ancient relics, arcane knowledge, silk
- Unique Trait: The land is riddled with magical ruins that shift locations.
- Inspiration: Post-Roman Britain with Arthurian overtones
7. Brakkenthorn – The Crimson Marches
- Dominant Race: Hobgoblins and Bugbears
- Government: Military Junta (Strongest Rules)
- Capital: Redspire
- Resources: Bloodsteel, war machines, mercenaries
- Unique Trait: Their armies are bred in war foundries and trained from birth.
- Inspiration: Prussia and the Mongol Hordes
8. Nymbrasil – The Whispering Vale
- Dominant Race: Shadow Elves and Feykin
- Government: Hidden Oligarchy
- Capital: Unknown (rumored to be in the Vale of Echoes)
- Resources: Illusion magic, rare poisons, moonstone, assassins
- Unique Trait: Their borders are cloaked in illusions and only those invited can find their cities.
- Inspiration: Renaissance Italy meets the Unseelie Court
9. Urdan-Khal – The Dustborn Empire
- Dominant Race: Nomadic Humans, Half-Giants, and Tieflings
- Government: Elective Khanate
- Capital: Khal'Zar
- Resources: Horses, spices, salt, glass
- Unique Trait: Their leaders are chosen through a brutal trial in the desert known as the “Scorching.”
- Inspiration: Ottoman Empire and the Golden Horde