Player’s Knowledge #
Description & Ambiance: A traveler sees imposing, rough-hewn fortifications and watchtowers guarded by grim-faced, armed sentries of all three races. The roads are hard-packed earth, heavily traveled by supply trains, and the air is thick with a nervous, oppressive silence. There is a palpable tension that suggests a single wrong word could start a brawl or a skirmish.
Government & Public Law: Officially ruled by The Draoi, a council of powerful shamans and chieftains representing the three great tribes. The primary public law is The Moeraes Accord, which strictly forbids inter-tribal violence and demands absolute cooperation in the face of Human threat. Breaking this law is met with swift, brutal execution to maintain the fragile peace.
Exports & Reputation: Renowned globally as a volatile and desperate collective of organized monsters, primarily known for exporting raw materials like timber, iron ore and hardened hides. Their military is infamous for its relentless brutality and guerrilla tactics, earning them the nickname “The Tri-Headed Hydra” among the bordering human kingdoms who fear their unpredictable and aggressive nature.
Rumors & Folklore (Unverified):
“They say the Goblin warrens beneath Moeraes are miles deep, and they’re digging towards the territories of the Orcs and Bugbears to finally claim all the iron mines for themselves.”
“The Orc chieftain is possessed by the spirit of the old Crushing Hand king, and that’s why he demands so much blood.”
“The Draoi council’s meeting hall, Moeraes, is cursed. Every night, the three leaders secretly meet and argue, and the echoes of their ancestors’ feuds can be heard as groans and crashes.”
DM’s Lore #
Formal Name: Awyr
Type & Rank: Triarchal Nation / Regional Power
Population: 2,722,599 (Composed of Orcs, Bugbears, and Goblins)
Language/Name influences: German and Slavic (Goblins); Icelandic, Georgian, and Proto-Germanic (Orcs); Norse, Basque, and Gaelic (Bugbears).
Synopsis: A brutal, fragile nation forged from three feuding monstrous races to prevent extinction at the hands of Humanity, yet constantly threatened by internal collapse.
True History & Key Dates:
17,105 BR: The Falhollow Alliance forms, a shaky agreement between Orcs and Bugbears to halt their self-destruction.
10,491 BR: The Orcs of The Grashnak Tribe crush the Alliance and establish The Crushing Hand warband, forcing Bugbear submission.
5,625 BR: A devastating plague shatters The Crushing Hand, leading to The Bitter Feast, a prolonged era of tribal conflict.
4,332 BR: Bugbear chief Belatz and Goblin shaman Vuk form a pact, leading to the creation of The Triarchal Tribes after forcing Orcs to the negotiation table.
274 AR: The three racial leaders agree to unity, establishing Awyr and the Moeraes complex.
Internal Conflicts & Secrets:
The Moeraes Accord is a time-bomb: The initial unity was born from fear of extinction at the hands of the Humans, not genuine brotherhood. The Draoi council spends more energy suppressing internal dissent than governing.
The Grashnak Shadow: Influential, high-ranking Orcs secretly view the Goblins as disposable and the Bugbears as traitors. They actively fund and arm tribal groups working to undermine the Triarchal balance and restore Orcish dominance.
The Goblin Hoard: The Goblin clans, feeling their influence is still subordinate, are secretly consolidating wealth and resources, preparing for a future where Awyr collapses, allowing them to rise as a powerful economic entity.
Key NPCs & Power Structure:
Coming soon
Economy & Military Might:
Economy: Primarily driven by the aggressive extraction of raw materials (timber, iron ore, hardened hides). This trade buys precious intervals of peace from bordering Human kingdoms.
Military: Approximately 180,000 multi-racial soldiers (The Unified Hand). Strength lies in ferocity and terrain knowledge, utilizing Goblin sappers and Bugbear skirmishers alongside Orc heavy infantry.
Adventure Hooks:
Political: Protect a diplomat carrying a desperate treaty to Gelanor offering land/resources in exchange for military aid against Cania.
Exploration: Discover the Earth-Taker’s lair beneath Moeraes, rumored to contain proof of the Grashnak’s betrayal.
Intrigue: Expose that Awyr’s economy relies on ‘selling’ its own people into forced labor to fund the military.
