Week one of being all official and whatnot: Welcome to Sorgard

Well, the time has come. Today marks my first of hopefully many, many content updates with the site being public. I’m oscillating between terror and exhilaration. If you see something you like drop a comment, more importantly if you spot an issue bring it to our attention, I promise we will attempt to respond to any site issues in a timely manner. Although any harassment will be met with swift justice from our moderators, you have been warned.

 

My fist order of business as your primary content provider is to introduce to you the world of Sorgard. In short, Sorgard is my homebrew D&D world that is home to all of the races and monsters you’ll find on this site. Similarly any campaigns posted through us will take place across the face of Sorgard’s Pangaea-esque supercontinent known as Yordarr.

On Sorgard the racial biases against playing orcs, gnolls, and goblinkind are relaxed greatly, and most large cities are more cosmopolitan than their counterparts in Faerun or Dragonlance. Magic is not commonplace here, with one notable exception, and most people hate and fear magicians of any type, despite relying on them for protection, healing, or the creation of enchanted artifacts. Beyond that the cultures of Sorgard vary widely from region to region across the four subcontinents that make up Yordarr.

In the North there is Nordri, a continent split neatly in two by the centralized Harrbrim mountains. Here you will find heroic knights wielding swords, protecting the hamlets full of peasantry that dot the landscape from all manner of bandits and monsters. Your typical D&D characters work well in this traditional European fantasy setting. The power in these lands resides with kings and queens, who rule over swaths of land, and who pay helpful adventurers quite handsomely when their lands are threatened. Humans are the primary denizens of Nordri, but it is rare to find even a small town without any elves, dwarves, or halflings in it. In fact, nearly every sentient race has found a foothold on Nordri.

To the West lies Vestri, a desolate wasteland, blasted into smooth sand by the brutal sun and scourging wind. Wide canyons cover the surface of this place like spiderwebs, and stretch deep within the earth. On the floor of these canyons, and in the caves that connect them, are thriving civilizations of drow, druegar, and svirfneblin. These subterranean types of elf, dwarf, and gnome respectively know that they cannot best nature, and so have adapted to live alongside it. The two other common races are the lizardfolk, a reptilian species well equipped for the hot sun and lack of water, and the aarokocra, avian humanoids who travel from canyon to canyon as messengers and wanderers, buoyed up by the thermals that rise high into the air. The canyon walls house mighty cities built of clay, and vegetation grows plentifully in the cool shade passing by underground streams. Reminiscent of the American West if the climate was too harsh for settlers, and the wild west era arose from the native populations, the political structure of Vestri is split into small town and city governments, with a settlement’s laws rarely reaching beyond its gates.

The Southernmost continent is Surdri, the land of giants. Surdri is rather fittingly the largest subcontinent of Yordarr. Everything here is massive, trees grow into the clouds, rats can be the size of wolves, wolves the size of cows, and cows are often mistaken for hills by unsuspecting travelers. The Attgier mountain range dominates the center of the continent, with it’s highest peak, Hivinsflien, or “Heaven Spear”, living up to its name and the some. It is rumored that the gods of Sorgard live atop its peak, for not even the giants have been able to see what lies atop it. On the plains of Surdri giants and dragons constantly war for dominance, shaking the very bones of Yordarr when they clash. But humanoids have eked out a living here as well. Against literally massive odds goliaths, dragonborn, dwarves, and other humanoids have made Surdri their home. These smaller races have learned to band together in large groups out of necessity, and are largely nomadic due to the constant danger of a giant trampling your houses out of boredom, hunger, or anger. Topologically Surdri mirrors parts of Africa, with its vast savannas and sweltering jungles interspersed by calm lakes and jagged mountains. The wildlife follows suit, with the denizens of Surdri often contending with oversized crocodiles, lions, elephants, rhinoceros’s and etcetera.

Lastly we have the mysterious continent of Astri in the East. The weather here is the opposite extreme of Vestri, here it grows icy cold, and much of the landscape is a frigid swamp wreathed in cloying fog. Even on a good day there are parts of Astri where you can barely see the sun above the mist. On the coasts harsh thunderstorms routinely wreck ships searching for port on Astri’s shores. And these will find their way inland frequently, adding a further level of danger to crossing the unforgiving marshes. Most who visit Astri do so after hearing stories of cities with untold riches, but most never find their way past the dreary lands or the sudden storms to the oases that lie beyond. Which is a shame for there are many patches of idyllic green pastures and cities flush with fine art, rich literature, and exquisite architecture nestled within the continent’s many steep hills and valleys. These oases are sustained by strong pockets of magic, and extraplanar beings and spirits are far more active here than any other land in Sorgard. As a result Astri is the most tolerant of magic of the four subcontinents. Even the most humble townsfolk here might be able to cast simple spells without it being seen as odd. The magical suffusion has also bled into the biology of the peoples who live here. Teiflings, aasimar, and eladrin are a common sight, these being magically inclined races descended from creatures from other planes of existence, whether it is hellish fiends, celestial beings, or feywild denizens.

Well hopefully that sparks your interest in the four major lands that comprise Sorgard. Next time we visit my little world I shall divulge what lies at the hub of these four continents, and the history of the ancient race who first settled Yordarr. In the meantime feel free to further populate these lands with your own characters, build cities housing great lords, or concoct monsters that lurk in dank caves. Because a fantasy world like Sorgard does not live and die on its scenery, but rather on the daring tales of its heroes.

 

Always adventure responsibly,

Johann

Leave a Reply

Your email address will not be published. Required fields are marked *