The Worldspine Mountains
“Where the sky meets the stone and the gods once bled.”
Overview:
The Worldspine Mountains are the most colossal and impenetrable mountain range on the known continent—and indeed, the world. Towering thrice the breadth of Earth's Himalayas and stretching like a jagged scar across the southwest of Lymeria, the Worldspine is more than a natural barrier: it is a living monument of stone, myth, and hidden fire.
Geological Features:
Average Elevation: 30,000–45,000 ft (peaks reach beyond breathable air)
Width: 1,800+ miles at its thickest
Features: Sheer cliffs, labyrinthine cave systems, ice-blasted ridgelines, molten chasms, and subterranean cities.
Climate: The surface varies from frozen tundra to superheated volcanic peaks; weather is erratic and brutal, with storms powered by magical fault lines.
The Kray Nations of the Worldspine Mountains
The Kray are a diverse and resilient race of individuals, dwelling in the harsh, towering heights of the Worldspine Mountains. Their societies have been shaped by the challenging terrain, their mastery of earth magic, and a strong sense of honor and tradition. The Kray are divided into four distinct nations, each with its own unique culture, politics, and history. Although they are united by common ancestry, each Kray nation has evolved in a different way, influenced by their surroundings, their affinity for earth magic, and their technological advancements.
1. Stoneforge Dominion
Culture & History:
The Stoneforge Dominion is perhaps the most militaristic of the Kray nations. Nestled deep within the heart of the Worldspine Mountains, the Dominion is renowned for its mastery of stone and metalcraft, particularly its ability to craft intricate structures and weapons from the deep minerals of the mountains. Historically, the Dominion was founded by the first grandmaster, Lord Ironhollow, who led a group of Kray to seek refuge from invaders in a vast subterranean cavern system. These underground caverns are now the heart of Stoneforge society, and the Dominion thrives in their labyrinthine tunnels.
Political Structure:
The Dominion is governed by a council of Forge Lords, each overseeing a specific aspect of society—military, crafting, magic, and resource extraction. These Lords answer to the High Smith, the supreme ruler who is both a military commander and a spiritual leader. The High Smith is chosen through a combination of trial by combat and a council vote, ensuring only the most capable leader ascends.
Subculture & Society:
The Dominion is a rigid society focused on duty, discipline, and the continuous pursuit of mastery. Honor is paramount, and every Kray is expected to contribute to the nation's strength, either through their craft or through their service in the military. The nation's warriors, known as Ironclad soldiers, are fiercely loyal and wear heavy armor forged from rare metals found deep within the mountains.
Notable Figures:
Lord Irongrave: The current High Smith of Stoneforge, Lord Irongrave is a figure of legend, known for his unyielding strength and dedication to the preservation of the Kray way of life. He is both feared and respected by his people, and his battle strategies have made the Stoneforge Dominion nearly impregnable.
Seryna the Crystalshaper: A legendary Earth Mage who pioneered the use of living crystal constructs in Stoneforge military campaigns. Her unique blend of earth magic and crafting has made her an influential figure in the Dominion's advancement.
Areas of Interest:
The Crystal Depths: A vast cavern system beneath the Dominion, filled with shimmering crystals that are used in both crafting and magical rituals. The Depths are said to hold great power and serve as a spiritual center for the Dominion's Earth Mages.
The Forge of Unbreakable Steel: An enormous forge where the rarest of metals are smelted and turned into weapons. It is considered the soul of the Dominion, and only the most skilled crafters are allowed to work there.
Involvement in Steam Technology:
The Stoneforge Dominion has recently begun incorporating steam technology into their military and civilian sectors, utilizing the power of steam to enhance their already impressive crafting techniques. The Steamforgers, a specialized group within the Dominion, use steam-driven devices in the creation of advanced weapons, armor, and machinery, blending traditional craftsmanship with the burgeoning age of steam.
2. The Craghearth Clans
Culture & History:
The Craghearth Clans are an ancient people who inhabit the jagged cliffs and rocky spires of the Worldspine’s outer ranges. Known for their fierce independence, the Craghearth are a loose confederation of clans, each governing itself but bound by a common respect for the mountains and their resources. Unlike the Stoneforge Dominion, which has a centralized government, the Craghearth Clans are decentralized and value personal freedom and strength.
Political Structure:
Each clan is ruled by a Chieftain, who is typically chosen based on bloodline or personal strength in battle. The clans come together annually to hold a council, known as the Hearth Summit, where they discuss matters of common interest and negotiate trade. However, the Chieftains retain full control over their own territories.
Subculture & Society:
The Craghearth Clans are a warrior culture, deeply rooted in tradition and honor. They revere the mountains as sacred, and their spiritual beliefs are based on the worship of mountain spirits, deities believed to inhabit the craggy peaks and deep caves. Earth magic is integral to their culture, often used in daily life to communicate with these spirits and protect the clans from natural disasters or enemy incursions.
Notable Figures:
Thalgar Earthbreaker: A renowned Chieftain known for his unbreakable will and strength. He led the Craghearth Clans in a war against the invading Valthron Kingdom, earning his title through his victory in single combat against their best warrior.
Nila the Rockseer: A powerful Earth Mage and spiritual leader, Nila has the rare ability to communicate directly with the mountain spirits. She is sought after by many clans for her guidance and has played a key role in preventing conflicts between the Craghearth and neighboring nations.
Areas of Interest:
The Sky’s Crown: The highest peak in the Craghearth region, believed to be the home of the most powerful of the mountain spirits. Pilgrims from all over the Kray nations journey here to seek blessings or enlightenment.
The Forge of Spirits: A sacred cave where Craghearth blacksmiths craft enchanted weapons from the bones of ancient mountain beasts. These weapons are said to carry the blessings of the mountain spirits.
Involvement in Steam Technology:
The Craghearth Clans are less focused on steam technology but have begun incorporating it into their traditional ways of life. The Earthforgers, a subgroup of inventors and crafters, have developed steam-powered mountain lifts to transport goods and materials from the deepest caverns to the surface. While the Craghearth embrace steam, they are slower to adopt it than the Stoneforge Dominion.
3. The Thornspike Tribes
Culture & History:
The Thornspike Tribes are a nomadic people who roam the lower valleys and foothills of the Worldspine. Known for their deep connection with nature, the Thornspike are adept hunters, gatherers, and herbalists, often trading rare plants and minerals with the more technologically advanced Kray nations. The tribes are a relatively young force in Kray history, having come into prominence only a few centuries ago after uniting disparate, scattered groups.
Political Structure:
The Thornspike Tribes are governed by a Shamanic Council, consisting of the most powerful Earth Mages and spiritual leaders from each tribe. While the council is respected, individual tribes retain a large degree of autonomy. However, the council’s rulings are generally seen as wise, as they are grounded in the will of the land and the spirits of the earth.
Subculture & Society:
The Thornspike are deeply spiritual, believing that all life is connected through the Root of the Mountain, an ancient entity that they claim is the source of all life. Their Earth magic is used not just for combat but for healing, plant growth, and maintaining the balance of nature. Their shamans are skilled in using magical herbs, and many Thornspike specialize in creating potions, salves, and elixirs that are sought after by travelers from all over the Kray nations.
Notable Figures:
Sartok Earthwhisper: A highly respected shaman who is believed to have the ability to commune with the very earth itself. Sartok is often called upon to mediate disputes between the other Kray nations.
Ila the Rootbinder: A legendary healer whose potions are considered miracle workers. She is credited with saving entire villages from plagues and diseases using her deep knowledge of herbalism and magic.
Areas of Interest:
The Sacred Grove of Thorns: A mystical forest where the Thornspike believe the Root of the Mountain resides. It is a place of great spiritual significance, and many pilgrims come here to undergo trials to prove their worthiness.
The Valley of Eternal Spring: A lush valley hidden deep within the Worldspine Mountains, where rare and magical plants grow in abundance. It is protected by the Thornspike, who allow only trusted traders and healers to visit.
Involvement in Steam Technology:
The Thornspike are largely resistant to steam technology, viewing it as a threat to the natural world. However, some of their shamans have begun to experiment with steam-powered plant-harvesting devices, blending their traditional knowledge with the power of steam. This has led to a small faction within the Thornspike Tribes that advocates for the cautious integration of technology into their society.
4. The Emberstone Syndicate
Culture & History:
The Emberstone Syndicate is the most economically driven of the Kray nations, born out of a desire to harness the power of the mountains for wealth and technological advancement. They are located in the region rich with volcanic minerals, which they extract and refine for use in both crafting and technology. The Syndicate was formed by a group of Kray who sought to break away from the more traditionalist nations and form a society where wealth, innovation, and resource control were paramount.
Political Structure:
The Syndicate is run by a group of Merchant Lords, each controlling a different aspect of the nation's economy—mining, crafting, trade, and magic. The Syndicate is a highly hierarchical society, and power is earned through wealth and influence. The High Merchant is the head of the Syndicate, but their authority is often contested by the Merchant Lords, who seek to expand their own power and influence.
Subculture & Society:
The Emberstone Syndicate is driven by greed and ambition, with a strong focus on innovation and progress. The people here are industrious and competitive, constantly striving to develop new ways to extract wealth from the land and to develop cutting-edge technology. Earth magic is used to enhance mining and resource extraction, and the Syndicate is one of the foremost proponents of steam technology, using it to power massive drills, refining processes, and intricate machines.
Notable Figures:
Draxxen Emberstone: The current High Merchant of the Syndicate, Draxxen is a ruthless and calculating leader who will stop at nothing to increase the Syndicate's power and wealth.
Thalra Gemshaper: A renowned inventor who has revolutionized the mining industry by developing steam-powered drills capable of extracting previously inaccessible ores. She is considered the most innovative mind within the Syndicate.
Areas of Interest:
The Smelting Pits: An enormous industrial complex where ores are smelted and refined into valuable metals. This area is a hub of steam-powered machinery and innovation.
The Emberstone Vaults: A vast network of underground vaults where the wealth of the Syndicate is stored. These vaults are heavily guarded, and only the most trusted Merchant Lords have access to them.
Involvement in Steam Technology:
The Emberstone Syndicate is by far the most advanced Kray nation when it comes to steam technology. They have developed massive steam-powered machines for mining, crafting, and refining, and their innovations have led them to become one of the foremost industrial powers in the Worldspine Mountains. The Syndicate actively trades its steam-powered inventions with other nations, cementing its position as a key economic player.
5. The Ironmarch Dominion (Militaristic, Dictatorial Rule)
Branch: Grimrok
Location: Central Worldspine, along a strategic mountain pass that connects various Kray territories.
Culture & Society
The Ironmarch Dominion is a nation forged from military might and totalitarian control. Born in the midst of constant territorial disputes and conflict, the Dominion emerged as a highly organized, militaristic society under the rule of General Tyrak Ironfist, who united the fractured clans of the region with an iron grip. Their culture revolves around absolute discipline, loyalty, and obedience. The citizens are highly regimented, and every aspect of life is influenced by the Ironmarch Code—a strict set of laws that prioritize military service and the cultivation of martial prowess.
The Ironmarch Dominion is ruled by Warlord Tyrak Ironfist, a ruthless dictator who rose to power through brutal military conquests and the unification of the clans under a single banner. His rule is absolute, with no room for dissent, and his military generals maintain a strict hierarchy of power.
The Ironmarch is divided into districts, each governed by a military governor who oversees everything from the local defense forces to civilian life, ensuring that all citizens contribute to the war effort or face punishment. Military service is mandatory for all able-bodied Kray, and those who do not serve are often sent to labor camps or forced into service to the state.
Magic & Craftsmanship
The Ironmarch Dominion focuses on military-based earth magic, primarily used for defensive spells, weapon reinforcement, and enhanced combat. Their earth mages are experts at manipulating stone walls and creating earth barriers to protect their cities and military encampments. Additionally, they use stone-shaping magic to craft siege weapons and armored vehicles. The combination of military might and earth magic makes them a formidable force.
They also have a powerful military-industrial complex, where factories produce weapons, armor, and war machines that are powered by steam and magically enhanced materials. These machines are utilized to strengthen their infantry divisions and are frequently deployed in strategic positions to maintain control over their territories.
Notable Figures
Warlord Tyrak Ironfist: The dictator and supreme ruler of the Ironmarch Dominion. He is known for his unyielding determination and brutal tactics. Tyrak is the embodiment of the Ironmarch Code and has ruled the nation with an iron fist since he forged it in the fires of war.
General Velka Ironblade: One of the highest-ranking military officers under Tyrak's rule, Velka is a strategist and master tactician. She is fiercely loyal to the Warlord and is responsible for organizing many of the nation’s military campaigns.
Areas of Interest
The Blackstone Citadel: The capital of the Ironmarch Dominion, a towering fortress carved from the mountain itself. It serves as both the political and military heart of the nation. It is heavily fortified, with massive walls and advanced magical wards.
The Warforge: A gigantic forge located at the base of an active volcano, where the Ironmarch Dominion produces its weapons of war. It is said to be powered by both earth magic and steam technology, making it a hub of innovation in military machinery.
6. The Ravenspire Brotherhood (Militaristic, Secretive)
Branch: Dolgaran
Location: A network of secretive fortresses hidden within a dense, mist-covered valley in the central Worldspine.
Culture & Society
The Ravenspire Brotherhood is a secretive and militaristic society, governed by a combination of stealth and strategy. They believe that true power lies not in overwhelming force but in the art of deception, infiltration, and covert warfare. The Brotherhood was founded by a group of renegade Kray warriors who rejected the open and loud militarism of other Kray nations in favor of a more subtle approach to control and power.
The Brotherhood operates under a shadow council known as the Raven’s Assembly, composed of high-ranking members who work from the shadows, pulling strings and making decisions without ever revealing themselves to the general populace. The organization is ruled by the Ravenmaster, the head of the Assembly, who is believed to be a master of both combat and espionage.
The Brotherhood's society is rigidly secretive, and espionage, assassination, and sabotage are all highly valued professions within the Brotherhood. Its citizens are skilled in covert operations, and every citizen is trained in the art of stealth, communication through coded signals, and guerrilla tactics. The Brotherhood also runs a network of spies and informants, which allows them to maintain control over rival Kray nations through intelligence and subterfuge.
Magic & Craftsmanship
The Ravenspire Brotherhood uses earth magic in unique ways, primarily focused on camouflage, illusion, and invisibility. Their magic is used to conceal their movements, create false trails, and disorient enemies. They are experts in shadow-weaving, using the earth's natural stone and soil to craft hidden paths and underground tunnels that allow their forces to travel unseen. They are also known for crafting stealthy weapons and disguises using magically enhanced materials.
Their craftsmanship revolves around creating weapons and tools that can be used in sabotage and guerrilla warfare, such as silent crossbows, trap-making, and smoke bombs. They also possess advanced stealth technologies, which use both magic and technology to make their warriors invisible or undetectable to most forms of detection.
Notable Figures
Ravenmaster Kaelen Blackshade: The enigmatic leader of the Ravenspire Brotherhood. Little is known about his true identity, and he is rumored to be a master of both earth magic and psychological warfare. He leads the Brotherhood from the shadows, never seen in public.
Sable Shadowstrike: One of the Brotherhood’s most feared assassins, known for eliminating high-profile targets in rival Kray nations. Sable is a shadow in the night, and her stealth tactics are unrivaled.
Areas of Interest
Ravenspire Fortress: The hidden headquarters of the Brotherhood, located within a mist-shrouded valley that is difficult to navigate. It is said to be filled with underground chambers and secretive meeting halls where the Raven’s Assembly convenes in utmost secrecy.
The Veil of Shadows: A network of underground tunnels and caves that stretches beneath the Worldspine. These tunnels are used by the Brotherhood to move undetected and are equipped with magical traps designed to confuse and mislead any intruders.
Major Regions of the Worldspine:
The Corbinite Deeps
The richest vein of Corbinite, a near-indestructible metal with magical conductivity. It warps standard mining techniques and draws in arcane storms and tunneling horrors.
Guarded jointly by elite Stoneforge guardians and Emberborn pathfinders.
Many who enter seeking fortune are found months later—maddened, mutated, or disintegrated.
The Thundershield Wall
A near-vertical stretch of mountains lined with ancient ballista emplacements, many still active through auto-magical systems.
Built long ago by a forgotten race to hold back something from within.
Echoes along the wall sometimes repeat commands… or screams.
The Hollow Marches
A vast subterranean expanse rumored to span the entire mountain range beneath the crust. Entire cities exist here without ever seeing the sky.
Populated by strange, blind creatures, ancient sentinels, and “the things that burrow upward.”
Dangers of the Worldspine:
Chasm Leviathans:
Gigantic, serpent-like beasts that slither between mountain cracks. Their scales are harder than iron, and they are drawn to Corbinite.
The Gilded Wyrms:
Dragon-like entities that once ruled the mountain peaks. A few still live, guarding cursed hoards of sentient gold.
The Ebon Rot:
A black, fungal corruption that infects stone, metal, and minds. Often found near ancient war vaults left from wars long forgotten.
Skyglass Blizzards:
Windstorms that flay flesh and steel alike with razor-like crystal shards, thought to be the remains of shattered magical constructs from the gods’ war.
The Slumbering Ones:
Colossal beings entombed in mountain vaults—some say they are the original creators of the Kray, others that they were imprisoned by them. Tremors and prophetic dreams warn they are stirring.