Apr 29, 2016 7:05 pm
The World of Thoril
The world of Thoril is similar to our own in terms of climate and weather, although it does tend to be warmer temperature wise. The Grand Alenthi Imperium is the world’s largest and most prosperous nation, it controls most of the world through city states and governorships. At its head is the Grand Emperor, 213th to hold the title and scion of a large extended family of royals. The Empire has achieved a lasting and stable peace with its neighboring nations and city states through trade agreements and diplomatic savvy. Still the rumors are widespread that the Imperium is in its twilight and with its inevitable fall the civilization will crumble as well. Sages speak of prophecies and cycles of creation and destruction that cannot be prevented only delayed. And indeed border skirmishes and raids on outlying villages seem to have increased in frequency both in the Imperium and within the Republic or Tarnic and the Elder Alliance controlled areas.
The rich and those with inherited titles hold a tight grip on their control, seeking to monopolize all avenues of power, be they industrial or magical in nature. But even the lowest born can ascend to the highest pinnacle of society if they are fortunate enough to succeed as an adventurer. Many brave or foolhardy young people seek out adventure only to find that they are not destined for anything more than an ignoble death. The stories and legends of those that succeed are told in taverns and churches across the realms. The common person works most of their live without leaving the area where they were born, few ever interact with magic in any way but all know of its very real existence. The technological level of industry and commerce varies widely, some cities have almost steam and coal powered mechanical productions, other areas are barely more than basic farming and cottage industry.
The gods of Thoril are real but inscrutable, their motives and plans for the material plane where mortals call home are the subject of much scholarly debate and the frequent cause of wars. The origins of various species and races can be linked to gods or primordial elementals; however the details have been lost to time. Even races who count millenniums as a live time such as the elves, dwarves and gnomes have long since forgotten why the gods created them, although they have never forgotten which gods and what geographical area they originated from. Humans make up aprox 50% of the worlds sentient population, by far the largest population, however they aren’t found much outside of large cities and well established nations.
Most of the world is unexplored; wonders and races still unknown lurk in every corner of the globe. Lost cities and powerful artifacts await those willing to venture far and wide, however there is also power to gain from the intrigue and politics or large cities at the core of civilization. The edges of the map are full of secrets and wonders from this world and beyond. Power, fame and intrigue await those who Seek the Legend.
a. Setting: the world is called Toril, (very similar to Faerun)
i. Climate is earth normal with on average, globally warmer temperatures. Gravity and planetary axis tilt are standardish.
ii. Calendar 360 days, in 12 months of 30 days each, 6 day in each weeks, 5 weeks each month. 24 hour each day.
iii. Night sky has one moon ‘Luna’; however it cycles through four colors that correspond to the season; Ivory in winter, Jade in spring, Sapphire in summer, and Amber in fall. Otherwise full moon waxes and wanes as normal.
iv. Magic is not trusted by most commoners but more widely accepted in cities., its not rare but difficult to understand and use. Many people are superstitious and uneducated when it comes to history religion or the arcane arts. The common sources of magic are all present, wizards get it from studying, sorcerers get it from lineage, warlock get it from a patron, clerics from a god, druids from nature and bards from psionic, etc.
v. Civilization is roughly divided among the ‘Elder’ races which are only Dwarves, Elves, and Gnomes; the ‘Created’ races consist of all other sentient beings such as Humans, Halflings, Dragonborn, Drow, and Golbins etc.
1. Animosity between these race types does exist mostly as a point of pride among their ruling elite. Many historians disagree on the origins of various races, however most commoners just don’t care. Also there hasn’t been a newly discovered sentient races in over a thousand years. Whatever or whomever was creating new races has apparently stopped doing so.
2. Although humans are seen as overly violent and war like, other peaceful races have benefited from humankinds near extermination of serious threats like tyrannical dragons, evil giants, or warmongering trolls and ogres. However humans have spread further and faster then any other races, which means many see them as barbarian invaders.
b. FACTIONS:
i. Grand Alenthi Imperium; Human controlled and largest in population and size, headed by Emperor (allegedly anointed by gods). No official wars in last 75 years.
ii. Republic of Tarnic; smaller independent cities which formed a republic with a ruling body of elected lords (mostly human govt and popl); covers all of smaller continent. Currently at peace with Imperium, a more delicate peace with the Alliance and various free cities.
iii. Elder Alliance; lead by Triumvirate of Kings, one each of Elven, Dwarven and Gnomish races, controls several large cities, most of second largest continent. Some cities have more humans then non humans.
iv. Free Cities; all free and contested. Most diverse in race and govt.
1. One Dragonborn and democratically controlled, one publicly run by old god cult, one run by merchant guild, one ruled by a Loxodon monarch, etc.
c. WONDERS
i. Colossal Sea Turtle Dragon ‘Solardehp’- slow moving 3 mile wide island on its back, it never submerges. Swims same predictable pattern around global ocean.
ii. Colossal Tortan ‘Cragnoik’- Slow moving land tortoise size of a small mountain, monastery on its back. Makes a circle of the largest continent, always opposite the aquatic version.
iii. Pillar of Silence- in middle of a large dessert is a 1000 foot tall black obsidian tower with no windows or doors. For a one mile radius around it there is no sound of any type. Engraved with runes and glyphs that have never been translated.
iv. Duskkeep- city of endless shrines. One for each god that has ever been or will be. Only city of true religious freedom, everything short of sentient sacrifice allowed within city.
v. Verdens Fort- half in Feywild half in mortal realm, exotic trade and planar scholars.
vi. Valley of Tears- half in Shadowfell half in mortal realm, mostly merchants and mercenaries.
vii. Tuldak- Volcano in middle of blood red lake that produces ever glowing crystals at regular intervals.
viii. Cave of the Night Mother - Cave in middle of Swamp which legend says can be used to access the afterlife.
ix. Crypt of the Dreamer – Ancient elven queen has become benevolent archlich and has amassed the world’s largest library deep under the oldest elven city.
The world of Thoril is similar to our own in terms of climate and weather, although it does tend to be warmer temperature wise. The Grand Alenthi Imperium is the world’s largest and most prosperous nation, it controls most of the world through city states and governorships. At its head is the Grand Emperor, 213th to hold the title and scion of a large extended family of royals. The Empire has achieved a lasting and stable peace with its neighboring nations and city states through trade agreements and diplomatic savvy. Still the rumors are widespread that the Imperium is in its twilight and with its inevitable fall the civilization will crumble as well. Sages speak of prophecies and cycles of creation and destruction that cannot be prevented only delayed. And indeed border skirmishes and raids on outlying villages seem to have increased in frequency both in the Imperium and within the Republic or Tarnic and the Elder Alliance controlled areas.
The rich and those with inherited titles hold a tight grip on their control, seeking to monopolize all avenues of power, be they industrial or magical in nature. But even the lowest born can ascend to the highest pinnacle of society if they are fortunate enough to succeed as an adventurer. Many brave or foolhardy young people seek out adventure only to find that they are not destined for anything more than an ignoble death. The stories and legends of those that succeed are told in taverns and churches across the realms. The common person works most of their live without leaving the area where they were born, few ever interact with magic in any way but all know of its very real existence. The technological level of industry and commerce varies widely, some cities have almost steam and coal powered mechanical productions, other areas are barely more than basic farming and cottage industry.
The gods of Thoril are real but inscrutable, their motives and plans for the material plane where mortals call home are the subject of much scholarly debate and the frequent cause of wars. The origins of various species and races can be linked to gods or primordial elementals; however the details have been lost to time. Even races who count millenniums as a live time such as the elves, dwarves and gnomes have long since forgotten why the gods created them, although they have never forgotten which gods and what geographical area they originated from. Humans make up aprox 50% of the worlds sentient population, by far the largest population, however they aren’t found much outside of large cities and well established nations.
Most of the world is unexplored; wonders and races still unknown lurk in every corner of the globe. Lost cities and powerful artifacts await those willing to venture far and wide, however there is also power to gain from the intrigue and politics or large cities at the core of civilization. The edges of the map are full of secrets and wonders from this world and beyond. Power, fame and intrigue await those who Seek the Legend.
a. Setting: the world is called Toril, (very similar to Faerun)
i. Climate is earth normal with on average, globally warmer temperatures. Gravity and planetary axis tilt are standardish.
ii. Calendar 360 days, in 12 months of 30 days each, 6 day in each weeks, 5 weeks each month. 24 hour each day.
iii. Night sky has one moon ‘Luna’; however it cycles through four colors that correspond to the season; Ivory in winter, Jade in spring, Sapphire in summer, and Amber in fall. Otherwise full moon waxes and wanes as normal.
iv. Magic is not trusted by most commoners but more widely accepted in cities., its not rare but difficult to understand and use. Many people are superstitious and uneducated when it comes to history religion or the arcane arts. The common sources of magic are all present, wizards get it from studying, sorcerers get it from lineage, warlock get it from a patron, clerics from a god, druids from nature and bards from psionic, etc.
v. Civilization is roughly divided among the ‘Elder’ races which are only Dwarves, Elves, and Gnomes; the ‘Created’ races consist of all other sentient beings such as Humans, Halflings, Dragonborn, Drow, and Golbins etc.
1. Animosity between these race types does exist mostly as a point of pride among their ruling elite. Many historians disagree on the origins of various races, however most commoners just don’t care. Also there hasn’t been a newly discovered sentient races in over a thousand years. Whatever or whomever was creating new races has apparently stopped doing so.
2. Although humans are seen as overly violent and war like, other peaceful races have benefited from humankinds near extermination of serious threats like tyrannical dragons, evil giants, or warmongering trolls and ogres. However humans have spread further and faster then any other races, which means many see them as barbarian invaders.
b. FACTIONS:
i. Grand Alenthi Imperium; Human controlled and largest in population and size, headed by Emperor (allegedly anointed by gods). No official wars in last 75 years.
ii. Republic of Tarnic; smaller independent cities which formed a republic with a ruling body of elected lords (mostly human govt and popl); covers all of smaller continent. Currently at peace with Imperium, a more delicate peace with the Alliance and various free cities.
iii. Elder Alliance; lead by Triumvirate of Kings, one each of Elven, Dwarven and Gnomish races, controls several large cities, most of second largest continent. Some cities have more humans then non humans.
iv. Free Cities; all free and contested. Most diverse in race and govt.
1. One Dragonborn and democratically controlled, one publicly run by old god cult, one run by merchant guild, one ruled by a Loxodon monarch, etc.
c. WONDERS
i. Colossal Sea Turtle Dragon ‘Solardehp’- slow moving 3 mile wide island on its back, it never submerges. Swims same predictable pattern around global ocean.
ii. Colossal Tortan ‘Cragnoik’- Slow moving land tortoise size of a small mountain, monastery on its back. Makes a circle of the largest continent, always opposite the aquatic version.
iii. Pillar of Silence- in middle of a large dessert is a 1000 foot tall black obsidian tower with no windows or doors. For a one mile radius around it there is no sound of any type. Engraved with runes and glyphs that have never been translated.
iv. Duskkeep- city of endless shrines. One for each god that has ever been or will be. Only city of true religious freedom, everything short of sentient sacrifice allowed within city.
v. Verdens Fort- half in Feywild half in mortal realm, exotic trade and planar scholars.
vi. Valley of Tears- half in Shadowfell half in mortal realm, mostly merchants and mercenaries.
vii. Tuldak- Volcano in middle of blood red lake that produces ever glowing crystals at regular intervals.
viii. Cave of the Night Mother - Cave in middle of Swamp which legend says can be used to access the afterlife.
ix. Crypt of the Dreamer – Ancient elven queen has become benevolent archlich and has amassed the world’s largest library deep under the oldest elven city.