The following coat of arms have been created using the Uplink Heraldry Generator and Armoria. For the hearldry of nations and organizations in Iorth (but not for individuals), the only colors (tinctures) used are white (argent), black (sable), red (gules), yellow (or), green (vert), and blue (azure). The only exception to this is the purple (purpure) lozenge added to the arms of the Cloister of St. Georg of Rhode Abbey, but this is regarded as a modification of the existing arms of Rhode Abbey, and not as the arms of a wholly independent organization.
In Iorth, the coat of arms used for a nation lacks any boundaries. On the other hand, the coat of arms for an organization, noble family, or house has a bordure. The personal coat of arms for an individual has an orle, rather than a bordure.
Sovereign Nations of the Heartlands















Renowned Organizations of Iorth
National Knightly Orders

Priories of Rhode Abbey

The monastery known as Rhode Abbey was founded by a group of four monks who experienced a vision at the site where the monastery was built. These four monks became the first four Priors of the abbey, and established the four cloisters, or priories, that all members of the abbey are a part of. Each priory is distinguished by the addition of a central lozenge and an orle of a distinct color (allegedly the favorite colors of each of the Priors).

Dwarven Clans
The various clans of dwarves in Iorth do not abide by the traditions of heraldry for identification, but rather focus on displaying their clan heritage through the tartans of their kilts. These tartans are reserved solely for members of the dwarven clan they belong to, and any non-dwarf or outsider wearing the tartan is seen as an affront to the specific clan, as well as clans in general.
Only four clans still remain: the Forgecrowns, rulers of Dwyrheim; the Warshields, a service clan sworn in eternal fealty to the Forgecrowns; the Bluestones, a renowned clan of crafters; and the Bloodaxes, a renowned clan of warriors. The solid gray tartan of the Leadfist clan of duergar is indicative of their outcast status. The rest of the major clans of dwarves are considered “lost” clans whose lineage and lands are long gone. While descendants of these clans may still live, their names lack the political and social power they once held, while their lineages are diluted by inclusion of clanless dwarves (dwarves who were never part of a clan, or orphans adopted into the clan whose true lineage remains unknown).
There is another clan, rarely spoken of, who are sworn to service to the mighty greatwyrms that rule the Wyrmleague. This clan, known as the Wyrmwrights, craft the ores and wealth of the dragons into wondrous items of unparalleled beauty and artisanship. These dwarves are in service to all six of the greatwyrms, and thus are not held in service to one dragon over another. They also remain neutral arbiters who assist in settling disputes between dragons.















Factions

Sovereign Nations Beyond the Heartlands
Though the Heartlands is one of the more prominent regions of Iorth, it is not the only one. There are a considerable number of nations, sovereign cities, and other communities in the neighboring lands.
The Norlands
Amidst the distant and cold Norlands, where large tribes of nomads travel the challenging terrain, there are very few settlements which can be found. The fortified city-state of Stadstat serves as a lonely outpost of civilization amidst a great untamed wilderness. On an isolated island in the cold waters of the north resides the elven and fey realm of Ardor, which serves as a refuge from the world of mundane folk. Finally, at the furthermost end of a rocky peninsula resides the lone giant settlment of Torstead.

The Estlands
The Estlands are dominated by a grand archipelago known as the Feudlands. Amidst the various isles resides the Empire of Xo, which in all regard is but an empire in name only. Various factions within the empire vie for favor with the Emperor, or perhaps seek to gain independence. Notable communities include the trade hub of Siabsungkoh, the realm of Great Xing, the island chain known as Dayawlongon, and the city-state of Umizu.
However, on two large islands of the vast archipelago reside to other nations of note: the goblin Kingdom of Yob, and the orc Kingdom of Grok. In addition to the schemes and feuds that occur between various factions of the Empire of Xo, these two nations seek to carve out their own place and power within the region.

The Sudlands
This region is home to two great civilizations in the midst of a cold war. The larger of the two, the Khanate of Qudesh, recently absorbed the region of Shankhabhumi, as well as gained new territory through a merger with the Tayyib Empire. However, across the Kojamon River lies the Kingdom of Nye, which has long resisted attempts of acquisition by the khanate. The kingdom recently merged with the Sensa Empire, and as such, gained access to vast amounts of resources. The trade that results from this growth only occurs between the two nations through the fortified independent city-state of Sarhaȸandar, which rests on an island in the middle of the Kojamon River, physically between the two nations.
However, the conflict between Qudesh and Nye is not the only sort of danger in the realm. Roving packs of gnolls, along with raiding bands of cyclopses, ogres, and hill giants threaten the safety and security of many in the region.

The Veslands
The reaches of the Veslands are home to great roving nomadic groups, following the seasonal migrations of the beasts which reside there. However, a few permanent settlements, as well as some nacent nations, have developed in the region. Within the northern reaches of the region is the Kingdom of Aki. The territory covers vast distances, and includes the region of Tletepec and the city of San Citlán. In the southern reaches resides the tropical Kingdom of Suyu, which covers the region of Atagua and other wild realms. However, both of these nations face adversity from their neighbor, the Theocracy of Totlan. Totlan is ruled by a heriditary priest-king and his court of appointed clergy, all of whom maintain and espouse the divine power of the ruling cult.

Oceanic Realms
The lands are not the only reaches where great nations may be found. Deep in the vast waters of Iorth’s oceans, grand and elder nations have thrived for millenia. The sea elves of Wedor reside in the temperate waters of the High Sea, while the great merfolk kingdom of Sho is found throughout the vast Great Sea. And dominating the deep distant waters of the Far Sea is the merrow nation of Gour.



The Farlands
Opposite the Heartlands, across the Far Sea in the southern hemisphere lies the great realms of the Farlands. The greatest and oldest of these realms is the confederacy known as the Wyrmleague: six nations of lizardfolk and drakelings, each ruled by an ancient greatwyrm. The other nations in the region operate independently only at the whim of the dragon Lairds. These nations include the lizardfolk nation of Saurland, the serpentkin theocratic dictatorship of Koatlan, the hidden dwarven dwelve of Iceburg, the minotaur Tauropolis of Mu, and the various scattered and concealed settlements that make up the Veiled League.


Nations of the Wyrmleague
The Wyrmleague is a federation of six nations, each ruled by a powerful greatwyrm dragon. These ancient beings, known as the Lairds, rule over all younger dragons and mortals that reside in their lands. They are the oldest nations in all of Iorth, and their heraldic devices, which are simply claw-shaped shields of their colors, are easily recognized by all.

The Realm of Sobrivant
North of the Farlands, opposite the Heartlands and isolated in the northern hemisphere, lies the small continent (or large island, depending on one’s perspective) of Sobrivant. The realm was decimated time and again over the centuries, since it is the northern hemisphere lands closest to the powerful Wyrmleague.
The land is populated by various city-states and minor domains that struggle for prominence. The most notable contest for prominence is between the forces of Castle Whitdrake and those of Castle Blackwyrm.
