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Charr Grot

Charr Grot (Charred Home) is the closest nation to claim lands near the Blasted Lands. The orcs of Charr Grot make several heavily armed expeditions into the Blasted Lands to recover the unique minerals and detritus found scattered along the land. It is far too dangerous to set up any semi-permanent settlement; although the Charron have tried numerous times. The things found in this dangerous land has drawn traders to their ports, which has made the nation wealthy and their neighbors jealous. Several attempts at conquest by various Theodovan cities have each failed; although the port of Horr has been burned twice.

Charron

Mirk-eye

Barrowton

Politics

Law Enforcement

Foreign Relations

Military

The nation of Charr Grot has two warships as well as the right to lay claim to any ship for its “war-price.” At least one ship is on patrol in nearby waters as they are close to both Zentirovan and Talarak.

Its military is divided into two branches. The Ugshwop is drawn from the knights each household that holds more than one taking of land (~1 sq. mile). Each of these Landshome must maintain a knight in good standing with arms and armor. In addition the government maintains a standard Irillian Legion to maintain the borders. In times of war each non-Landshome must provide one member for the militia.

The second branch is comprised of magicians and priests. These are led by someone appointed by the head of the Temple of the Sleeping One. The leaders have learned the dangerous lesson of mixing magic on a chaotic battlefield so the magicians are held as auxiliaries deployed only for special tasks or in desperate times.

Parrix

Parrix is the capitol of Charr Grot and its largest city. It is located along the banks of the Big Dancing River where the water is still navigable. The orcs have built several towers in the middle of the river ensuring that any enemy ship coming up the river would face near continuous attack. The land where the city is built is not naturally navigable, but several dwarven engineering teams have built three solid walls for defense.

Horr

Yuqqes

Zurick Keep