Hauth had once been a controversial and war-torn kingdom, nestled in the harsh, northern reaches of the Wildlands. A land of cold winds and harsher people, it was a nation-state plagued by endless violence, inhabited by savage clans of Nordisa humans. These clans, hardy and untamed, constantly waged war against each other, as well as the surrounding factions. The region itself had long been a breeding ground for moral decay, lawlessness, and chaos. Its institutions and trade routes crumbled under the weight of strife, barely held together by thin threads of authority.

nation
plains, mountains
"Land of Chaos"
humans, broodkin, birchal
dry
420,000
Balyock
pagan, druidic
livestock, wheatius, wine, textiles, lumber
mead, weapons, armor, horses
The economy, once bolstered by trade and fertile lands, had withered into near nonexistence, replaced by a desperate barter system that offered little hope of recovery. Law and civil order were distant memories, replaced by the iron grip of warlords, mercenaries, and roving bands of marauders. Hauth, a region that had once held potential for greatness, now stood as a haunting testament to the price of unchecked strife and discord.
The Fleshtribes of Malrunê
The Fleshtribes, a barbaric horde from the Malrunê region, were a terror unlike any other. Primal and savage, they embraced violence and cannibalism, living by the dark tenets of Chaos. These warriors adorned themselves with tribal tattoos, marking their bodies and faces with fearsome designs. Under the command of the warlord Uthor, they held dominion over the Hoard Plains, a vast expanse of wilderness within Hauth. They despised outsiders, derisively referring to those from the Twilight Sect and the Council of Nations as “nokeps,” which, in their tongue, meant “soon to be eaten.”
The Fleshtribes were unparalleled in mounted combat, ruling the Hoard Plains with brutal efficiency. Even King Vullmar Hauth VI and his mighty armies trembled at the sight of their warriors on horseback. Tales told of their enslavement of the mighty minotaurs and the towering Wasteland Giants, using them as beasts of war to crush any who dared stand in their way.
Morgrun’s Mantle
In the southern reaches of Hauth loomed Morgrun’s Mantle, the largest of the two active volcanoes on the continent. The mountain breathed fire, slowly releasing rivers of molten rock that scorched the land for miles. Yet the true wonder of Morgrun’s Mantle lay beneath its surface. Below the mountain’s fiery crown lay the vast tunnels of the Everdeep, where an ancient subterranean city called Seerathest had been carved into the very heart of the earth.
Seerathest
Seerathest had a dark and storied past. Built in the year 111 MA by the mysterious fyreburhl, the city thrived in its volcanic cavern, where streams of lava flowed like rivers. But in 666 MA, the city fell to the cruel Inganar lords, who slaughtered the fyreburhl and claimed the burning depths for themselves. For centuries, Seerathest lay abandoned, a haunted relic of the past. It wasn’t until 894 MA that the Inganar returned, joined by fire-wielding creatures from the deep, and restored the city to its former glory.
Seerathest was now a place of fear and legend, an infernal labyrinth where few dared to tread. The city, surrounded by magma and suffused with unbearable heat, was home to fire-breathing beasts and twisted creatures born from the molten core of the earth. Its depths remained largely unexplored, a treacherous domain only the most foolhardy or desperate adventurers would attempt to reach.
The Primal Warmasters
Hauth had birthed many fierce warriors, but none were more feared than the Primal Warmasters. This elite class of fighters, forged in the crucible of endless war, possessed an uncanny connection to the wild beasts of the land. Over time, they learned to harness the ferocity of apex predators, channeling their primal energy in combat. These warriors could summon and command deadly creatures, turning them into living weapons.
Primal Warmasters were masters of both blade and whip, traveling alongside fearsome beasts trained to kill. Their strength lay not only in their martial prowess but in their ability to wield the savagery of nature itself.
Notable Locations Scattered across the unforgiving landscape of Hauth were a few notable places of dread and mystery: Naaks, Balyock, and the infamous Hoard Plains, where death was ever-present, and hope a distant, fading memory.
