Rhun's Homebrew: The World of Elia, the Continent of Ailioth

Rhun

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This will be the thread that I am using for the posting of details as they regard my homebrew campaign world, the world of Elia. Most of this thread will focus upon the continent of Ailioth, where most gaming takes place.

If you have some input to contribute once I get things going here, I would greatly enjoy hearing it. I've designed my world to be "modular" so that almost any adventure can find a home within the world of Elia. With that said, most of this has been in development for almost 25 years, between myself and my brother (who I credit with a lot of the very, very early development of my campaing world. He has had little to say in how things have gone over the last decade, but it is still important to give him credite for some of the original concepts that still appear herein).

With all that said, hopefully I can start getting some posts up tomorrow. :)
 

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Rhun

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Elia

Little is known about the blue and green orb called Elia, at least to most inhabitants of the landmass called Ailioth. And much of what is known comes from mages and seers that work powerful magics or are gifted with abilities of Farseeing. What is known to the sages and scholars of the world is that Elia orbits the red-gold sun called Aditi, shares a system with at least six other worlds, has three moons of various hues, and that a faint ring of shimmering colors surrounds the planet.

More locally, it is known for certain that there are at least two additional continent sized landmasses in close proximity to Ailioth, and countless islands both great and small. It is widely regarded as truth that most of the world is water. Indeed, the Cerulean Ocean is a trackless expanse of water and none that have ever set out across it have ever been heard of again. The same holds true of the Sunbirth Sea to the east of Ailioth.

Some contact does take place between Ailioth and the two other known continents, which are called Aryme and Falusya. It is thought that two of the four subspecies of human that occupy Ailioth actually migrated from these continents, as their resemblence to the natives of said regions is remarkable.
 


Rhun

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Aryme

The continent to the south of Ailioth, across the Lesser Sea, is the ancestral homeland of the Ophidian (Arymi) peoples that populate southern Ailioth. Some trade takes place with Barakah, the northernmost kingdom of Aryme, mostly through Tharadian traders (though some direct trade occurs with Harrowhold and Onduril).

Further details on Aryme shall be posted at a later date.
 

Rhun

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Falusya

The continent of Falusya is seperated from Ailioth by the narrow sea called the Strait of Varadunn. Those that dwell in western Ailioth normally refer to it as The Lands Beyond. It is believed to be the homeland of the Carthi peoples that dwell in eastern Ailioth.

Further details on Falusya shall be posted at a later date.
 

Rhun

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Ailioth

Ailioth is a fairly large landmass, of approximately (xxxx by xxxx) miles in size, not counting surrounding islands. The land is populated by an assortment of peoples and races, and has a varied topography.



This post will begin the series of posts on the continent of Ailioth and outlying islands, which is the main region of my Campaign Setting
 
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Rhun

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This post will soon contain the map of Ailioth, as soon as I fix some naming problems that have cropped up. :)
 

Rhun

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Adolia, Freelands of

ADOLIA, FREELANDS OF

(No single ruler or organized government)

Capital: None
Population: 400,000 + (60% human, 15% halfling, 15% gnome, 5% dwarf, 5% others)
Major Cities: Calcadi (small city, pop 10,500), Alais (small city, pop 5500), Tovolen (small city, pop 5000), Greycliff (large town, pop 4000),
Government: None; Each township/freehold is completely independent
Arms: Each freehold maintains its own arms, though most also bear the small conjoined white hands symbol of the Freeland’s Alliance
Resources: Gemstones (semi-precious, precious); precious metals (silver, gold); common ore (iron, lead, copper); timber; foodstuffs: grains (barley, rye); foodstuffs: meats (game meat, fish, beef, mutton); foodstuffs: cheese; cloth (wool, furs, leather)
Predominant Alignments: LG, NG, LN

Adolia makes up the southern portion of the Barador Peninsula, with the Skylance Mountains forming the nation’s northern boundary. Much of the land that makes up Adolia is plain and prairie; rolling grasslands that rise the further one travels north, interrupted by hills and river valleys and majestic evergreen forests. Fir, pine, spruce, yew and other evergreens are all too common; they can be found in isolated stands, or making up the majority of the great forests that cover the region. Much of the land is fertile, especially in the river valleys, and well suited to agriculture. The higher plains are better suited for use as grazeland, and isolated ranchers and shepherds raise cattle and sheep in these areas.

Still, much of the land is unclaimed wilderness; Adolia’s population is relatively low for a region of its size, and most of that is clustered in small towns and villages. The southern portions of the realm are generally considered safe for lone travelers and such, whereas the northern portions are more rugged and dangerous. Raiders and reavers from Rhaynis and Ukul sometimes venture into Adolia, and humanoids from the Skylances sometimes venture forth as well. Port towns on Adolia’s western coast are sometimes raided by pirates from the Coldstone Isles, put such attacks are infrequent.

Adolia’s climate is moderate to cold, and wet. While the summers can be pleasant, rainfall and thunderstorms are common. The winters are cold, and snow makes up the majority of the precipitation. The coastal regions are much more mild than those inland, their temperatures being moderated by the weather patterns off the Bay of Ashalar.

The Adolian Freeholds are populated by a mix of Vendii and Faronell peoples, as well as a relatively large population of halflings, gnomes and dwarves. Each township within Adolia is ruled by a mayor or other governing body, generally appointed by the people of the town. 90% or so of the towns have signed on to the Freeland’s Alliance, which is a policy of trade and mutual defense and support between the members. With that said, relations between the towns are generally good, and trade is strong. Adolia also maintains good relations with Hellis and Sivaris (more so in the last decade than at times before).

Adolia has no true military. Each town maintains their own watch and militia. However, towns joining the Freeland’s Alliance contribute a small number of soldiers to a common force which is used to patrol and defend the greater region of Adolia. These troops are called the Whitehands for the symbol of the Freeland’s Alliance that they wear on their chests and shields.
 

Rhun

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Asarand

ASARAND

The Grand Herzog Rhallar Korxalg, Ruler of Asarand, Lord General of the Armies

Capital: Sklaros (Metropolis, pop. 45,000)
Population: 1,600,000 (40% hobgoblin, 30% goblin, 30% other)
Major Cities: Tarkos (Metropolis, pop. 33,000), Dagos (Metropolis, pop. 30,000)
Government: Militaristic dictatorship
Arms: A tawny saber-cat on a red field
Resources: Black Market Goods: slaves, opium; Mercenaries; Armor; Foodstuffs: grain (wheat, oats); Foodstuffs: meat (fish, beef, pork); Trade goods; Craft items: furniture, artwork, sculpture; Exotic Goods: Tea
Predominant Alignments: LE, NE, LN, N

A large nation on Ailioth’s eastern coast, Asarand is located between the Strait of Varadunn and the Sunbirth Sea. The realm encompasses the whole of Sevensmoke Bay, its southern border being the river Atragond. Most of the region is relatively flat and fertile, nestled on the eastern side of the Malachite Mountains. The climate is fairly moderate, with pleasant weather patterns off the Strait of Varadunn. Summers are warm and humid, winters cool and wet. Snow is not unheard of, but it is rare, especially in the lower elevations.

Asarand is the realm of the Hobgoblins, though others races can find a home there, as long as they are able to prove themselves worthy. Normal goblins are commonplace, but serve as an underclass, forced to do menial tasks and physical labor, or serve as cannon fodder in the Asarandi military. They are often found living in slums and shanties on the fringes of the great hobgoblin cities, outside the walls where the hobgoblins don’t have to see them on a daily basis. While they are technically free, they are little better than slaves. And slavery is legal, the Asarandi employing such slaves for most menial tasks. Asarand depends upon slavery for a large portion of its economy, and the realm’s reputation for quality slaves is known far and wide.

Asarandi society is built around the concept that one’s rights are based upon one’s merits. Honor and respect are accorded based upon one’s deeds and virtues, and one’s contributions to society. Order, discipline and hard work are prized, while laziness and bellyaching are deemed unworthy, signs of deep character flaws. The Asarandi take even the most trivial tasks quite seriously. It’s not that they are necessarily dour and humorless, but that they are very conscientious of being part of a team, adding value to their society, and of doing fine works. They have ancient codes of honor, both for the family, the clan, and the individual, and obedience to and honoring of these ancient traditions is very important. The Asarandi have low opinions of any creature that they view as weak or as having no honor. Asarandi have a love of duty and discipline. A deep sense of love and responsibility for spouses, children, and family is commonplace. Their sense of empathy is limited to their own kind, of course; Asarandi show nothing but contempt for those they perceive as weak and without honor, showing these types no mercy or pity.

Hobgoblins take great pride in all of their workmanship, in whatever craft or skill that they have talent in. Many families pursue crafts from generation to generation. Thievery and other common criminal activities are frowned upon, and dealt with by restitution systems adjudicated by various councils of elders and often presided over by a clan chieftain, a ranking priest of a prominent religion, or even the Herzog himself in extreme cases. Serious offenses are usually dealt with by swift and harsh execution, with some few offenses meriting exile. Hobgoblins are well known for honoring trade agreements and alliances. In all cases, Hobgoblins have a passionate hatred of elves and orcs. Some other races though, such as Humans, Giants, Taramarri, and Uldarri, often have various levels of good relations with the Asarandi.

Hobgoblins may have monogamous marriages, as in one wife, or they may take multiple wives. This is usually dependent upon clan tradition and individual wealth. Hobgoblins are extremely loyal to their spouses and would be shamed to be involved in any sort of extra-marital relationship. Children are raised from their earliest years to work with weapons, and to be agile and athletic, and discipline, duty and loyalty are instilled deep into their being.

Clan leadership is reserved for males. However, in governing and advisory councils, females can participate equally. In addition, the various professions and crafts throughout society are equally available. By ability and inclination, there are comparatively fewer females serving in a military capacity. Should the need arise to defend the community, all able Asarandi would be mobilized. Should individual female Hobgoblins prove themselves, they are admitted into the ranks of the army as peers with their male counterparts. In some instances, these females can prove to be quite formidable in physical combat. In many ways, Asarandi culture promotes more equality between the sexes than many human cultures.

While Asarandi worship many different deities, it is Skorm (tyranny, subjugation), Vorlauth (order, discipline), Kehydrius (victory, slaughter, plunder) and Drazor (war, warriors) that receive the most attention in this aggressive, militaristic realm. Maglubyet, who is worshipped as a dark aspect of Drazor, is also quite popular among the Asarandi. Every city in Asarand has great and elaborate temples dedicated to these deities. Hobgoblin clerics are well-respected, and clerics of sufficient rank are afforded respect equal to a clan lord.

Hobgoblin military forces are highly disciplined, and well-trained. They are usually very well equipped, with the best in armaments highly desired. However, the Hobgoblins make good use of goblins and slave races as cannon fodder, throwing them against the enemy with little thought to tactics or casualties. This changes completely when Hobgoblin forces are used, though. Hobgoblins practice a wide range of tactics, and work to improve their skills in war on a regular basis, seeking to take advantage of any effective or unusual tactics encountered by enemies. Hobgoblin archers and swordsman are known continent wide for their incredible skill, and often find work as mercenaries outside of Asarand.

Asarandi usually build large circular homes that are domed, and typically two stories high, approximately thirty to forty feet in diameter. They include, where practical, a complete cellar as well. Wooden partitions are moved about the main floor as needed to form rooms, or cleared away to create a large open space for celebrations and family gatherings. The upper floor is segmented by permanently established walls, with the master bedroom and suites for the parents, while children are only accorded their own chambers upon reaching adulthood, if still living at home. Until then, sharing rooms with siblings is commonplace, and seen as good for the social development of young Asarandi. Adult couples share rooms, and should a Hobgoblin male have multiple wives, they are accorded individual rooms as can be afforded. When necessary or desired, Hobgoblins can build an additional circular house, and attach it through a “breezeway”, thus forming two circular houses that intersect at an appropriate point. Especially wealthy Hobgoblins may have a complex of three or four such circular houses, all inter-connected, and some build there homes up to four or even five stories in height. Windows are carefully shuttered with wooden slats, and strong, decoratively carved stairways are added between floors. Doors are usually of reinforced wood, and furniture is generally of highly quality. Finely carved armoires, cabinets, and richly inlaid tables are all highly desired and sought after, as are plush carpets, rugs and tapestries. Most Asarandi disdain the use of chairs, and instead sit upon furs and cushions laid out upon the floor; ornately carved chairs are reserved for the elderly, or for formal or special occasions. Otherwise, sitting upon the floor in repose with furs, pillows, and low-set lamps are the norm.

(A special thanks to Shark from EN World, as I modeled much of the Asarandi culture upon his Hobgoblins.)
 

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