Broken Lands

The Broken Lands
Ruler: King Thar
Government: Feudal monarchy
Capital: Unknown
Languages: Orcish (common), most humanoid tongues
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Rumors, Lore and Places of Interest:
Two important trade routes run through the area. One runs between the Republic of Darokin and the Principalities of Glantri, the other runs between Darokin and Ethengar Khanate.

History:
For centuries, this region has been a haven for orcs, goblins, trolls and other humanoid tribes. There have been numerous conflicts between the tribes and the surrounding human populations, and among the tribes themselves. In fact, orc armies are believed to have held territory in the Five Shires, Ethengar, and the Atruaghin lands in centuries past.

About 25 years ago, an orc calling himself King Thar united the various tribes under his rulership. Many of the nations bordering the Broken Lands are concerned about this threat, especially Darokin. The Republic of Darokin relies heavily on trade with Glantri, which is frequently disrupted by attacks against merchant caravans, which must pass through the Broken Lands to reach their destinations.

Notes from the Dungeon Master:
Most people who travel into the broken lands do so in large groups, armed to the teeth. Even then, they do not stray from the known trade routes. Those who attempt to explore deeper into King Thar’s lands are usually never heard from again.

The landscape itself is a barren wasteland; harsh and unforgiving. One wonders how the humanoids that live there manage to survive at all.

For more information see GAZ 10: The Orcs of Thar.
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Broken Lands

D&D 3.0: Tales from Mystara Galero