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    Exclamation Llöthlor, Don't Ask Me How It's Pronounced (Campaign Setting Help)

    Llöthlor
    A Homebrewed Fantasy Campaign Setting

    *In case you're stupid, the shading is mountains!

    This is a campaign setting I’d say has been in development for years, rolling out of various short stories I’ve penned or imagined. My intent is to eventually flesh it out to the extent of a whole cosmos, filling it with languages, other nations, and cultural and migratory histories. You know, go all Middle Earth/Westeros on it.

    In addition to showing it off, I posted it for help and critiques. I have put a big effort into this, but it will take a big effort to get it where I want it. Plus, I think the idea of crowdsourcing the remaining content to be awesome. Not only would I enjoy help from whoever wishes, I also give permission to anyone who wishes to use it, whole or in part.

    There are a number of ideas which need fleshing out. Places and people that exist still need names and specific details and histories need to be written. And I will exalt any who help as among the greatest persons to populate this earth. Like Corneel, DarkBunny91, LordotTrinkets, Mechalich, and Tzi, all of whom I think are awesome.

    I constantly update. So for those interested, keep an eye out for more! Subscribe if you like!

    Spoiler: Brief History
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    Just Kidding!

    In the beginning, a conflict emerged between the animist spirits inhabiting the Realm of Aeda and those ancient Elder Gods, the Titans, whose mightly hands shaped the Realm. Among the most powerful of these spiritual beings was Llöthlor, the Creator, more ancient, perhaps, than even the Elder Gods, who seeded Aeda with some of first intelligent species. He lead his forces against the Titans in a serious of world shaping conflicts which would become known as the Progenitor Wars. A millennia long dissension, it culminated in the imprisonment of the Titans deep within the Realm they'd helped forge.

    The continent of Llöthlor derives its name from the ancient empire, and its deitital founder, which once ruled much of its shores. Emerging sometime after the Progenitor Wars, the Llöthlori Empire was a mighty, loosely-held magocracy ruled by an order of powerful Dragonlords, which faltered over many centuries before collapsing in the Great Interregnum, a cataclysmic civil war nearly as bloody as the Wars of Creation. As with many cataclysmic civil wars in fantasy and in reality, the Great Interregnum lead to the destruction of much of the learning and history of this first historical empire, which now lives on largely in the legends, the ruins, and the names it left behind.

    The end of the Llöthlori Empire brought about a dark age upon the lands which once comprised the vast Empire, which splintered and crumbled not into successor states, but into a scrabbling mess of independent fiefdoms vying for the scattered infrastructure of their predecessor. Often referred to by contemporary historians simply as the Age of Darkness, the Great Night following Llöthlor’s demise is known little better than the interregnum that preceded it. But the historical works which do survive paint a picture of a brutish struggle between clansmen, warlords, generals, and petty kings to claim land and glory for their posterity.


    The Age of Darkness met its end after centuries of blood shed in a bloodbath nearly as brutal as the Age itself. In the south of Llöthlor, in those Lands of Endless Summer, a religious cult to a violent Orc goddess named Ysera the Mauler rallied the forsaken and downtrodden among the vicious desert Orc tribesmen of the Sand Shield, erupting a vile war between the cultists and their Elven neighbors. This conflict drove the cultists north, fleeing persecution yet in search of conquest. Gathering Orcs and goblinoids to their banner as they went, the movement now known as the Great Horde emerged as the first true empire building force from the ruins of Llöthlor. Fueled by fervor for land and a religious mandate for conquest, the first Horde carved the first “empire” in over a millennium. At the base of the Southron Spines in the lands surrounding the Sea of Elytheria, the Horde subjugated the petty kingdoms, forging a brutal theocratic militocracy which claimed dominion over the lands for over a generation. The irony of this first “empire”, however, is how instrumental it was the formation of the great nation-states to come. As the Horde’s armies proved neigh unstoppable, the fiefdoms and city-states of central and northern Llöthlor forged alliances and true kingdoms to stem the tides of fearsome Orc warriors. It was the petty Dwarven clans which called the Southron Spines their home who, interestingly enough, helped forge the first chain of great nations which would follow, overcoming their internal struggles and forging a stalwart alliance with the neighboring free states, their kinsmen in the Northern Spines, and the mysterious Dragonlords which called the central isles of the Sea of Nisos their home.

    The First Smyrna Alliance, as it is now known, dealt a series of devastating blows to the Horde, crushing their seats of power at the base of the Southron Spines and in the lands north of the Sea of Elytheria. But its victory was short lived, as within a generation a new more imposing Horde emerged, under a new charismatic prophet name Kal Al'Darrock. Bolstered by influx of crusaders from across the continent fueled by tales of the glory of its predecessor, the second incarnation of the Great Horde proved more brutal than the first, and soon the forces of the liberators crumbled under its weight, the Southron host retreating to their mountain strongholds while the Northern host retreated back across the Sea of Nisos. As the Horde stormed the Southron Spines, only the Dragonlords of the Isles stayed true to their alliance, their forces bolstered only by mercenary from the frigid lands north of the inland Sea of Nisos.

    The Second Smyrna Alliance fared better than the odds would have ever predicted. After successfully breaking a number of sieges, a small force of Southron dwarves, bolstered by mercenaries lead by a charismatic Dragonlord named Mosaham Abramose and a powerful Northman wizard name Gabriel the Bold, lead a daring assault on the Orc’s Court in the vale of Smyrna, were the cunning and daring of the Alliance forces slew the Orc prophet and dealt a crushing blow to the second Great Horde from which the movement never recovered. As the Horde’s dominion collapsed into internal squabbles, the victorious Alliance grew. Fueled by Dwarven craftsmanship, Northman magic, and the iron-fisted rule of Dragonlords who claimed descendency from the Llöthlori, Smyrna emerged as the first true empire from the rubble of the old. From their ceremonial fortress at Orquacourt, the new Dragonlords, with their mage and Dwarven allies, forged a kingdom which comprised much of the lands to the south, east, and west of the Southron Spines, as well as a number of colonies which dotted the Sea of Nisos, many of which would rise to form nations of their own in time. Over the following centuries, however, the Realm of the Dwarves and the Dragonlords would wane, as emerging threats from the north and the east whittled away the great empire. Ultimately, as the star of the Northman rose, the star of Smyrna set. The cataclysmic Great Waste swept the land, turning the heartland into wildlands, and weakening its borders for those great leaders enterprising enough to forge their own legacies. An age of successor states followed, many of them empires in their own right.

    To the northwest of the Sea of Nisos, nestled between the Great Sea and the Northern Spines, are the vast semi-arid plains of the Vale of Rhune. Once a rugged borderland of Llöthlor, it is now home to a hardy but disunited people at home as much in a saddle as on the deck of a ship. A geographically divided land dominated by three rivers where loyalty to clan and jarl are the highest value, its sorcerers and warriors oft found employ as mercenaries to the south, many of them helping to forge Smyrna. But the Northmen’s greatest conflicts always pointed inward, as clans vied for water, land, resources, and power in their culturally and geographically divided territories. By the Twilight of Smyrna and the age of its successors, the clans had merged into twelve petty fiefdoms, each ruled by powerful warlords called “dux”. Seeing an opportunity in the waning power of Smyrna, however, an enterprising leader from the Bay of Amur name Dafydd Penddraig, strengthened by his marriage to the daughter of a warlord from the Behrune Gap, began a lifelong campaign to unite the Rhunites as One People under One Banner. He succeeded in this endeavor through both cunning and conquest, crowning himself the first King of the Rhunites in his twilight years. But a kingdom did not suffice his son, Llywelyn, a boy who outshined his father in both wit and skill of arm, not only securing the disunited peoples, but centralizing control. So when the first King of the Rhunites was laid to rest, the first Emperor of Rhune, Llywelyn I Penddriag, was crowned.


    The Great Rhunic Empire emerged over the coming century as the greatest power since the Llöthlori, forging a dominion which stretched through Rhune and the former lands of Smyrna to the northern shores of the Sea of Elythria. As the power of the Dukes of Amur waned, the power of the Dukes of Nisos waxed, forming the basis for a maritime empire which stretched to every shore of the Sea of Nisos and south of Elthyria. The Rhunites reforged the long forgotten infrastructures of Llöthlor, exploring the western oceans and the land beyond and reforging new trade routes with the emerging nations to the south and east from those once established by Smyrna and its successor states. Yet even the Rhunite’s new glory ultimately could not withstand the sands of time.

    The Rhunic Interregnum rivaled it predecessor, yet record of the period remain surprisingly intact. A blood letting forged in the crucible of questioned succession, the Empire splintered as regional warlords laid claims to lands no longer protected by Legions now embroiled in the civil war. By the time the dust settled, the Second Empire was a new animal, much of its former lands culled with naught but the heartlands and its Nisosi colonies remaining. Yet it too crumbled under its own weight as age old Rhunite quarrels reemerged and the Remnant collapsed into infighting.

    Post-Rhunite Llöthlor has been a land of rising and falling states. Many empires have themselves risen and fallen in the years following Rhune’s demise. The Federation that rules the Vale of Rhune is powerful, but a pale spectre of the Empire it succeeds and must face off against growing Elven powers to the south, rising city-states to the east, and new threats from beyond the horizons.

    Spoiler: Timeline
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    Timeline:

    approx. 2000 BCE - Cataclysmic events result in the collapse of the Llöthlori Empire. The Great Interregnum destroys the great empire's legacy. The Age of Darkness begins.
    1100 BCE - A short lived and small Empire of Genoi collapses into infighting
    854 BCE - Halfling exiles fleeing Nemeria land in Llöthlor.
    750 BCE - The Dwarves of the Northern Spines begin mining and forging iron. The discovery of the magic resistant qualities of granite by Southron Dwarves sparks the Age of Castles.
    611 BCE - The Horde emerges from the Sand Shield, ending the Age of Darkness.
    586 BCE - The Horde conquers Soissons, claiming unchallenged dominion over the lands south of the Sea of Nisos.
    553 BCE - The First Smyrna Alliance routes the Horde at the Battle of Carraig Dún.
    518 BCE - The Horde re-emerges under Kal Al'Darrock.
    511 BCE - The Second Smyrna Alliance emerges victorious from the Battle of the Orc's Court.
    447 BCE - Genoi ceded to Smyrna, ending nearly five decades of conflict between Smyrna and the Nisosi Dragonlords.
    397 BCE - A massive Smyrnan fleet of Dwarven explorers travel west across the Great Sea and never return.
    301 BCE - Smyrnan smiths, under direction of the Dwarves, develop the first steels, ending the Age of Bronze.
    113 BCE - First Lord of the Freeman of the Dale secedes his realm from Smyrna. The Southron Dwarves develop the first warforged during the resultant conflict.
    1 CE - The Great Waste Begins. Smyrna collapses.
    5 CE - Monsters emerging from Smyrna devastate Carraig Dûn, Soissons, and the City-states of Nisos' southern shore.
    32 CE - Dafydd Penddraig marries Bronwyn of Behrune, uniting two of the most powerful clans in Rhune.
    64 CE - After conquering the Duchy of Nisos, Dafydd Penddraig is crowned King of the Rhunites.
    75 CE - Following his father's death, Llywelyn I Penddraig consolidates power and is crowned Emperor of Rhune by Fornoxi priests at a ceremony on the slopes of Dagon's Mount.
    76 CE - Soissons falls to the armies of Rhune.
    90 CE - Vandalus (modern Elyt) falls to the Rhunites.
    120 CE - Llywelyn II Penddraig inherits the largest empire since the fall of Smyrna from his grandfather.
    180 CE - Rhunite Legions emerge victorious from the Siege of Genoi, clearing the way for Rhunic domination of the Sea of Nisos.
    191 CE - Cerys I Penddraig perishes in Nuren with her legions. With no heir, the throne passes to her cousin, the Duke Gwyndaf of Nisos.
    197 CE - Emperor Gwyndaf I subjugates the Demuren Free Cities.
    201 CE - The Masked Empress of the Dales accepts vassalage to the Empire, taking on the title of Mistress of the Freeman.
    300 CE - Rhune establishes contact with the Halfings and Gnomes of Nemeria. Southron Dwarves begin mining adamantine and mithril.
    570 CE - The Empire reaches its greatest extent under Gawain III Penddraig, the last Great Emperor.
    578 CE - The legions of Gawain III Penddraig encounter the Nihoni, precipitating in war.
    585 CE - Following Gawain III's death, Aeres of Fornox challenges her brother Gawain IV's claim to Dagon's Throne, beginning the Rhunic Interregnum.
    590 CE - Genoi and the Dales rebel against the Empire, further obfuscating the ongoing civil war.
    600 CE - The Rhunites' grip over the Sea of Nisos collapses as the region erupts into war. Nihoni forces reach the shores of the Sea of Nisos.
    603 CE - Elven general Elyt the Grand betrays Duke Ianto of Nisos, taking much of Rhune's Vandalus Coast for himself.
    636 CE - The Rhunic Interregnum ends when Cerys VI takes Dagon's Throne. Outside the Vale of Rhune, only Soissons and a handful of Nisosi island colonies remain.
    640 CE - War erupts between the Remnant and the Elyt Estate after Elyt the Grand supports Wood Elven separatists in the Bay of Kyn.
    738 CE - Elyt the Grand takes Soissons.
    743 CE - Elyt the Grand dies to an assassin's dagger.
    744 CE - Elyt the Grand's second wife, Mariella, crowns herself Empress of Elythria by divine mandate.
    750 CE - Civil war erupts in Elythria as the Wood Elven separatists demand their own nation. Rhune take the opportunity to reclaim Soissons.
    757 CE - Empress Mariella marries her step-son, Arlo I, who cedes the Bay of Kyn to the Wood Elves.
    800 CE - The Remnant reaches its greatest extent under Emperor Gawain the Great.
    1017 CE - War with Genoi and rebellions in Soisson and Demure precipitate the collapse of the Remnant and the formation of the Federation.
    1024 CE - A proxy war between the Federation and the Empire erupts in Soissons.
    1030 CE - Arlo I perishes during the Siege of Soisson.
    1101 CE - Arlo II and his mother, Empress Mariella, perish in combat with Genosi and Rhunite mercenaries just across the Elythrian border. Lacking soldiers, Arlo III founds the Order of Wardens to remedy the Empire's brigandry problem, increasingly relying on non-elven soldiers.
    1130 CE - Arlo III finalizes a treaty with Soissons, ending over a century of war. By Imperial decree, the Warden is disbanded.
    1132 CE - Arlo III is assassinated by the Warden. A civil war erupts in Elythria.
    1140 CE - The Elythrian Civil War ends with the near-genocide of the Empire's humans. Those who survive are enslaved.
    1200 CE - Civil War in Nemeria drives Gnome exiles to flee to Demure.
    1413 CE - Warlock Domingo Delgadio seizes control of the Duchy of Vandalusia through cunning and magic, holding its Duchess hostage. The Warden re-emerges and rallies behind Domingo, sparking a civil war in Elythria.
    1420 CE - At the Battle of the Elyt Peninsula, Domingo Delgadio defeats Elythria's forces, slaying both Emperor Mateo I and his son. Newly crowned Empress Isla sues for peace with her hand in marriage, much to the discontent and protest of her elven court.
    1421 CE - Civil war is averted in Rhune with the election of Duchess Aelia of Fornox to the Archduchy.
    Early 1422 CE - Mercenaries under the employ of Genoi depose a bandit lord ruling over the disputed territories bordering between Nuren and the Dales, establishing a client kingdom of the Dragonlords and raising tensions in the region.
    Late 1422 CE - Present day.

    Spoiler: The Nations and Regions of Llöthlor
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    Spoiler: Behold! The Glorious Drunk Map has Arrived! *Hiccup*
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    *In case you're stupid, the shading is mountains!
    The Federation of Rhune
    Government: Feudal Confederacy
    Capital: The Imperial Demesne
    Climate: Ranging from Cold, Arid Steppes to Cold, Damp Mountains
    Language: Fornoxi
    State Religion: The Six Goddesses

    "The Daughters of Dagon gave birth to a people who cannot know peace." -Elythrian Emperor Elyt IV

    The Vale of Rhune is a cold, arid plain bordered on all sides by mountains, located in the northwestern corner of Llöthlor. In the center of the Vale lies Dagon’s Mount, a dormant volcano and the largest peak in Llöthlor. Runoff and hydrothermal vents on the mountain’s side converge to feed the Vale’s three major waterways, the Amuri, the Behrune, and the Nisos. Surrounding the Mount is the Ring of Rhune, a small range of sheer mountains which cut off the Mount from the rest of Rhune, save the three gorges cut out by the emerging waterways. The Mount and those lands within the Ring are sacred to Rhunites, and the six “Goddesses” of Rhune guard the way, two statues where each of the three rivers emerge from the Ring. It was around the Ring which rose one of Rhune’s most powerful fiefdoms, the Duchy of Fornox, Rhune’s spiritual capital and home to its best spellcasters. From there, the three great rivers of Rhune have shaped the land and its people, watering otherwise parched steppes with the water needed for livestock and agriculture. The Behrune flows north and west, carving the Behrune Gap between the northern White Mountains and the western Demure’s Daggers. Here the Duchy of Behrune formed, hardy northern farmers rich from trade with the frigid lands north of the Sea of Ice into which the Behrune empties. The Nisos flows south and east, where it empties into the inland Sea of Nisos where that sea juts out west between the Northern and Southron Spines and Rhune’s Grey Mountains. Here rose the Duchy of that name, whose sailors are among the most skilled in Rhune and feared throughout the sea that bears their name. Last is the Mighty Amuri, shortest but greatest of the rivers, which flows into the Bay of Amur that separates the Behrune Penisula to the north from the southlands of Rhune. It was there, upon the Amuri Delta, that the Empire was first founded by the Dukes of Amur, and it is there that the grand Imperial Demesne lies, the Gem of the North and one of the greatest cities in Llöthlor.

    The Rhunites are a hardy people, and incredibly diverse, surviving in a land comprised of mostly cold steppes. Suited perfectly for these steppes and for warfare, the large, shaggy bred of horses known as the Fadenwaith have become the primary livestock for much of Rhune’s pastoralists. As a result, the majority of central Rhunites are born and raised in the saddle. Preferring heavy armor and bows, Rhunic cataphracts are some of the most feared cavalry in northern Llöthlor. The denizens of the Duchies of the Rivers, however, grew to accept the bounty of the Daughters of Dagon, being the best farmers and sailors in all the north. These Rhunites often preferred axes and shields to bows and fight in medium and light armor, if any. As the spiritual leaders of Rhune and Guardians of Dagon, a common myth among the other Duchies states that all Fornoxi are wizards. While they aren’t (some are sorcerers, druids, clerics, and warlocks!), they do produce the most talented spellcasters in all of northern Llöthlor.


    The Federation is a loose confederacy comprised of the 12 fiefdoms of old. Each Duke/Duchess rules his/her Duchy with near autonomy, with the help of feudal Earls, the remnants of the clan leaders of old. It is from the Twelve that the Federation elects the Archduke/Archduchess, who must renounce their claim to their Duchy and rule as Chancellor and Grand Margrave from the Imperial Demesne for life. This practice has had the effect of leading Rhunites to abandon primogeniture, as abdicating such a position without an heir could be disastrous. The Archduke/Archduchess is largely a figure head, however they are expected to lead Rhunite armies into battle and mediate disputes between Duchies.

    Other Duchies include Aratoy, Oriam, Gwyned, Mercia, Deheubarth, Saoisti, Briefne, and Fadenwaith.

    The Demuren Free Cities
    Government: Autonomous, Oligarchic Republics
    Climate: Ranging from Cold, Damp Islands and Cold, Damp Swamps
    Language: Demuren Pidgin
    Dominant Religion: Animism

    "Demure knows a price for everything." -Demuren proverb

    The Behrune Peninsula and its core mountains, Demure’s Daggers, jut south from the Behrune Gap along Rhune’s western border with the Great Sea, forming the outer edge of the Bay of Amur. Demures Dagger’s sheer peaks slowly taper with the peninsula’s length, descending into a land of swampy hills known as the Mere of Demure, which itself dissolves into the series of lagoons, atolls, and archipelagoes known as Demure’s Fingers. Here, among the cold, shallow waters of the labyrinth which guards the Bay’s mouth, the rugged Demurens make their living from the Sea. A people bound to their waters, they rival the Nisosi’s maritime exploits. Ever watchful, their skill at arms has been honed by years of conflict with the pirates who haunt the Finger’s, the monsters who haunt the Mere, and the might of the Great Sea. Unlikely as it is, among these cold, wet rocks clinging off the coast of Llöthlor a number of powerful trading cities emerged.


    The Fingers, located not only beside the mouth of the Bay of Amur but as the last true ports through to the Sea of Ice and the mysterious far western isle nation of Nemeria, sit upon a vital trade route which have enriched the fisherman and sailors of these hostile waters with goods and trade from far distant lands. Yet the numerous isles and fertile waters of the Finger’s have also made it a haven for pirates, while the Mere’s murky depths hide sea creatures of great peril. Each of the Free Cities find themselves hard pressed to protect themselves, let alone quarrel with each other or protect ports and fishing villages upon which they rely. As a result a flourishing mercenary culture has emerged, freelance monster and pirate hunters working for the highest bidder.

    While de jure vassals of the Federation, the Free Cities share de facto autonomy, many ruled as republics or even democracies. A few however are ruled by powerful mages, merchants, or sea captains.

    The Demuren Free Cities include Atoloi, Llacuna, Dalamere, Padnos, Llyn, Istretti, and Ynys.

    The Dominion of Soissons
    Government: Autocratic Republic
    Capital: Soissons
    Climate: Temperate Coastal Forest
    Language: Fornoxi
    State Religion: The Six Goddesses

    "Upon the western shore of the Nisos rose a great city, Soissons, a beacon of hope from the ashes of the Waste." -The Death of Smyrna

    Nestled between the Grey Mountains to the north and the Southron Spines to the east, the Dominion of Soissons is a rising city-state along the Sea of Nisos’s southwesternmost shores. Centered in the eponymous seaport, it is a nation founded by refugees fleeing the ancient Horde, and bolstered today by those fleeing persecutions in the neighboring Elythrian Empire and her Three Sisters. Vassal to the Duchy of Nisos, Soissons holds its Elven enemies at bay through the sponsorship of its powerful northern neighbors.

    A proud place, the city itself is said to predate even the rise of Smyrna, having repelled numerous attempts by the Horde to subjugate it. But where the Orcs had failed however, Dwarves and Dragons succeed, as the lone city-state on the Sea of Nisos became the gateway to Smyrna’s Nisosi colonies and the launching ground for Smyrna’s attempts to quell the remaining Dragonlords of the Isles. After brief independence during the Twilight of Smyrna, the city became one of the first additions to the Rhunic Empire under its first Emperor. Ever after tied to Rhune, it became little more than an extension of the Duchy of Nisos, remaining in the Empire through the Rhunic Interregnum. Even when the Empire finally collapsed, Nisos held sway in Soissons.

    As xenophobia and racism grew through Elven separatist lands to the south, humans fled to Soissons, where they found protection under a Nisosi court. Despite attempts by the Elven forces to their south to claim the city and its dominions, the Nisosi dux of Soisson have held true. Now, recent events in the Elthyrian Empire have armed the city-state to go on the offensive and maybe even find allies where once were enemies.

    The Dwarven Fiefdoms of the Spines
    Government: Feudal Fiefdoms
    Climate: Frigid Mountains
    Langauge: Brythonic (Northern), Smyrnan (Southron)
    Dominant Religions: Ancestral Animism, The Cult of the Strangers

    "The stout men of the Spines are as sturdy as the metals they mine..." -A Dalesman tavern song

    The Spines are a vast range of gargantuan mountains which make their way down west-central Llöthlor, between Lands of Winter to the north and the eastern most reach of the Sea of Elthyria to the south. Vast peaks snow-capped to their very southern reaches, they serve as one of the most extreme geographic barriers in all of Llöthlor. At their center however, separating North from South, the vast inland Sea of Nisos gouges its way between them, the island remnants of this stretch of the peaks speckling the waters. As imposing a barrier as the mountains themselves, the Sea has separated the Spines’s kinsmen, the Dwarves.


    In the North the Spines are a frigid wasteland, their interior and eastern slopes cold and dry and their western slopes cool and wet. Vast in breadth, only a small number of passes pierce from east to west, while countless other winding paths create a deadly labyrinth waiting to swallow the naive and lost. Home to numerous bands of primitive tribals, the true powers of these vast peaks honeycomb the mountains’ depths living hidden in their massive fortress-mines. The rugged and resourceful dwarves of the Northern Spines dredge valuable metals, minerals, and gems deep beneath the behemoth peaks. With these they forge beautiful works of art, their furnaces fueled by wood cut from the mountain side by their tribal neighbors. The most prosperous mines, however, are those which arose along the viable trade ways, enriched not their own mineral wealth, but by the markets which emerged at their door steps. But greed and revenge run deep among the Dwarves, and petty feuds between Dwarven fiefdoms persist, ensuring continued disunity within the mountains.

    In the South, things are a shade different. Once the industrial heartland of the Dragonlords of Smyrna’s vast domain, the mines of the Southron Spines where ravaged by the same Waste which brought that empire they served to its knees. Many of the once great mines of Smyrna now lay empty, nothing more than monster filled ruins dotting the warm, dry peaks which border the wild central valley of Smyrna. Those Dwarven strongholds which remain in these barren peaks are insular and xenophobic, keenly aware that their ancestors paid dearly for their foreign alliances and expansionist ambitions.

    The Wildlands of Smyrna
    Climate: Cool, Temperate Mountain Valley
    Dominant Religion: The Cult of the Strangers

    "In the valleys of the Southron Spines there live monsters the likes of which make men sick at the sight of." -A Comprehensive Bestiary of the Spines

    As the Southron Spines reach south toward the Sea of Elythria, they split down the middle, forming a fertile valley watered by the summer run-off of the vast surrounding peaks. It was within this wild, easily defended valley that the Great Horde made its greatest holdfasts against their Dwarven enemies. And it was there that the second Alliance defeated the Great Horde at the court the Orc’s had made. It was on the ruin of that battlefield that the some of Dragonlords of Isles commemorated their victory with their Dwarven allies by raising their own holdfast, the mighty Orquacourt, among the greatest fortresses since the long ruined holds of the Llöthlori. These Dragonlords of the Vale subjugated a vast dominion with magic, stretching throughout the lands bordering the mountains and the shores of the Sea of Nisos. Records of the nation these Dragonlords built are spotty, much lost in the chaos now known as the Great Waste, a strange, unknown affliction which torn at the heart of the empire, ravaging its heartland and leaving its hinterlands ripe for the taking.

    The valley of Smyrna is now a wild land shrouded in mystery, shaped and change by the events which precipitated the Great Waste. Few who venture into the valley every return. Those who do return changed, shaken by the experience, babbling tales of a twisted landscape populated by strange monsters and stranger magic.

    The mysterious cult of the Strangers holds these lands to be sacred.

    The Elythrian Empire
    Government: Monarchy
    Capital: L'Alcasaba
    Climate: Ranging from Temperate Forest to Arid Desert to Subtropical Rainforest
    Language: High Elyt
    State Religion: The Church of Elyt
    Dominant Religions: The Church of Elyt, The Church of Regina

    "Humans are simple animals. And history illustrates the folly of their continued free agency." -Elyt the Grand in a letter to his first wife

    Forged during the collapse of the Rhunic Empire by Elven separatist, the Elythrian Empire is the primary successor state to the estate of a High Elven conqueror of old. With ample coast lines along the Great Sea to the west and to the south along its namesake, the Empire stands as a prosperous hub of trade. A temperate fertile land which bridges the lands of the North with those south of the Sea of Elthyria, the Empire has emerged as one of the greatest nations in Llöthlor. Ruled by an insular High Elven upper class, its power was forged on the backs of slaves justified by a belief in Elven racial superiority. While the Woods Elves of the Empire form its minor lords and merchant middleclass, its Human population have suffered over the centuries in bondage, those few who have their freedom condemned largely to a life of poverty and discrimination.

    A decade ago the fires of rebellion were kindled as Humans revolted against their High Elven overlords. Beginning as a simple of act of disobedience, a revolutionary movement rose around a charismatic, young warlock name Domingo Delgadio. After years of battle and numerous miraculous victories, the rebels delivered the killing blow in the Battle of the Elyt Peninsula, where the Emperor and his son fell in battle, leaving the lands in the hands of the Emperor’s young daughter, Isla Aurelia.


    On face value the rebels have emerged victorious. Suing for piece, the Empress has done the unthinkable and offered her hand in marriage the rebel leader. Though denied the title of Emperor, Domingo Delgadio has been given the position of Grand Margrave, commander-in-chief for the Empires armies. Even after 3 years, Elythrian politics smolder on the verge of renewed violence. While slavery remains, reforms have released many from bondage, while in turn enslaving many of the land’s former ruling class. Those High Elves which remain in power stand with their Empress against the aggressive policies of her husband, a situation only complicated by the warlock’s mistress, a High Elven turncoat bent to claim the throne for herself.

    The Elyt Estates
    Government: Monarchy
    Capital: Elytia
    Climate: Ranging from Temperate Forest to Arid Desert to Subtropical Rainforest
    Language: High Elyt
    Dominant Religions: The Church of Elyt, The Church of Regina

    [Pending]

    The Three Sisters
    Government: Monarchy
    Capital: Kyn (Kyn), The Haven (Mithlin), Arborein (Arden)
    Climate: Temperate Coastline and Forest
    Language: Elyt
    Dominant Religion: Ancestral Animism

    "On Kyn rose Three Sisters, like emeralds from a sea of blood..." -A History of the Elyt Estates

    The three Wood Elven nations of Kyn, Mithlin, and Arden nestled between the Grey Mountains and the Elythrian Empire share their powerful southern neighbor’s pedigree. Born from the northern borderlands of an old High Elven estate, the Three Sisters straddle along the shores and islands of the massive Bay of Kyn. While the two Sisters of the Arms, Mithlin and Arden, are more welcoming to trade with any nation, the Sister of the Interior, Kyn, suffers xenophobia in greater degree than even the elite of the Empire, trading only with their Elven neighbors.

    Many within the Sisters look suspiciously upon their neighbors across the Grey Mountians, the Rhunites, and look covetously upon their neighbor, Soissons, a prize they claim is their own.

    The Land of Nuren
    Government: Gerontocracy
    Capital: Tharbad
    Climate: Cool, Temperate Forest
    Langauge: Thaurban
    Dominant Religion: Animism

    "In the primordial forests between the Nisos and Lake Nuren did fall Cerys I Penddraig's legions to arrows beyond number." -A History of Rhunic Expansion

    One of the Lands Beyond the Nisos, Nuren is a insular nation of Hobbits and Wood Elves in the east of Llöthlor, tucked between the Sea of Nisos and its smaller eponymous Sea (more of a lake). Nuren’s denizens have a long history, having resisted colonization by both Smyrna and Rhune, the large wood hills and dells of their land providing them the cover for brutal guerrilla war. Master archers, the Nuren Elves and Haflings prefer simplistic living. However, they have in recent years opened trade with denizens of the shores of Nisos, a fact potentially motivated by problems along their northern border with the Great Steppe.

    The Pirate States and the Sand Shield
    Government: Meritocratic Kleptocracy
    Climate: Hot, Arid Desert Coast
    Language: Ysry, High Elyt
    Dominant Religions: Animism, The Church of Regina, The Cult of the Mauler

    "Fear men who live long lives in professions where men shouldn't." -Sailor's proverb

    Along the southern shore of the Elythrian Sea, dotting the Sand Shield's coast, are numerous ports which serve as havens for the pirates which haunt the Sea. These cities, the Pirate States, are largely independent city-states fueled by trade from the south and plunder from the Sea.

    Among them includes Salé, a republic, populated in great part by human refugees from the Elythrian empire; Dzayer, the Islands, a city located in a protected cove on a cluster of islands; Ruskikda, the Promontory of Fire, where natural eruptions of naphtha fuel a cult of fire worship; and Mahdya, ancient capital of a short lived federation of all of the pirate cities whose Despot still pretends to lord over them all.

    Tahert, the Lioness, lies somewhere deep within the Sand Shield. It is home to what remains of the cult to the godess that is called the Mauler.

    Other Pirate States include Tampsus, Elea, Tyre, and Ur, the City of Thieves.

    The Kingdoms of the Hared Desert
    Government: Monarchy
    Climate: Mostly Arid Desert
    Language: Smyrnan, Ysry
    Dominant Religions: Animism, The Cult of the Mauler

    [Pending]

    The Dales
    Government: Autocracy
    Capital: Royeaux
    Climate: Cool, Temperate Mountain Valley
    Language: Brythonic
    Dominant Religion: Animism, Cult of the Mask

    "Here I am the Law, and even Death fears me." -The Masked Empress of the Dales to Rhunic Emperor Llywelyn IV Penddraig

    One of the oldest nations in Llöthlor, the Dales were originally conquered by a young charismatic chieftain and his beautiful sorceress wife in the years that followed the defeat of the Horde. Crowned Lord of the Freeman of the Dales, the young chieftain ruled his holding until his death. But the sorceress was the true power behind the throne. In the centuries to come she ruled the Dales in secret, advising her children, grandchildren, and great-grandchildren as each took the Lordship of the Vale. But as the Great Waste took Smyrna, distrust of magic grew. The nobles of the Dales rose up against their ruling Lady and her immortal chief adviser, the sorceress, bringing them to trial and executing them as maleficarum.

    But all great mages have contingencies. The Witch of the Dale rose from the ashes with a terrible wrath. Through magic, trickery, and conquest, the Dales fell to their new Masked Empress. And she has ruled the Dales ever since, feared by her people.

    The City-State of Genoi
    Government: Autocratic Republic
    Capital: Genoi
    Climate: Temperate Forrest
    Langauge: Llöthlori
    Dominate Religions: The Six Goddesses, The Cult of the Strangers

    "In Genoi ancient structures stand vigilant, the last true heirs of the Dragonlords." -The Nations of Nisos

    Situated on the Isle of Llöth in the Sea of Nisos, Genoi is the oldest city in all of Llöthlor, founded in the days of that Greatest of Empires. Originally home to those Dragonlords who survived the fall of their great empire, the centrally located City emerged as a regional trade power during the Age of Darkness. Following the Great Waste, Genoi served as the primary military rival to Rhunite expansion in the Nisos, eventually falling to the Rhunites after nearly a century at war.

    But the Genosi are a proud people and were among the first to throw off the yoke of Imperial rule as the Rhunic Empire collapsed. In the years since, Genoi has re-established itself as one of the primary powers on the Nisos and re-emerged as one of Llöthlor's primary trade cities. Now days, the Dragonlord's numbers dwindle, the migrations of the great wyrms making the replenishment of their numbers more difficult. As a result, lesser class of ruler under them has arisen from among the great merchant captains and privateers of the island. Called Sealords, they have held greater sway over the affairs of city-state in recent years, seeking collectively to grow the city-state's power and influence, meddling in neighboring affairs and establishing client states along the Sea of Nisos.

    The Nihoni Empire
    Government: Monarchy
    Capital: Azuma
    Climate: Varies greatly
    Language: Nihoni
    Dominant Religion: Ancestral Animism

    "Never falter. Never fail. Never give in. And never surrender." -Nihoni Warrior Code

    Over a decade before the Rhunic Interregnum, the legions of Rhune pushed east of the Nisos, inadvertently starting the war which precipitated Great Empire's collapse. There the legions encountered the fierce Nihoni, whose fledgling Empire rivaled their own.

    The largest state in modern Llöthlor, the Nihoni Empire rivals Great Rhune at its height, stretching from the easternmost shore of the Nisos to the easternmost edge of Llöthlor. A huge land dominated by constant conflict between fueding warlords, it is loosely held coalition of city-states and fiefdoms beholden to One Emperor.

    Possessing some of the fiercest warriors in Llöthlor, the Nihoni still long to expand their empire west. If, and only if, they could cease their infighting...

    The Other Lands Beyond the Nisos

    "It was the Nisos which fueled the Rhunites' Empire. And it was at the Nisos' mercy that it fell." -On the Rhunic Interregnum

    North of the Sea of Nisos, stretching to the Lands of Winter, is the Great Steppe, a massive northern plain populated by ramblers and nomads. South of the Sea lies the Hared Desert, a land of desert kingdoms which cuts its southern and eastern neighbors off from the rest of Llöthlor..

    The Lands Beyond the Elythrian

    "Those mad enough to brave the Sand Shield find that it guards a land which has never known the Frostmaiden's Touch." -The Travels of Baird the Bard

    Along the southern shore of the Elythrian, the thin band of the Sand Shield cuts off the Pirate States from the Lands of Endless Summers to the south. In these lands of mountains and jungle, the only nations which emerge do so near the embrace of the Great Sea or atop the cool peaks of its many mountains.

    The Lands Beyond the Great Sea

    "It is said that in Nemeria they know no want. I wonder why they would want to live somewhere that cold." -Behrunen Duchess Bronwyn III

    Llöthlor isn't the only continent to populate the world, and the Great Sea surrounding Llöthlor hides many lands. Rhunite explorers have visited many across the western Sea, establishing trade with the strange lands beyond. The most noted of these is the frigid land of Nemeria, a Halfing forest nation to the northwest, made wealthy by the mining efforts of its Gnomes.


    Spoiler: Population Centers
    Show
    Great Cities:

    The Imperial Demesne
    The metropolis at the mouth of the Amur River is the ancient capital of the Rhunic Empire, now the seat of the Federation's Archduchy.

    Founded by Llywelyn I Penddraig, the enormous city on the Bay of Amur is a major trade hub, serving as the primary port for goods entering Rhune from Demure, Nemeria, and the lands south along the Great Sea. As Rhune's primary Great Sea port, it is a multicultural mecca.

    Built on a series of islands in the Amur River Delta, the city is heavily fortified with massive stone walls, the only entrances a series of fortified bridges to the mainland. A series of mainland satellite villages have cropped up where these bridges connect to the mainland, housing most of the city's poor, while the artisans, merchants, and nobles of the Imperial Demesne live among the fortified islands.

    On an island in the middle of the city lies the black granite walls of the Black Keep, the dwelling of the Rhunic Archduchess and one of the most formidable fortresses in Llöthlor.

    L'Alcasaba
    [Pending]

    Genoi
    [Pending]

    Soissons
    [Pending]

    Royeaux
    [Pending]

    Mahdya
    [Pending]

    Ur
    [Pending]

    Tahert
    [Pending]

    Atoloi
    [Pending]

    Great Ruins:

    Orquacourt
    Deep within the Vale of Smyrna lies the towering husk of the Adamantine Tower and the haunted, walled ruins of the Smyrna's once great capitol.

    Orquacourt is a indelible place, a huge walled city haunted by aberrations and abominations, seemingly left untouched since the Great Waste first claimed it. Shrouded in perpetual clouds of dust and darkness, it is one of the most dangerous places in all of Llöthlor, the creatures who call it home being frightening beasts of evil and magic.

    The Adamantine Tower, a ruin even in the days before the great capitol that surrounds it, is the most mysterious place of all, visible pierce the wicked Veil over the city for leagues around. Evidence seems to indicate the enormous ruined keep is still inhabited, those by who or what is not known, since all who have entered have never returned.

    It is a pilgrimage site for those mysterious Cultists of the Strangers.

    Carraig Dûn
    [Pending]

    Carnedd Dagon
    [Pending]

    Outposts:

    [Pending]
    Last edited by BootStrapTommy; 2020-07-26 at 12:50 PM.
    Quote Originally Posted by Kid Jake View Post
    Kill a PC's father? Well that's just the cost of doing business.
    Steal a PC's boots? Now it's personal.
    Please take everything I say with a grain of salt. Unless we're arguing about alignment. In which case, you're wrong.

    Former EMPIRE2! Player: Imperator of the Nihoni Dominion
    Former EMPIRE3! Player: Suzerain of the Phœnīx Estates
    Former EMPIRE4! Player: Margrave of the Margraviate of Rhune
    My Awesome Campaign Setting