The Dreadhorde include some of the few people that can be considered “native” to the Wargrounds, insofar as any mortal folk can belong to such a place. Among them are shamans and cabalists who can read the currents and eddies of the wild magic that rules there and find the safest places to make camp in the endless magical roil.
Cults, iconoclastic orders, and particularly brutal and cutthroat mercenaries regularly find themselves drawn into the Wargrounds. Driven out of their home nations, these renegades have nowhere else to go but the chaotic and inhospitable lands, and whether through dark pacts, pragmatic cunning, or or simply being cowed into submission by greater powers. That these groups form into one dreadful whole seems to be a fact of the Wargrounds, and they make up the horde portion of the Dreadhorde.
Within the Dreadhorde, the overall leader of a given group of outcasts and barbarians is usually referred to as the Dreadlord. Though there have been many Dreadlords and often there are more than one, each Dreadlord considers themselves to be The Dreadlord, pre-eminent among all others, and assume total and brutal control over their followers, leading them on vision quests through the Wargrounds, driven by their delusions of grandeur and dark desire for bloodshed and violence.
Many races inhabit the lands of Arebnak. Besides the most numerous humans, elves, dwarves, and Wee Folk (Halflings and gnomes) can be found almost everywhere. Less widespread but still common are orcs and goblin-folk, and part-animal Beastkin. The Empire secures equal rights for all races of being, and mono-cultural enclaves are rare in the League. Other, stranger beings, that only appear rarely, are becoming a more and more common sight in the depths of the Wargrounds; trolls, ogres, and more twisted, mutant things that defy conventional description.