Geography & Nations (Herregor Supplement)

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Southern Herregor
  • The Kingdom of Arad: One of the most influential nations on the Continent of Herregor. Ruled by King Herrod Pembroke, seventh of his line. The people of Arad are an industious and proud lot. Their king is a pragmatist and business man foremost. While some would blame him for the current hostilities simmering on the Northern Border they share with Bottengard, in truth he inherited that situation from his grandfather.
  • Bottengard, Kingdom of the Dwarves: Three years ago King Caradin of clan Stonetooth and the great wheel of the dwarven dynasty made its first full turn with the throne passing to the most esteemed warleader of the gathered clans, General Bodovik of the Bladebiter clan. King Bodovik has seen many years as a leader of dwarves, and he is no stranger to military campaigns. Were it not for the Wyrm to the West he would likely have already carved out Nul's teeth from the humans to the South. For the time being he is courting the fledgling nation coming to root beneath the dragon, and if he makes them his allies, he will march soon.
  • Dramenvaar, The Dragon's Lands: Dramenvagen is an enigmatic beast. It settled in the hills to the east of the Candor's Edge Mountains nearly a century ago. During that time many a self styled adventurer made a go at slaying the dragon, though none succeeded. Stranger still is that it did not retaliate against the homes of those that went against it. Roughly two decades ago the dragon did a most surprising thing. It contracted the services of a band of mercenary dragonborn to aid in guarding it's lair. In the years since more of the dragon men have migrated to the badlands to see the beast. Whether by design, or by chance the dragonborn have rallied around Dramenvagen and declared him their ruler for want of a land to call their own.
  • Turath Nor: Rechristened after arriving on this world and a mere shadow of it's former glory, the vicious empire of the Tieflings is still fractured after its fall. In recent years the three most influential of the noble houses have reached a shaky accord and begun looking outward at their new world. They have begun a diplomatic agenda with Arad, an act that has not gone unnoticed by the dragonborn.
  • The Confederacy of Grond: The Confederacy is a collection of city-states found on the chain of large islands off the Southwestern coast of the continent of Herregor. The several distinct cultures of the Islands of Grond have banded together under the unifying flag of the Confederacy to repel invaders from Sardonaar.
  • Sardonia: Also known as the Orclands. The tribes that wandered the lands of Uul on Western Herregor were united long ago under the rule of a powerful Priest who followed Sardon to the exclusion of the other members of the Triad. They are a powerful and warlike people who respects ruthlessness and efficiency and whose leadership have felt the need to spread their brand of worship to others, often by the point of a blade.


Far & Away

Herregor is a large island, the nations on it isolated from the mainland. There are other societies in the wide world that players might come into contact with - some fair, some foul.


Numeria: The cold gray land of the Numeria is across the sea North and East of Herregor. The Numerians themselves are tall and fair-haired people that are fiercely agnostic. Though they acknowledge the existence of the Gods they deny that they have any hands in day to day affairs. According to the Numerians the Gods created men, gave them strength of mind, body, and will and expect men to live and prosper on their own.

Numerian society is tribal and clan based, and the clans sometimes war against themselves, but are quick to unite against outside threats. They have no clerical tradition though some among them do take up the lives of solitary druids. The Numerians are only recently dragging themselves out of the dark ages, but the few trade minded amongst them are very interested in the technology offered by the men of Herregor, especially facing the coming tides of Kurg.

The grim and dangerous warriors of Numeria have a reputation of unstoppable ferocity on the battlefield. There is no question that they have thus far repelled the Kurgish Empire's attempts at conquest, though there is a question to how long they can hold out.


The Kurgish Empire: The only contact that most have with the Kurg are the parties of slavers lead by the grey-skinned giants and bolstered by sorcerer-slaves in chains and collars. In truth the massive warriors are slaves themselves, though fanatical in their devotion to their keepers.

The Kurgish Empire began in the deserts to the South and East of Herregor, and has spread across a vast swatch of land from the Mederian sea to the great ocean. The Priest King leads the nation in body and soul for the glory of Suutep, God of serpents and darkness. Those lucky enough to be citizens live a pampered life of hedonism and excess upon the labor of slaves so long as they give proper reverence to the great scaled god and his seemingly immortal priests.

Kurg warriors begin as captured slaves. The priests warp their frames with magic and special elixirs brewed from venom and lotus blossoms that turn them into huge, muscled terrors and bend their will to Suutep. The sorcerer slaves that they are infamous for also begin as captured slaves, their blood mingled with unnatural things and their will bound by iron collars and dark magic to the service of the empire.

The priesthood bans most technology above sharp blades as heresy, instead relying upon the thews of their warriors, magic of their bound sorcerers, and own priestly invocations. The empire of the Kurg is ever expanding, sweeping across the lands to the south and east and crashing upon the borders of Xong Wei and rushing towards Turath Nor.


Xong Wei: Far and far to the east, past the Mederian sea and the Kurgish Empire lies the lands of Xong Wei. Little is known about this nation other than it is large and powerful enough to stall the Kurg, and much of their technology is comparable to the advances made in Herregor. They do very little trade outside their own borders, and embrace an aesthetic and introspective lifestyle.

Their styles, speech, and customs are strange to those of the western lands that encounter them. Their society is firmly rooted in feudal traditions with many lords all paying homage to an Emperor.



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