Krog is the most recent nation to be established in the continent of Caldar. Before that, due to its size, unfavorable location and seemingly barren lands it has been left mostly uninhabited by humanoids, with the exception of few Shifter / Ribbet / Simiah tribes that ventured too south from the Wildlands. Once the Orc tribes arrived set foot in the area, they were largely unnoticed at start. It took a while until they were found and then recognized as an independent group from other orcs and given that land. Despite the emerge of Half-Orc people there later on, the nation of Krog retained its mostly tribal nature. While numbers increased over the years, its economic power did not and its military saw little growth. This however is believed to be a good thing by historians. Many claim that if an orcish nation grew in power inside Caldar, it would lead into a new era of conflict. It's current weak state is what keeps the peace.
Geography
Krog features many rolling hills and plains, with few big rivers joining into a central lake. A mix of south hot, dry winds and salty winds from the west have reduced the possibilities of large forests and the area is subjected to frequent earthquakes. It is almost completely surrounded by impassable mountains or water, making it very secluded.
Government
Initially Krog was ruled simply by the warlord of the strongest orc clan. After humans ambassadors arrived and later on half orcs were born, it was decided that two clans will rule this new nation. At least one of the two rulings clans must be made completely out of pureblood orcs, while the 2nd can either be pureblood or mixed. That was decided to ensure the orc traditions and culture remains no matter what.
Demographics
Orcs and Half Orcs are the majority of the citizens there, with a 1-2% of humans, shifters or dragonborn also living there.
Relations
3rd era: Krog maintained neutrality against everyone, reluctantly joining the Unknown.