It is a wild untamed and untamable country that over the centuries has raided and invaded civilised Karandia through Saracan time and time again. Still, it keeps the lands near it free from civilisation which suits some just fine. It is a dangerous place but in Battlerock several organisations pay good bounties for kills from Wargak so it never lacks for visitors. This isn’t to be wondered at as Saracan has become a buffer zone to keep the forces of Wargak in check and prevents mass slaughter from being reaped across the continent. Sadly only Saracan itself seems to appreciate its value to Karandia and it has generated for them an undying hatred from the savage species.

Wargak is the country that fills the north-western butt of Karandia. It is an unruly land covered in mountains and forests with little true civilisation. There are towns but they are rustic by the measure of any of the other countries of Karandia.

Key Organisations

There are various important organisations within Wargak.

Important Characters


Wargak has no actual economy as such. trade goes on there but it is sporadic, uncontrolled, untaxed and usually goods and slave based rather than coin based.


Wargak is known as a place of wild creatures and a name that inspires fear in the majority of the populace of Karandia general. It is in Wargak where live the majority of the orcs, goblins, cairen, ranats, ogres, gyar, dragons etc.

Only the main races can be named. Far more inhabit the Barkarin Mountains and Blackened Sea and Spreean Sea.

Culture and Language

The disposition of a random inhabitant of Wargak is hard to predict other than to say it will be that of the wild. Hostile probably, wary certainly. The residents of Wargak are much like animals, protective of their domains and their young and likely to bite strangers. However on an individual basis people have become accepted by a tribe or a race for various reasons. Some explorers have lived among the tribes of Wargak and found once their trust is earned these savage species can be surprisingly loyal and expose a startlingly interesting if primitive culture.


The Wargak religions tend to be shamanistic and often reply on Soul Crafting. The Avatars of Death and Wild or their most likely worshiped god here.



The Wargak military is no such thing. Each race or village or tribe has its own war forces. When Wargak invades the rest of Karandia it does so usually as a collection of tribes and races with little cohesion. There are levels things like the position of War Chief in ogre and orc armies and Battlerager for the Ogres and the Gyar. The Cairen have Alphas, Pack Leaders, scouts and fighters. But still they are difficult to list in any cohesive form becuase their savagery and disorganisation make it almost an impossible task.


Religion in Wargak is so varied there is almost no point trying to discuss it. All that can really be said is shrines and sacrifice pits rather than churchs and cathedrals. Shamans rather than Cleric.



Time on Karandia and for simplicity on Tal is determined by the existence of the dominant human Empire or Auria. So years from before the Empire are annotated BE those after it or Post Empire are annotated PE. (eg ‘Jomark came to power in 10BE’ means Jomark gained his power 10 years before the founding of the Empire).

Pre 9000 BE: Elves present in continent wide Karritan forest.

7080-6980: The century long Ogre wars. The Eternal Alliance of elves and dwarves is formed and topples this Empire.

7000BE: Elves gain the Armlet of Strength

7000-3300BE: Elven Golden Age.

3300BE: Elves lose the Armlet of Strength to the Orcs.

3300-1800BE: Rise of the Orc Empire. It grows to cover Wargak, Saracan, and western Danaspree, Alkan and even some of modern day Auria.

3300-2000BE: Elves and dwarves suffer defeats at the hands of the orcs, their control over Karandia as a whole is weakened for the first time.

2646BE: Barkarin gains the name/title Stonehold as the dwarves with draw there due to relentless orc attack. The battle of Stonehold is fought in which the Hammer Bodyguard of the king are killed to a dwarf. The king however lives and the dwarves carry the day against the orcs.

2620-2570BE: Humans under the tutelage of the elves and dwarves mature and go from simply building huts and villages to towns and founding their own civilisation. Humans start using wheels, farming and crowning kings. Humans prove to be vicious enemies to the orcs.

1950BE: Dwarves share the secrets of metal working and alloys with the humans. Importantly they share the working of iron and steel allowing the humans to make weapons and armour to match (or come close to matching) those of the other civilisaed races. They learn very fast and make in mass quantities. This allows humans to work against the orcs, ogres, cairen adn gyar on an equal footing and better than most.

1900BE: Heartcleaver, the leader of the Orcs of the Heart, sometimes known as the last holder of the Armlet of Strength has a large group of allies including humans, catlords, elves etc.

1880-1875BE: The Chaos Lords attack the Orc Empire.

1875BE: The Battle at Helm’s Gate. the catlords and kenchillians who have fought relentlessly against Chaos are facing extinction. Heartcleaver the greatest orc hero and leader rides to their rescue. There on the tor they face down and destroy the Chaos Lords at incredible cost. Heartcleaver dies and seals a four way alliance with his blood. The Helm’s Gate Alliance built on four towns surrounding the crossroads at Helm’s Gate is born. The Armlet is buried with Heartcleaver.

1950-1000BE: Humans form city states and countries, with laws and governments. Due to their physical strength, incredible adaptability, growth speed and accelerated birth rate, they become the most populous race of the continent. Orcs start to be forced back by human nations.

1400BE: Elves believing humans evolved enough to use magic share its secrets with them in hopes of helping them further their stuides. The elves had already shared the secrets of languages, sciences and mathematics with them. Human adapt to this power just as they did the crafting skills of the dwarves and immediatly found organisations on magic and develop the power independently.

1400-1000BE: Elves, dwarves and humans together; using weapons, technology and magic smash the Orc Empire and drive the remaining orcs into the hills. First the Barkarin Mountains and thenm Wargak itself.

1000-100BE The Wars of Betrayal. The humans now populous and very strong, force the dwarves and elves back. They cut down the forests to build and do not replant, hunt heavily to feed their huge populations and soldiers. By the time the elves and dwarves are warned enough to object forcefully it is too late. Though they can win individual engagements they simply cannot stand the loss of life that the humans are capable of inflicting. The humans seem unconcerned about loss of life rather that seems to ease their own burdens of feeding their constantly growing population. Elves flee to the woods and seas and dwarves to the mountains. If this had not occurred it is likely the dwarves and elves would have completly eliminated most of the races of Wargak entirely.

30BE: A tomb robber steals the Armlet of Strength from Helm’s Gate where Heartcleaver’s body was interred. He flees south and becomes Vizier to one Jomark of Auria.

498-502PE: A huge invasion from Wargak sweeps through Saracan without warning. Many small settlements of human, dwarf and elf alike are destroyed. The dwarves of Barkarin send a huge army to beat the invaders from the gates of Farmount.

501-502PE: The Helm’s Gate Allies, Dusken and the elves of Woodguard march to the assistance of the dwarvern armies already trying to hold back the expanding frontier of Wargak. They are successful. This is named the Wargak War.

505PE: Battlerock founded by those who never wanted to see the Wargak War repeated. over the next 40 years gems are found and Battlerock becomes a prosperous frontier town and finally a city.

694PE: Saracan becomes an official country on Wargak’s border.

1200-present: Visks who escape captivity in Elygia, Auria, Torash, Saracan, Danaspree and elsewhere start to flee to the Swamp of the Free Visks. Those wild visks in Wargak also decide to go leaving Wargak with far fewer than in the past.

1520-22PE: First Invasion of the Dragon Armies effects Wargak very little. On the other side of the continent.

1898-1900PE: Second Invasion of the Dragon armies turned back by the Stars of Destiny.

1924PE: Rise of The Avenger.

Return to Karandia.


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