Regions of Mantica

Far to the northwest of Mantica lies an island known as the Bitter Lands, The last lands before the great ocean. This land is covered in snow for six months a year, while experiencing freezing rain the other six. It is connected to Mantica proper by a single large bridge known as Tyris' Gate, named for the leader of this icy nation.
Two thousand years ago An outcast elvish king named Tyris Valellion was forced to flee Elvenholme . He and his vassals fled to the Bitter Lands, conquering the sparse human and yeti tribes who lived there and integrating them into his own forces, creating a new kingdom to call his own. This kingdom would remain out of world affairs for the next two thousand years, avoiding the God War and the Winter War entirely.

The Bitter Landss

Ardovikian Plainss

The Ardovikian Plain was formed when the ice retreated after Winter's defeat. Once home to the nine richest provinces of Primovantor, the region now contains some of the richest and most fertile land in Mantica. Young forests cover large parts of it and erosion has unearthed rich seams of ore. This, along with the many ancient artifacts to be found in subterranean complexes, makes the Ardovikian Plain hotly contested among the races.​  It is the home to Ogres, The League of Rhordia, and the Kingdoms of Men.
The city-states and small kingdoms that make up the League of Rhordia can be found on a small coner of the plains. The individual city-states are governed by their own nobility but the Dukes from each have a seat on the Council and rotate the chair every 8 years. In all these states, the church of the Children is prominent and the chaplain of the Church has a seat on the council, ensuring the Church plays its part in keeping the alliance together. Their church, and society, encourages open debate and advancements in science and technology.
The shires of the halflings are also within Rhordia’s boundries and the loyalty, cunning and ingenuity of the halflings is highly valued by all League members. Many of the states now have growing halfling populations and their appearance is very common everywhere across the lands of the alliance.  The College of Warcraft in Eowolf has seen a few, now legendary, halfling engineers pass through its doors.
The League’s forces are made up of professional human soldiers from the member’s lands, all states provide soldiers to a united army. It’s also common to see mercenaries in their ranks, and of course Halflings often make up a sizeable portion of any League force.
During the Edge of the Abyss Campaign hordes of Orcs attempted to invade the human lands here.  The various Kingdoms of Men banded together to build a great wall across the plains, blocking off the west, and have hired Ogres to man the fortifications there.

The Norths

To the far north of Mantica lies huge cliffs of blue ice, tall as mountains. Some say this is Winter, still living and shouting defiance at the sun.  The Winterlands are a frozen wasteland that stretchs over much of the northern edge of the map.  It is a harsh and unforgiving landscape, qualities that it shares with the people who have settled there.                      I            
The Varangur clans have been inhabitants of the far north of Mantica for thousands of years, living comfortably in their great halls.  The followers of the dark god Korgaan can be found throughout the north, warring with each other or preparing for raids to the south.  They have tamed many monsterous creatures that can only be found in the north, beasts of the ice plains or the caverns below, and employ their use in battle often.
The Varangur are not alone in the north however, the Northern Alliance can also be found in the Winterlands, a mysterious force that the south keeps a wary eye on. The seat of this Kingdom is the frozen ice city of Chill and it is ruled by Prince Talannar Icekin, the exiled son of the King of the Bitter Lands elves,Tyris. The city has gathered all sorts of distasteful races to it and rumors say that volunteers of all races have flocked to the Icekin banner, though what Talannar plans remains unknown.
At the feet of the icy liffs lies the plains of the Mammoth Steppe, an endless sea of dry grassland which encircles Mantica. Ogres, barbarian humans and Goblins make their homes here in a hard land which shows little signs of civilisation.  There are few trading posts and fronteir towns on the edges of the steppe, but beyond that is a harsh barren landscape. This is where the nomadic camps of the Ogres are found, their mammoth skinned tents and caravans are best avoided by any wanderer who doesn’t wish to become food.  The Ogres long ago sujegated the goblins of the Steppes, but they live alongside each other peacefully for the most part and large numbers of goblinkind can be found living in the wake of the Ogre tribes.
During the Edge of the Abyss event the frozen sea was partially melted to create a great flood that would pour into the Abyss and halt the Abyssal invasion.  Though the Forces of Good were successful with their plan, they drowned the homelands of the Ogres.  The Ogre tribes has mostly migrated west, where they protect the great wall defending the Kingdoms of Men on the Ardovikian Plains.

Forest of Galahirs

On the northern edge of the Dragon Teeth Mountains lies the ancient expanse of the Forest of Galahir, the timeless woodland that the Sylvan Kindred of Elves have called home since the dawn of elves.  The celestian that is called the Green Lady resides under the canopy of Galahir, deep at the heart of the forest where the trees are mightiest of all in Mantica.
​Whilst the power of the Green Lady reaches all corners of the vastness of Galahir, it is not without it’s own belligerent occupants however. The Lady is nature itself and she is neither good nor evil, but only interested in balance between the two. The true nature aligned inhabitants; Dryad, Sylph, Naiad and Satyr all live within Galahir’s embrace and will answer the call of the Green Lady if she wills it, and Many bands of Orcs, Goblins and Trollkin call the great wood their home as well.
During the Edge of the Abyss event legions of Goblins attempted to take over the great forest.  Like a green tide, the Goblins rushed into the Forest to try and claim the ancient trees for themselves. However, even in such great numbers, the remaining Forces of Nature held them back. With the assistance of the Green Lady they’ve used ancient magic to help the forest grow even stronger and now a shield of thick, thorny trees protects the woodland from more surprise attacks.

The Kingdoms of Mens

There are as many as a hundred of these small statelets, ranging from independent cities to large dukedoms, and the genuine kingdom of Valentica. These small lands are in a constant state of rivalry. War between them is not uncommon. As a result of this the city-states are vital places, breeding brave men who range far in their ships.  At times Basilea has controlled nearly all of the Primovantian Peninsula; at others, hardly any at all.  
Several states have very close ties with the Elves, the Valenticans in particular enjoy a lengthy friendship with several of the kin.  There are also two great Elven cities within the successor kingdoms, and Elven quarters in every other city besides. Dwarfs live throughout man’s lands, descendants of refugees from the fall of the northern holds and, more recently, King Golloch’s reign.
The mountain duchy of Sathoi is known throughout Mantica for it's elite mercenary forces,  Geneza is a city state that was built amongst the ruins of the old city that was swallowed by the sea, it now sits like a great stone ship on the water.  It is another nation of sea traders and rivals of the Valenticans and the Sea Elves.  Primovantor​ Still exists as a city state itself, though it is but a shell of it's former glory.
Dol Eragos is under the control of the Vampire Castellan Lord Malak.  He has ruled over the Shadowlands for over four centuries from his dark fortress deep in the Knifepeak Mountains in the young kingdoms.
Housed in the great Euhedral Library within the Successor Kingdoms, the "Grand Map of the World & Regional Compendiums" was conceived after the "Atlas Council" was held between the high-members of the great expeditionary groups: The Adventurer's Guild, The Order of Cartographer's and The Engineer's Guild. They deigned to share the extent of their knowledge and a decree was issued following that venerable meeting for all common knowledge of the populated lands to be gathered and plotted into a common compendium of the navigable world.
It continues to this day and an "Atlas Advocacy", as the commisioned expeditions are known, is often the first great voyage or excursion that an earnest and novice adventurer will taste.

The Hegemony of Basileas

The Basilean’s true power rests upon its monopoly of trade: nothing comes through from the empire of the Dwarfs, the traders of the Mammoth Steppe or from the distant east without passing through the Golden Horn, and several generations of the money-savvy Hegemons have worked hard to tighten this grip upon the Infant Sea’s trade network.

The Hegemony of Basilea holds a sizeable territory. The empire spans much of the Infant Sea’s mountainous northern coastline, but the heart of Basilea is what was once the Basilean Massif – a large highland area of plateaus, hills and low mountains that became a twin peninsula during the flooding of the world. The Martolian plains that once connected it to the Primovantian Peninsula have been drowned, but many of the Basilean’s oldest cities survived the cataclysm.
There are five main provinces of Basilea. Solios is the heartland of the Hegemon, birthplace of the civilisation. It is here you can find the shining capital, The Golden Horn, one of the greatest cities in all of Mantica. Solios occupies much of the north and east of the area.  Its east is defined by the Low Sea of Suan, while it reaches north of there to the edge of the dark lands of Tragar.
Spartha occupies the lower portion of the western peninsula. In olden times Spartha was Solios’ greatest rival and to this day it is renowned for its skilled warriors and the Hegemony’s foremost military academy.  The attitude of these people is well known across the world, for they are laconic in the extreme. This attribute is something others find highly amusing or extremely offensive, depending on their own cultural sensibilities: there is little ground in between.
Cortia is the last of the peninsular provinces, centred on the ancient city of the same name, it is famed for its horsemen. Cortia lies to the north of Spartha, and is somewhat smaller than its southern cousins in the Hegemony. The capital city, Cortis, is small but it is a place of unsurpassed marvels. Cortis boasts Basilea’s finest artists. The Temple of Aquilan is regarded as its greatest jewel: the beauty of it such that, if all is viewed in one visit, it can strike a man temporarily dumb.
Outside the peninsular are two other large provinces. Nova Primovantor occupies the north and east of the Primovantian peninsular. The province represents the last of Basilea’s many attempts to reconquer what remains of the old province of Primovantor. The province is large, but surrounded on three sides by antagonistic successor states.
Novo Ardovikio is the fifth of the provinces. Founded on the Ardovikian plain where the Primovantian provinces of Vestra- and Ostra-Ardovikia once stood, before they were ground to nothing under Winter’s glaciers. Established only a hundred years ago, Novo Ardovikio is a clear challenge to the Young Kingdoms that have sprung up on the plain. This province is in a tenuous position, it is linked by a short frontier to the north of Nova Primovantor, and otherwise surrounded by hostile states to the north, west, and southwest, and bordered to the east by the forest of Galahir, realm of the Green Lady.

The city of Hymenirkos is a crucial trade port situated off the coast of Keretia, it acts as one of the Basilean navy’s main depots, and as a constant reminder of the Hegemon’s power to the rulers of Keretia.
Samarik is a frontier city, and the only large settlement near the lands of the Abyss and Tragar. Home to five legions of Basilea’s best troops, it is a serious, heavily militarised place under constant threat of invasion.
Tor Amellinus is he only Elven city in Basilean territory, this outpost port of the Sea Elf Kindreds is situated at the southernmost tip of the Basilean mainland and is almost entirely autonomous.
The City of the Golden Horn is the largest and most spectacular of all of Mantica’s cities, over a million citizens live within its precincts, and it is called the crossroads of the world. Man walks its streets rubbing shoulders with Dwarfs, Elves, Orcs, and Ogres, among others. The oldest part of the Golden Horn projects into the Straits of Eriskos. The city was built in ancient times upon the eastern bank of what was once a broad river canyon. Since the Great Inundation, the Golden Horn has been lapped by the sea, and has grown so huge it covers both shores for miles in either direction.
The city is divided into thirty-one precincts spanning both sides of the Straits of Eriskos. Twenty-three of these are known as the Precincts of Divinities Manifold, they take their names from the remaining Shining Ones, and feature trades associated with each god. The other six precincts are called Quarters and are named for their function. The second precinct is the Royal Quarter, the home of the Hegemon and his court, and is made up of interconnected palaces built upon the five holy hills of the Horn. Only the first precinct, the Temple Quarter, is larger than the Royal Quarter as it houses temples to the Celestians and the Shining Ones.
The Schools of Magic are considered a quarter, but they are scattered throughout the city. The Order of the Ardent Light, one of the most famous magical orders in Mantica, is found here. They only accept candidates who can claim actual blood lineage to those who fought and learned alongside the legendary Valandor.
The Quarter of Governance houses the main offices of government and the  nobility, along with many other important parts of the Hegemony.  The other four quarters are that of Dwarf Free Clans (or the Bach Guwn Dur) the Route of All Travels; the drowned Quarter of Woe, whose broken columns and tumbled walls can be seen beneath the water of the straits; and the Free Parish, which plays host to a goodly part of the city’s non-Basilean population.
There are many markets to every trade imaginable, and the Golden Horn is home to the Great Bazaar, the biggest market in the world. It is said a man may buy anything in The Golden Horn, this saying knowingly includes life, death and even the fates of kingdoms.
The Golden Horn is protected behind three rings of increasingly tall walls armed with hundreds of modern brazen cannon. A fourth, outer wall is under construction on the west bank, to accommodate the spread of the precincts there. The east is even more heavily fortified than the west, as this face of the city stares into Golloch’s lands. The sea is the artery of the city, and its weakness, so the Strait of Eriskos is guarded by castles of dizzying size. There are three at either end of the strait; one on each bank and a third on an artificial island in the middle of the channel.  Each act as customs houses for the ships that call into the city’s forty ports, and a great spiked curtain of iron can be raised by cunning mechanisms to block the way in times of war.
The Horn is called The Eternal City as it has never fallen.

The Infant Seas

Created by melting ice at the end of the Winter War, the Infant Sea lies where the lands of men were once located. Most of the Republic of Primoventor, along with many other kingdoms, were swallowed by the rising waters with only the northern parts and the province of Basilea surviving.
Many strange creatures, submarine races and giant monsters make their homes in this region. In addition, many trade routes cross the sea but sailing these waters is a dangerous undertaking.
The Order of the Forsaken are knights that have learnt to work with various winged beasts that inhabit Mantica, sometimes through diplomacy, sometimes through force of will. As well as lending their valuable skills to Brotherhood forces in battle, they keep watch over the Forsaken Isles, guardians of what remains of the Brotherhood’s old kingdom.​
Deep under the Infant sea, and other bodies of water, there currently exists three major kingdoms of the Trident Realms. Each kingdom is ruled over by their own Trident King

The Abysss

The greatest wound inflicted upon Mantica during the God War lies far to the north east of the Infant Sea, among the remnants of Winter's glaciers. This is where Domivar struck the world with Oskan's axe and where the Wicked were cast down.
The Abyss is a great rent in the surface of Mantica, a fissure carved to the centre of the earth with a pall of black smoke hanging above it, shrouding the region in perpetual night. Molten rock is spewed into the sky while toxic smoke hangs in the sky, ready to choke all who venture there. All around are pits of ash which, like quicksand, can drag down and smother the unwary.
The Abyssal Dwarfs build their temple-citadels at either end and Orcs dwell upon the plains. Other races are to be found as well: men, Elves, and Dwarves toil as slaves in the mines and foundries of the Abyss while those seeking the black power of the evil Gods also come to the region.
On the western borders of this nightmarish region and just north of Basilean territory, the Brotherhood established a series of fortresses facing the Abyss.  For many years this was the heart of the Brotherhood Knights, and many relics of their past were stored here.  During the Edge of the Abyss event all of the Brotherhood’s lands here were swallowed by the Abyss utterly destroying their strongholds there.  At the end of the incursion the great glaciers in the north were melted by forces of good which resulted in a great flood that poured into the Abyss. Now the Abyss itself bubbles and boils the water with steam rising like a fog from its terrible depths.

Halpi Mountains

These mountains are the homes of the free dwarfs, and they can mostly be found amongst 5 holds; Cwl Gen is ruled by the Slayer King Sveri Egilax, Gars, Llyfanifeg, Marn, and Rhyn Dufaris.  The Free Dwarfs kingdom is slowly growing to what it once was as they attempt to take back their fallen holds of the past from the Orcs and Goblins who dwell there now.
One of the greatest Dwarfen cities in the Halpi Mountains was known as Ironhold, which was ruled by Thorrik Rockfist who was the first among the Kings of the Northern Holds.  However the Necromancer Mhorgoth sacked the city that was built upon the banks of the Redgar River, killing all inside including the great King.
The Free Dwarf lands are separated from the Imperial Dwarfs by way of The Great Cataract.  Both sides of the Cataract, where the Low and High seas meet to form a great waterfall, have great forts built on the shores where the dwarfs glower at each other.  It is so broad that you can only see across during certain conditions.  In the center of the cataract is  is Culloch Mor, a tree cloaked rock that houses a simple altar.  Here the free and imperial dwarfs can hold talks with each other by dragging themselves across the chainway, a great ferry that is the only connection between the two lands.
​During the Edge of the Abyss event these lands were conquered by the Abyssal Dwarves, the free clans of the Dwarfs fled from the Halpi Mountains, across the Cataract and into the lands of King Golloch. With the Abyssal Dwarfs hot on their heels they destroyed the Great Cataract behind them, temporarily cutting them off from their homeland.

The Golloch Empires

Abercarr is covered by a mostly impassable mountain ranges that are barren save for the snow and ice that covers their peaks..  But underneath these mountain ranges is the lands of the greatest empire in Mantica; The Dwarf Empire of King Golloch.  Entire mountains have been reformed to Dwarfen taste, and their vast cities have been connected by great roads to their numerous fertile valleys, all underground.  The most impressive undercity is the massive capital  of Caeryn Golloch.
The east of the Abercarr penninsula is less mountainous, covered in plains and forests, but the empires under tunnels stretch to the cities here that have been claimed in the name of Golloch.
Basilea lies just west of the ancient dwarf capital of Diffeth, which is home to the ruins of the great Hold of Dolgarth, lost and forever changed when the ice receded and the flood came upon it’s polished floors.
Between the cyclopean mountains of Abkhazia and the cracked, bone-strewn desert wastes north of Ophidia lies the mighty Southern Watchline. Raised in ancient times by the most accomplished of Dwarf holdsmiths, the Watchline takes the form of an unbreachable chain of mountain fortresses, each linked to the next by solid walls that rear many hundreds of feet into the misty air.


In modern Mantica the nation of Ophidia is often cursed by many as the birthplace of the undead, but the modern nation and it's historical counterpart are very different.  What was once the Ahmunite empire was destroyed many years ago,The flesh was burned from their bones and their nation became a cursed place known as the Empire of Dust. The lands of the Ahmunite kingdom are now known as the cursed Ophidian Wastes, and the destructive magics that turned the lands to dust continues to expand the desert little by little each year.
During the recent Edge of the Abyss event the vengeful Empire of Dust rebuilt their once great fleets of ships and began an invasion of the other lands of Mantica from the basin known as the Serpent's Mouth.  However, using a great tidal wave the Trident Realm smashed the partially assembled fleet of the Empire of Dust. The Serpent’s Mouth has been widened and the wreckage of ships floats out into the Infant Sea.
Ophidia meanwhile has flourished into one of the greatest kingdoms in all of Mantica, but is a mysterious and secretive place that ignores the rest of the world for the most part. Protected by an army of both the living and dead, the rulers of these lands are called the Magi, nobles practiced in necromancy, demonology, and sorcery. Numerous tombs and abandoned temples dot the land, but it is also home to creatures unseen in Mantica. Aside from the djinn, it is also home to Twilight Kindred assassins, ogre adventurers, and serpent-men of which little is known. Some even say that demons of the Abyss walk the streets openly.

Mouth of Leith

Between the remaining lands of the Eastern Kindred and the heart of the wastes of Ophidia, far from any caravan route the desert hills open up into a vast round hole. Fringed by cliffs hundreds of feet high, this pit is sheer-sided and seemingly impassable.  Upon the floor an unbroken canopy of green can be  seen surrounded BY a lake. Waterfalls cut quick and clean through the parched air, raising cool mists. It is an oasis, a green jewel in the endless brown wastes of Ophidia, but there is no way
down to this verdure, no way to wash the bitter sand from the mouth, and it is ringed with skeletons of those who found it and perished within sight of salvation. In any event, to attempt descent would be foolish in the extreme, and not only because the forest is home to huge and terrifying reptiles. This is the Mouth of Leith, also known as the Pit of Despair. This is the gateway to The underworld, the mysterious realms of the Twilight Kin.

The Endless Sea

Stretching along the mouth of the infant sea, the Brokenwall islands are almost all that remains above water of the Sea Elves former kingdom.  There are great shining castles and fortresses, setting atop giant white cliffs that shoot up from the sea.  The great naval forces of the sea elves are based here.

The Elven Landss

The Twilight Glades are found on the southern shore of the Infant Seas, a vast and shadowy forest covers this land, but somewhere in it's maze lies the city of Ileuther. The ambassadors of other elvish kindred are welcome here, and the city is ruled by the Mage-Queen Laraentha Silverbranch.  During the Edge of the Abyss event the armies of the Undead marched on the Twilight Glades, while another enemy grew from within.  The Nightstalkers were released at some point during the struggle, and all communication from the lands have cut off.  Those that have gotten near the former seat of elvenkind tell of strange beasts roaming the land, although they do not resemble Abyssals
In the city of Ileuthar all elves are equal, and in fact many merchants of the other kindred operate within the confines of the city. Members of the Sylvan Kindred in particular are known to visit Ileuthar often and it is a beloved city among their number;it is even said that the hand maidens of the Mage-Queen all hail from their kindred and not from her own. The city is also home to the Glade of Ways. This magical portal is protected by the eldest trees of the Twilight Glades and leads to a realm called the Shadow Paths. This realm exists on another plane of existence and is said to be able to reach other dimensions and planets. The Twilight Kindred protect this realm and usually refuse to even use it themselves for they can foresee how dangerous such a tool can be.
Therennia Adar is known commonly as Walldeep thanks to the great ring of rock that surrounds the city, a great wall created by Valandor at the time of the flood and fortified still by old magic that keeps the sea from crushing the city.  On the outside the walls only span 40 feet above the waves, but on the inside it plunges many hundreds to the city.  The city is covered in shadow from the great wall that protects it, Only the spire of the Ages in the center of the city reaches high enough for the sunlight to shine upon it.  Valandor the Great’s body is said to lie in the spire, but this was proved to be a fake when Mortibris attempted to steal it.  This revelation has been kept secret from the public.  Aside from the Brokenwall Islands, Walldeep is but all that remains of the Western Kindreds.  They are now referred to as Sea Elves as they patrol the waters covering their homelands to this day.
The High Warden of the Seas is Madriga Starrekin, who rose to fame after stopping Mortibris with a group of heroes.
The Mountains of Alandar are the homes of the Northern Kindred and the dragons they are famous for riding into battle. The slopes of the mountains are covered in lush, warm forests that are home to all manner of creature.
The eastern reaches contain the dwindling savannahs of the Eastern Kindred, which loses ground to the encroaching deserts of the Ophidian Wastes.  This is the native lands of the drakons, monsterous flying creatures the kindred ride to war, who also seem to be disappearing thanks to the wasting away of their hunting grounds.

The Drowned Republics

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