· Lore & story
Iron Garf, the Twin Baronies, and the three factions
Iron Garf is presented as the first named playable continent in Scars of Honor. It serves as the starting landmass for Humans, Elves, and Undead, and is framed as the western frontier of the world.
The continent is defined by a political and historical split. It was formerly the land of the Twin Baronies, but one human realm embraced undeath in pursuit of immortality, creating a lasting conflict with the surviving human kingdom. The Elves are aligned more closely with the Humans, while the Undead pursue their own agenda.
Continental structure
Iron Garf contains three capital cities tied to its three playable factions on the continent:
- Whitesong City for Humans
- Velas for Undead
- Astal Lumina for Elves
Each race is described as beginning in two faction-dominated starting regions. At the center of the continent lies Onasfall, identified as the first contested area.
The former Twin Baronies
The Undead are described as having once been Human. Their transformation began when they rejected mortality and used magic to become immortal. This decision reshaped the political order of Iron Garf and turned the former sister realm into an enemy power.
The setting emphasizes that this conflict is not written as a simple struggle of pure good against pure evil. The factions are instead described as having competing motives, internal tensions, and morally mixed positions.
Human realm
The Human capital, Whitesong City, is described as the last great bastion of mankind on the continent. It is built on an island connected to the mainland by bridges and functions as both fortress and port city. Human society in this region is associated with seafaring, trade, and a harsh coastline.
A major landmark of the Human lands is Onas Gate, a massive wall that once held back the Undead tide. The surrounding Human heartland, Primrose Fields, is described as fertile farmland and a major food source, with the wall looming over an otherwise pastoral landscape.
Whitesong and the griffin monument
Whitesong City takes its name from a monumental griffin-shaped stone sculpture overlooking the city. The monument is said to be carved so that sea wind passing through it produces a melody, giving the city its name.
Undead realm
The Undead capital, Velas, is described as the epicenter of the magic that granted immortality but also withered the surrounding land. As a result, it is portrayed as the gloomiest part of the Undead domain.
Despite this decay, the Undead are said to cling to the memory of their former civilization rather than fully embracing a monstrous identity. Their culture is presented as pragmatic, politically divided, and intellectually driven.
The Undead are associated with a more advanced blend of magic and technology than the other Iron Garf factions. Their outlook is compared to Enlightenment-style rationalism and humanism, but fused with necromantic practice. A magically powered mechanical lighthouse is mentioned as an example of this direction.
Gloomset
Undead players are said to begin not in Velas itself, but in Gloomset. This settlement focuses on research into combining magic and technology and on helping newly risen Undead adjust to their new state.
The ritual of becoming Undead is described as imperfect. In some cases, the soul does not return properly, leaving damaged or unstable individuals. Gloomset therefore also functions partly as an asylum and treatment center for failed or incomplete resurrections.
Elven realm and Sun Elf identity
The Elves of Iron Garf are presented as Sun Elves, replacing an earlier Moon Elf direction. Their lore ties them to a shared heritage with infernal demons. After a past demonic war, they renounced their original purpose and sought a different divine power.
According to this account, the god of the sun answered their prayers and transformed them. They now sustain themselves through sunlight and holy solar fire rather than their former demonic nature.
Their story is framed around transcendence and self-definition. The Sun Elves are described as trying to move beyond the purpose for which they were originally made and to determine their place in a shattered world.
Narrative tone
The broader narrative direction for Iron Garf stresses nuance. Humans are described as weakened and struggling to survive, the Undead are grappling with the meaning of immortality and whether they remain human, and the Elves are trying to redefine themselves after rejecting their original nature.
This approach is presented as a core principle for the worldbuilding of Scars of Honor: factions are intended to be distinct and memorable without being reduced to straightforward heroic or villainous archetypes.
Source
- Recording:
Lore, Sun Elves and Map Reveal | Scars of Honor Development Update - July 2024 - YouTube: Watch on YouTube
- Published: Friday, July 5, 2024 at 7:00 AM UTC
