
Adventure Awaits
The Lands of Alarathia
Realms of Adventure and Glory
Fantasy allows us to reimagine the world in a way that gives us the room to play out our experiences without the risk of either the normative or the personally cataclysmic.
Fantasy allows us to reimagine the world in a way that gives us the room to play out our experiences without the risk of either the normative or the personally cataclysmic.
The Kingdom of Alarathia has the bearing and immensity of an Empire, though it lacks the administrative structure to maintain anything like strict control over the territories that owe it allegiance. It is properly a feudal society writ large across a massive area. Were Alarathia a country like ours it would either have fallen apart into petty power struggles or solidified into a bureaucratic state with all the trappings and problems of a modern nation, but there are several major factors that help to maintain its cohesion over such a large area.
Almost a thousand years ago, there was the great Mordan Empire that stretched from the grasslands of Kilrathia to the sea in every direction. Its architecture was bold and lofty, pristine and elegant, and its mages were the grandest architects of wizardry the land had ever seen. They ruled with absolute power as magic was seen as the key to all reality, but it was also their undoing.
The mage-lords of the ancient Empire held together their rule with merciless control, researching and recording untold secrets of arcane lore. During the reign of the Empire, the dwarves, elves and other magical races were seen as competitors and contaminants to be stamped out where possible, and much ill will toward the humans extends back into this period of time.
Alarathia itself is made up of the Heartlands and the Outlands. The Heartlands consist of Alarath, Tulluthia, The Lychnian Vales, Sudermark and Carbisdale. The Outlands consist of the Border Marches, Pennara, Lundaheim (sometimes called the Eerian Marches), the High Deeps, and the Koigeth. These are not properly under the High King’s dominion but are regions that have entered into various treaties of non-aggression and cooperation, and while this does prevent full-scale war and conquest, violence and ill-will is a constant threat. There are a number of smaller regions, such as the Kilrathian Borders on the north-eastern edge of the Lychnian Vales and the robber barons on the southern hills of the Kynjamót penninsula, that are not officially recognized as independent regions but nevertheless are not subject to invasive bureaucratic regulation.
There are three primary classes of denizens that dwell across Alarathia: the Brogavawr, the Gwaethiod, and the Dynolryw. The Gwyredd or aberrations, are outliers and not considered a primary class of being but are rather defined as being outside being itself. The Brogavawr include the dragons, the giants and other major forces at play in the world. Many of these were the original denizens of the world still occupying the extremities of existence. The Gwaethiod are the evil humanoids and other malevolent yet intelligent creatures that populate the world. The Dynolryw are the Good Peoples: elves, humans, dwarves and the like. Many of these appear as spirits or of debatable morality, being unfriendly to humans or other people, but their inclusion in this category is based on their general intention being to cultivate life rather than destroy it.
On the northern marches of the High Kingdom of Alarathia, a line of fortresses stands against the marauding chaos of the Golhosten. Comprised of goblinoids, gnolls, were-beasts, and other evil humanoids, the Golhosten pose an ever-present threat, an ocean of violence thundering against grim strongholds rooted deep in shadowed dales and passes. Even as they stand pitted against ravening encroachment, those very strongholds are built upon the mouldering foundations of ancient, arcane evil; an evil that cannot sleep forever among the echoes of war.
In this uncertain land, adventurers of every background looking to uphold virtuous ideals, uncover eldritch secrets or opportunistically claim wealth or glory may find ample opportunity. The borderlords are always in need of scouts, special agents, or even front-line troops to stave off murderous death by a thousand clawing hands.