The Nations of Uhl

The Four Fiefdoms

The Four Fiefdoms—Anolga, Kallendor, Seacea, and Vranna—represent the shattered remnants of humanity's greatest achievement: the unified Kingdom of Darshavon. Once ruled as a single realm by a high king from the magnificent island capital of Oslo, these lands knew unprecedented prosperity and unity until the catastrophic Fall of the Old Gods in Year 0 destroyed both divine powers and mortal authority in a final, devastating battle. What emerged from this chaos were four distinct kingdoms, each forged by the unique challenges they faced in the aftermath of civilization's collapse.

Today, these nations exist in a state of perpetual tension that historians call "the Eternal Dance"—a complex web of trade, diplomacy, rivalry, and intermittent warfare that shifts constantly but never achieves lasting peace. Anolga's maritime raiders prowl the western seas, Kallendor's technological innovations reshape the possibilities of commerce and war, Seacea's naval supremacy controls vital trade routes while battling goblin threats, and Vranna's agricultural abundance feeds the region while navigating delicate relationships with dwarven allies and hostile neighbors. Though economic interdependence binds them together and occasional cooperation against common threats like organized goblin forces provides moments of unity, the dream of reunification remains as distant as the abandoned throne on haunted Oslo, leaving the Four Fiefdoms locked in their eternal dance of division.

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Dwarven Thanes

The Seven Thanes represent the scattered remnants of what was once the greatest underground kingdom in the known world. Before the catastrophic Fall of the Old Gods shattered their civilization, the dwarven people lived as a unified realm beneath the mountains, connected by vast underground highways and governed by the legendary Throne of Seven Hammers. When divine warfare collapsed their tunnels and destroyed their capital of Kazad-Grimm, each surviving hall was forced into centuries of isolation, developing distinct cultures and specializations while clinging to their shared heritage of masterful craftsmanship and unbreakable clan loyalty.

Today, the Seven Thanes—Akenraen-tor, Berjendale, Brokken-tor, Dwathenmoore, Heidelheim, Merkinjel, and Rillock—stand as independent fortress-cities scattered across multiple mountain ranges, each adapted to their unique environment and challenges. From the sky-touched peaks of Akenraen-tor to the crystal depths of Merkinjel, from the mechanical innovations of Brokken-tor to the military might of Berjendale, these halls represent both the resilience of dwarven culture and its evolution in response to a world forever changed. As new pressures emerge from expanding surface civilizations and growing threats from organized goblin forces, the thanes face crucial decisions about whether to embrace reunification or maintain the independence that has defined them for over five centuries.

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Panthora

Panthora stands as the remarkable technocratic kingdom of the eslar, a sophisticated civilization that has weathered the greatest catastrophes through wisdom, innovation, and careful isolation. Located between the mysterious Merrow Woods and the vast Miradathia Sea, this advanced nation represents the pinnacle of eslar achievement, where knowledge and merit determine leadership rather than bloodline or conquest. From its magnificent capital of Isia with its crystalline spires and vast underground research complexes to the vigilant fortress-city of Navarre that guards against the necromantic corruption of the Dead Lands, Panthora embodies the eslar commitment to the ethical pursuit of understanding while maintaining constant awareness of knowledge's potential dangers.

The kingdom's history is forever marked by the catastrophic Necromancer Wars of the late third century, when the brilliant but corrupted scholars Ill Sigith and Jux Jeorn nearly conquered Panthora with their undead armies before being defeated through the desperate Great Cleansing that left permanent scars on the land. This traumatic experience shaped modern Panthoran culture into a society that pursues technological and magical advancement with unprecedented care and consideration, governed by the Council of Minds through merit-based selection and guided by strict ethical principles. Today, Panthora serves as both a sanctuary for learning and a beacon of hope, where the elite Guardians of the Dead maintain eternal watch over the corrupted Dead Lands while eslar scholars continue pushing the boundaries of what is possible, always balancing brilliant innovation with the hard-earned wisdom that knowledge without responsibility leads only to destruction.

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Southern Reaches

The Southern Reaches encompass vast sun-baked plains, sprawling deserts, and towering mountain ranges, where hardy peoples have carved out thriving civilizations despite the harsh environment. Known for their resilient city-states, sophisticated criminal enterprises, and master craftsmen who work with exotic materials, the Southern Reaches have produced some of the most skilled rogues, merchants, and artisans in all of Uhl. From the metropolitan hub of Gloamhaven to countless smaller enclaves scattered across the arid landscape, these lands breed individuals who understand that survival requires cunning, adaptability, and an appreciation for the delicate balance between cooperation and competition.

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The Freelands

The Freelands represent one of the most unique political experiments in Uhl's history—a region that has thrived for over five centuries without kings, gods, or central authority. Born from the ashes of the Fall of the Old Gods, this collection of independent settlements east of the Alzion Mountains chose a path of radical independence, rejecting the very concepts of divine mandate and royal bloodline that define the rest of civilization.

What outsiders dismiss as lawless chaos is actually a sophisticated system of earned leadership, mutual agreements, and personal sovereignty. From the notorious Drax-Korrum with its reputation as a city of assassins, to the fortress-settlement of High Holt where lordlings wage ritualized wars, the Freelands have proven that prosperity and order need not require submission to distant authorities. Their story is one of collective determination—a testament to the power of saying "no" to those who would rule, and "yes" to the freedom to forge one's own destiny.

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Tribes of the Krill

Within the vast canopies of the Merrow Woods, the krill have organized themselves into six distinct tribes, each claiming dominion over specific territories that reflect their unique adaptations and cultural specializations. Though united by shared heritage, language, and the sacred traditions of the sinji warrior caste, these proud feline warriors maintain fierce independence, involving themselves in inter-tribal affairs only during the most critical circumstances or, more often due to their legendary pride and stubbornness, not at all.

From the wind-dancing Aidu in the northeastern heights to the star-watching Unali in the northern mountains, each tribe has developed mastery over particular aspects of forest life while contributing to the collective strength of krill civilization. Their territorial boundaries, marked by ancient agreements and natural barriers, create a complex mosaic of specialized communities that have proven remarkably resilient through the great upheavals of Uhl's history, allowing the krill to maintain their cultural integrity and independence even as the world around them undergoes dramatic transformation.

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Sitheri Broods

Deep within the treacherous waters of Death's Head Swamp, ten serpentine broods have waged war against each other for millennia, their territorial boundaries shifting like the dark currents that flow through their homeland. Each brood—Apis-aba, Cutho-ka, Kel-kala, Lusa-na, Okzimba-ma, Saamnak-hut, Shi-ono, Sish-pon, Tul-anon, and Zaros-goz—has evolved unique specializations that reflect their adaptation to different aspects of the harsh swampland environment. From the Poison Speakers of Apis-aba, who master the deadly arts of toxins and assassination, to the War Serpents of Zaros-goz, whose military might dominates nearly a fifth of the swamp, these matriarchal societies have created a complex web of alliances and conflicts that has prevented any single brood from achieving lasting dominance.

Surrounded by the Alderden Mountains, the unified eslar kingdom of Panthora, the chaotic Freelands, and the mysterious Hollow Hills, the Sitheri have largely withdrawn into their swampland fortress in recent centuries, abandoning historical expansion efforts in favor of consolidating control over their ancestral domain. Yet beneath the surface of their territorial disputes burns an ancient dream that haunts the legends of all ten broods—the vision of a leader powerful enough to unite them under a single banner. Should such unity ever be achieved, the predatory ambitions that have defined Sitheri culture for millennia would be unleashed upon the outside world, transforming the serpentine warriors from a contained threat into an unstoppable tide of conquest that could sweep across all the lands beyond their swampland borders.

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