World Overview
Old powers, living borders, unfinished wars
Driax is a world where empires are shaped by faith, trade, bloodlines, ancient ruins, and the scars of wars against the Dark Powers. Human kingdoms stand beside elven forests, dwarven mountain holds, goblinoid legions, island courts, holy orders, merchant republics, and lands where old magick still presses close to the surface.
These pages collect the public lore players can use when choosing homelands, allies, rivals, orders, customs, and stories. Each region keeps the same structure so differences in relations, clothing, women, cities, trade, arms, language, religion, and magick are easy to compare.
Eastern Kingdoms
Faith, forests, hordes, and the edge of chaos
Faylenia
The empire of Faylen, defined by church rule, knightly orders, crusades, and the relentless fight against darkness.
The High Peaks
A mountainous forest of Solar dwarves, wild elves, halfling tribes, giants, beastmen, and buried old powers.
Northern Hordelands
The mystic northern domain of SY, where barbarian tribes, conquered cities, and strange magic shape the old Horde lands.
Silveroak Forest
An elven realm of high magick, ancient trees, warrior orders, and one of Driax's most important forest kingdoms.
Southern Hordelands
A warlike southern realm of horde peoples, brutal power structures, and armies feared by neighbouring lands.
Wolfenhain
A grim land of hunters, warriors, old curses, forests, and people hardened by what waits beyond the firelight.
The Chaos Lands
The lands of the Forsaken and the World's Edge Mountains, where the border with ruin is never as distant as it should be.
Western Kingdoms
Chivalry, trade, old forests, and contested seas
The Black Isles
Storm-lashed islands of Black Orc raiders, tribal rivalries, grand lootings, and the legend of Grunek Redblade.
The Indiana Peaks
Untamed peaks of Indian tribes, gnolls, goblinoids, spirit traditions, and the dangerous shadow around the Pact of Anwar.
Isles of Avalon
A feudal island realm of kings, druids, knights, Welsh and Celtic traditions, dragons, and the Earthmother's power.
Klydor
A chivalrous empire of knight orders, royal prophecy, the Pact of Anwar, and resistance against Merlo and Dark Elf power.
Llewyrr Forest
An ancient elven forest kingdom whose queen, seers, guardians, and warrior orders shape the southern woods.
Lotan
A wealthy trade empire of roads, merchant houses, legions, guilds, games, public baths, and ambition toward Avalon.
The Nylans
Dwarven strongholds, the Legion of Steel, grudges, rune-priests, griffin riders, golems, and the scars of Black Forge.
Sea of Tranquility
A savage coast of Koryl, Luthien, Twycross, Dark Elf occupation, Merlo garrisons, and resistance cells.
Tears of Hohiro
An insular island culture of samurai, ninja, bushido, monks, giants, and demon-hunting orders in the northern lands.