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The Broken Isle

The Broken Isle, also known as Brekan, is not a country, but an entire continent. However, despite the vastness of its lands, the desolation across the continent means that its population is smaller than a number of countries.

History

Long ago, the Broken Isle was a fertile place, home to the powerful Masgothan and Khortok civilisations. These were by far the most advanced civilisations of the time - even the limited excavations that have been carried out make it clear that they had powerful, convenient magic at a time when most of the world was only just figuring out agriculture. The Masgothans appeared to be a primarily human civilisation, and the Khortok primarily orcish.

At some point, around the turn of the second millennium, soemthing happened. It is unclear from the archeological record what exactly but - something did. The civilisations fell, and the effects were felt throughout the rest of the world. Evidence suggests that the integrity of the plane was damaged somehow, allowing a flood of energy from other planes to devastate the continent. Most notably, necrotic energy from the Shadowfell has had a particularly lingering effect, filling the land with the undead.

In the millennia since, a few exploratory missions have been sent to chart the Broken Isle. The majority failed horribly, due to the still volatile planar energies on the continent. A research station was set up in 5436, manned by the newly formed International Arcane Council. Once the millennium ticked over again into the 6000s, the continent was cautiously declared safe for sapient habitation again.

The first settlement was formed, primarily, by a group of people with orcish heritage, looking for a connection to their people's homeland. They settled on the north coast, in a relatively sheltered and temperate area they called Kian-Var, or 'fated home'. Kian-Var is now home to two major settlements - Fatetown, on the coast, and Gazzadrek further inland.

Since then, a number of other cities have been established, and territorial claims established. A number of world powers have declared an interest in the continent, and hold a formal stake in the territory, though a level of orcish sovreignty is carefully recognised, and balance maintained by the IAC.

Settlements

Over the past few hundred years, settlements have started to spring up in the safe areas of the continent. The most significant of these are what are called the 'Decarcanum', a series of ten towns established with rough oversight from the International Arcane Council. These settlements are very international in character - a motley collection of magic users and scientists from around the world has gathered here.

These settlements are strongly protected by magic - they need to be. Prolongued exposure to the elemental forces of Brekan can cause serious, permanent damage to a person's metaphysical integrity, not to mention the physical dangers of undead and the monsters that tend to pop up. Although there are people living outside of the Decarcanum, they tend not have some sort of special personal protection - or a death wish.

The names are given in Orcish. Orcallelan Pidgin is the most common language spoken on the Broken Isle.

Kian-Var

The most temperate area of the continent, Kian-Var is positively civilisated. Fatetown is probably the largest city on the continent, apart from Er-Masgotha, and has even been described by some as a nice place to live. Gazzadrek is in the mountains, smaller and more academically inclined.

Er-Masgotha

The largest inland settlement, built on top of the ruins of the capital city of the Masgothan civilisation. Archeological dig sites are scattered through the city as people seek to uncover more information. Er-Masgotha is home to a lot of magic.

Uskacc

Gorverned, from a distance, by Cailleau, Uskacc has been subject to some of the most aggressive terraforming across all the continent. Despite this, there are constant problems arising. The largest town is Nalteuse on the coast, with two smaller, but still significant settlements called Ubzukk and Thonue-Golkat.

Hajek Dar-Shekk

Hajek Dar-Shekk is considered a special member of the Union of Washahan Nations. Although a little far from the action, the port city of Al-Khonak is bustling with activity as it is where many artifacts are taken for inspection and development.

Gorn

Not formally claimed by any particular group, Gorn is known for being populated by mavericks. The fortress-city of Shozulkorr is difficult to access for those who do not have an invite. Don't worry about it. Those wishing to trade find it easier to visit Morktin, a port town on the coast.

Er-Dzjek

Formally claimed by the Mirchaal empire, Er-Dzjek is a territory that covers most of the lands associated with the Dzjek culture - though very little in known about the Dzjeks, other than that they were linked to the Masgothans. The main settlement is Ghurjaand, and it's home to a lot more dwarves and humans than most of the continent.

Orcish Settlements

Although it was long thought that all life was destroyed by the cataclysm, it was discovered fairly recently that a small handful of the original orcish inhabitants managed to survive, eking out a life, somehow, in the hostile landscape. Some have expressed interest in trade, others in being left alone.