Kaylor

Map of Kaylor's continents. Made using gmworldmap.com[1]

**Kaylor** is one of the fictitious worlds in which campaigns and adventures take place, Primary adventures being the Adventures of Kaylor, Mirror Saga, Hunt for Tony, End to the Flame prophet, Wizard's school, Downtime habits. It encapsulates three main continents of **Kaylor**, **Hedartha**, and **Josuruten wilds**. Other explorers have theorized there are even more masses of land in the world that haven't even been discovered yet. The world is in a stage of development and fragile peace, they have began to modernize standards of living, technology, magical strength and a shift in stigma. While the landscape changes, it has done so slowly and with great push back. The world still holds many magical and historical mysteries, great adventure potential and political intrigue, and a whole bunch of monsters in both the metaphorical and literal term who lurk and scour its land.

## Geography

### **Kaylor**

Often referred to both as the world and centered continent, the land of Kaylor had been witness to many world-changing. These events have left it with many ruins and shattered opinions on the nature of certain actions and practices. The continent itself has a great deal of factions and kingdoms that occupy it, many of a fantastical nature and others of a more depraved manner.

A majority of the land in Kaylor is forests mixed with large fields owned by several kingdoms of uneasy peace. To it's east are large arids and deserts, held habitable by fertile rivers and different Clerical ideologies. Far north are cold and bitter frosts with parts of the land made up of ice entirely, its inhabitants hardy and tough with little use for knowledge when their entire lives used to rely on survival. Far to the south sits a peninsula with a heavily populated forest, that land belonging to the elves as they were the first to set foot and claim it for their own. A large range of mountains called the Dathrag mountains splits the north and south. This range is held under the protection of the Kingdom under the mountain, dwarves keeping the world safe from the terrors of the deep.

#### Dathrag mountains

Home to many fortuitous individuals, claimed as neutral land due to its heavy population of wild tribes and monsters refugeeing near their peaks. Several dwarven settlements have attempted to be established in the are, but were ultimately unsuccessful. As such they are seen as a place of much danger and several abandoned sites of ancient treasures and practices.

The mountains are also home to the **peak of Kirithorn**, the highest mountain peak in the world. The kingdom under the mountain or commonly referred to as the Kingdom of the dwarves is also located primarily in the mountain's hearts. The dwarves simply refer to it as the **Kingdom of Dathrag**.

#### The Hole

A testament to how powerful and destructive magic can be. A reminder for why control and discipline is important in the world of magic. Nobody lives there anymore, except a few scavengers and explorers, though not much was found outside burrowed beasts and undead straggling near the sides. Some rumor that the hole was so deep it might even reach the demonic abyss, but none have attempted to reach it’s floor.

There are no note-worthy names of anyone returning from it's depths outside of the the great **Smuggler Von Mammoth**, who disappeared several years ago searching for it's mysteries.

#### Umielle Peninsula

Home to the ancient and wise elves. Rarely devoted to the politics outside of their peninsula, they are merely occupied with managing their own forest and kingdom to prosperity. They focus on practicing their in-ward development and magical craft, hoping to re-kindle some kind of connection they once maintained to the Feywild in an ideal they call 'the truth' helping them develop their way into divinity.

The **Archeon Republic** sits firmly established into the peninsula led by the wise elven council of **Rexes** and nobility. The great **Abario forest** rests within its shores as one of the final druidic circles rests to grow and maintain its powers, preserving a more traditional way of living which some elves have gravitated towards.

#### Emerald flats

Called this by the masses living in the **Kingdom of Concordia**, the Emerald flats contained some of the greatest populations of Goblin, Orc, and Gnoll alike. Their war drums decorated the large fields torn by the chaos of war, but after the battles of the **Age of war and madness** had ended the fields returned to life as sprawling fields of grass and wild fruit began to return. To it's people it became a symbol of prosperity after the dark ages in the hopes of a brighter and peaceful tomorrow.

The area contains several towns such as **Osharn** and the city of **Careveil**.

#### Bar'Vellos desert

Discovered originally by the **Yurah Empire**, the fields used to be arid forests before becoming full deserts. Some plant life and even forest structures can still be discovered throughout the area. The area mostly contains old ruins and abandoned civilizations from the old **Yurah Empire** as few venture outside the commodity of their cities. Through these temples, large groups of monsters have been declared as well as a once sprawling population of dragons that was driven to near extinction due to a tradition of it's nobility to hunt them.

#### Glacial thoroughfare

A mass of land and cold nordic water that connects the **Dathrag mountains** with the **North sea**. Originally, it served little porpoise but quick travel from the **Kingdom of Dathrag** to the northern sea before once again showing it's colors as a land filled with deadly beasts and wild tribes. The passage is rarely used if ever, most dwarves would rather travel around the mountains than through the passage. Large structures and abandoned colonies exist within the thoroughfare, making it a dangerous but rewarding place for many gold seekers. There have been stories of adventurers and mercenaries traveling along the passage's river to reach one of these locations, but mostly it is used by desperate criminals who wish for a quick escape.

#### Rin Bay

Originally used by the **Kingdom of Uberau** as a locale for slave trade and general trade with **Hedartha**, the bay itself was firstly liberated then closed thanks to the efforts of the **Theocracy of Ishan** and **Kraw'Jill Reaver**, who in their combined efforts have freed many of the slaves. This forced **Uberau** to close their slaving business as it simply proved unsustainable and an unpleasant model for the rest of the world.

The bay is almost deserted, a few towns rest near it's shores but in these days sit rumors of monsters and deep lake undead waiting to crawl from the depths. Tormented souls that feel scorn that they did not have the chance to be freed.

#### Beralla Isle

The home of the **Dragonkin** is not grand in size but excellent in culture. The unfortunate truth is that the island itself is not mostly inhabited, but during the loss of the **Uberau** slave trade they sent their blood starved troops to battle on **Beralla**. The small war lasted for a few months before heavy losses on both ends and submission by the **Dragonkin** as they were granted a phantom king in order to serve **Uberau**.

The Isle is home to the **Bastille tor Rakasomar**. A well known marvel of the world in both technological advancement and ingenuity. Outside of the bastille, there are many other temples and forts abandoned or upkept by those faithful to the **Grand Juicer**.

#### Kobul bog

The largest and deadliest swamp recorded in the world. There are rumors of creatures and mutants living in the bog, but it proved too difficult to cross due to the monsters, the muck sucking the life into it and even an ancient black dragon is said to live there. The swamp is said to have mystical powers altering time as well.

#### Gashmeral river

Between the **Kingdom of Boscotstan** and the **Vulsparn norths** stands a massive river that has the unique property to completely freeze over in some parts during winter. This river has needed many people meaning it whenever winter comes. There are some forts and walls lining the riverside, but it became difficult to predict it’s freezing pattern. As a result, the main force that handles the defenses are trained horseback riders with specially trained horses and heavy archery skills. They ensure no beasts, warriors, cultists cross. However these patrols are not full proof, and at times some raiders will find their way across. The Boscotstanian kingdom is always looking for volunteers to defend the river.

#### Peril cross

The Peril cross is a large mass of salt water that divides ****Kaylor**** and the **Josuruten wilds**. It was given it's name during the Age of war and madness due to the battles that had taken place either with mutinies of the monsters being shipped or pirate factions seeking a quick fortune. This day, it is known as a large highway for the worlds greatest smugglers and cutthroats.

#### North sea

Large and mostly unexplored sea mass in the north that served as a trading highway for the **kingdom of Boscotstan** and the Faction of **Thaze** known as **The Queens blade**. During the conversion of the North to the values of the seven, they had slowly cut their trade connection to The Queens blade.

#### Ful'tak sea

The sea of the south near the Umielle Peninsula, discovered ages ago by elven explorers it served little use to them outside inviting trade from **Hedartha**.

#### Elbion Ocean

Vastly unexplored mass of water, it holds many mysteries and rumors of powerful sea monsters that might eat the folks. Many believe there is nothing beyond the Elbion Ocean serving only to be the edge of the world.

#### Vulsparn norths

The land is still a massive tundra where no law or order exists. While the norths are no longer separated by the **Dathrag mountains**, they are still separated by a massive frozen river manned by the forces of **Boscotstan** and many hired warriors looking for a fight near the frigid outskirts.

The inhabitants of the north are mostly the same, involving many monsters. Wild factions and retired or hiding spell casters.

The norths feature many barbaric tribes and warriors seeking to kill and sacrifice creatures to demonic or ancient eldritch gods. Some have been known to eat mages as well.

Vulsparns are savages and barbarians to the core. Many of their tribal members believe in the consumption of the arcane for the trade of power. They have been known to eat magic items and cannibalize people, even clerics of different gods.

#### Thaze

Less of a kingdom and more of a region. Held by the more evil and chaotic groups of the world. They are part of the outcasts and evil that had nowhere else to run. They are loosely held together by a temporary alliance of leading figures known as **Morghans**. The **Morghans** are wise and somewhat young students of politics hoping to keep the peace between **Thaze**’s many factions together.

### **Hedartha**

The land of **Hedartha** has had little of it's land explored. Many explorers would end up lost or dead in it's lands failing to encapsulate any meaningful discoveries. The largest parts of **Hedartha** are it's coasts and desert housing inhabitants left behind from the old **Hedarthan** **Empire** which collapsed long ago.

#### Endless wastes

The **endless wastes** are the land known for housing many ancient and discarded magical and even nonmagical objects. Rarely finding anything of worth but always filled with portals from other **planes of existence**, the wastes are filled with broken items and discarded hazards. Few ever survive the journeys throughout the wastes and it has been long speculated that there are creatures that inhabit the wastes calling it their home. Needless to say, rarely any mortals have passed the wastes to see what lies beyond.

#### Tribes of trade

Sitting near the northern coasts of **Hedartha** sit the **Tribes of trade**. Groups of old and tribal societies that pre-date the **Hedarthan Empire** continue their lives and trading business with the merchandise starved Kaylor. Their primary trade goods are exotic plant life and animal meat only grown or found near the coasts. The tribes are mostly friendly and often have little discourse with each other unless there were a formal war over some new resource or un-claimed land.

### **Josuruten wilds**

During the **age of War and Madness**, the continent of **Josuturen** was discovered and found mostly empty. Those who searched it's coasts found very little in form of tangible threats and proceeded to ship off hundreds of war-like cultures of human, orc, goblin and more into the land allowing them to live separate from the main continent. There are few notable locations that have been mapped out and the continent has been distinguishes as Wild lands due to it's lack of written exploration or civilized contact.

#### The Nameless Isles

A large series of islands that have little to no exploration done around them, they flank the east-southern side of the **Josuruten** continent and have said to those many dangers. Monstrosities that have never-before seen depictions and other beasts that have said to be extinct. Many tribes and other societal creatures have also been said to inhabit the islands.

## Politics

The many kingdoms that inhabit the world have many varried and vast opinions on the nature of the world and execution of their will. Many notable differences in ideology are the **Blackwatch** of **Thaze** who promote control over the weak with **Concordia** spending most of it's power aiding in the weak and promoting their efforts. Others such as The **Kingdom of Ubrau** promoting an idea of religious might brandishing the arcane as heresy in the eyes of gods seeing magic as a means to only be used with blessing from the divine. While the **Theocracy of Ishsan** believes in freedom of expression, and that all are created beautifully in the eyes of the gods to peruse whatever goal they wish as long as others do not suffer along the way.

Several kingdoms do not agree with each other. Especially on the nature of magic or it's place in the world, leading to many disagreements and lack of co-operation.

## History

### **Age of the dead**

During this time, the world was trapped in a state of half-decay. Grey fields and barren lands habited the world. The population of undead was greater than that of the living. The most important notion of the age of the dead was the lack of history. The only history that was shared around that time were stories of heroic survivors. Life was a tug of war for surviving, and many were not expected to live past the age of 40. Elves, dragonborn, and humans have been known to live in joint-civilizations around this time but rarely did. The small civilizations that did arise around this time were very single-species and outside elves, humans, halflings and dragonborn it wasn’t even reasoned other races existed. Rarely would any mortal or adventurer reach e level past 5th or learn any spell past a 3rd level spell. In those times, fireball truly seemed like the apex of spell casting.

#### Lich kings

During this time, there were 5 kings of the undead that many worshiped. They were undead but spoke and even controlled other undead. It allowed for life to flourish to an extent. It was around this time some journals were found in ancient-common speaking of the lich kings and their merciless rule. They exchanged human souls for control over the undead and safety. While hundreds died weekly, they had the ability to expand cities. Some were not sure if this was an act of selfishness or kindness from the kings.

#### Vecna

Worshiped as king of the undead, he directed the destruction of all records that did not pertain to him and his power. In the end, this led to him attempting a ritual of ascension but was stopped. His ideals of power and destruction of knowledge have stayed alive, even past his timely demise. The hand of Vecna have lasted well into the 800th century of the world, before they were all eliminated or imprisoned. It is unknown where the body or phylactery of Vecna last, though scholars pray he does not return.

#### Prime artifacts

The prime artifacts were discovered in year 4 by some explorers searching the mountain sides. These artifacts seemed to nearly have a mind of their own and shimmer with the power of the gods. Not every god received a prime artifact, but they were weapons created using some of their power that would choose their champions based on their god’s dogma.

Thyrias, Vildishilde, Redemption, Band of the world breaker, stars convergence, and the dusk lance were some of the recovered items at that time. Over the years, more were discovered and either lost or sealed away to keep away from the wrong hands.

#### Battle of Hervlat keep

Before the final battle with the lich kings took place, many discoveries were made in the world. The discovery of the dwarves and their lordly lineage was made before the battle as well as Lillian the first archmagi, St. Rolan the first hierophant who led the world in fighting the undead. They were also aided by Balthazar, a lich that had betrayed the others in handing information and playing both sides.

After the battle, Vecna and the other kings had been destroyed or sealed away. It is unknown what happened to Balthazar other than his phylactery’s destruction.

Once this battle ended, the world was free to make their own choices and live without the control of the lich kings.

The age of the dead collapsed quickly during the age of rebellion because of several sources. Many scholars did find it strange so many turning tables had occurred at once, but they also theorized they simple prepared themselves over these years to topple the rule of the lich kings.

### **Age of prosperity**

Other than a few wars, most nations known to modern history began to spring into existence around this time. The world had been separated into five main areas of the world. The areas were of the **Yurah empire**, **West valley alliance**, the **Vulsparn norths**, the **Elven republic**, and the **Hedarthan empire**.

During this age, monsters were still more common than the average mortal though its inhabitants found a balance. The Order of the **Planer Hunters** was created to ensure the safety of the natural world around them, as well as many other heroic individuals willing to lay their life down for some well earned cash or righteous cause ridding the world of another monster.

### **Golden age of magic**

After the fall of the **Yurah**, the world entered a small period of chaos and mingling of the nations. War factions ruled for a long time before the kingdoms re-established themselves.

After several years of battle and territory changing hands constantly, the world gained a new reform in leadership and knowledge. The way people lived and learned became different.

During this time, the world had come under the governing of the old **Royal caster** conglomerate as they made decisions for a large part of the world and pushed the boundaries of what magic was capable of. With their help, the wish spell and many others were discovered and learned by powerful mages.

However, it was a time of great corruption and favoritism. Any child capable of magic would be given the seal of a royal caster. Many were pressured in learning magic or some form of the arcane, while those who couldn’t would be cast out from their families without the chance of rising in the political ranks. Those with magical talent also became rapidly corrupted by the power magic granted them so easily. They were part of an order that was rarely challenged.

The **king of Concordia** saw danger on the horizon as a powerful lich raised an army of the dead to battle him. He did not want to waste the life of his own soldiers, he created his own spell to command the mind of a creature from the outer planes. The spell was still unstable since created rapidly, and ended with them controlling the mind of the King of the Storm giants.

Aftermath – because of the fight’s victory, the king of giants had fallen but so had the last lich. The giants, were furious. After the funeral of the king, for the first time since their great battle with the dragons in the outer planes, the giants had joined forces once more and declared war on the material plane declaring all their nobility needed to pay with their lives. And for once, not since the age of dead the world stood together to fight the giants.

### **War of the Giants**

Not much was written during the war, but due to it’s causes being both necromancy and new spells. Magic craft had become slower with practically no new magic coming into existence. And necromancy had been outlawed worldwide with precautions of death if found.

The war had lasted for over 250 years. Kids were born during the battle and nearly every faction was involved.

The war ended with the blaze of Mt. Foriad. It was a destructive blast that had destroyed many of the giant’s forces and slain so many captured. That area is now known as **The Hole** as a grim reminder of how far magic can go without restraint or discipline.

The aftermath involved a great cleansing of the magical palleted, wizards and enchanters had forgotten many of their own spells and lost a great deal of power by the hands of the displeased gods in a rare moment where they all came together to show their displeasure.

In a more political side, the **Royal casters** had their numbers greatly reduced for having one caster per constellation and with **Vllismalte** and **Lia** as the new representing branches.

### **Age of wars and madness**

Some things had changed before modernizing. During this time, the **Fracosians** saw it as an opportunity to invade and unite the world under their banner. They saw themselves as assisting the world and uniting it in a broken age. They followed the policy of the **Hedarthans** in terms of capture, allowing for a phantom government with elected officials that had no authority.

The **Concordian king** at the time, and many of the other nations saw the rise of monsters as an issue. They focused on their wars, but the large numbers of lizardfolk, orcs, gnolls and many more made it difficult to build when they were at war with everyone. A truce had been declared as the nations of **Fracosia** and **Concordia** focused on “cleansing” the mainland of these creatures. They were either massacred on a massive level or pushed back to the **Josuruten** continent.

This was one of the first times mages had been militarized in over 200 years, and while **Vestal** and **Lia** were against it, they were overruled by both the king and his other generals.

After all these events, the world had slowed down and entered a more blissful period allowing for life to be lived in a more organized and less warring manner. There is however still danger looming on the horizon.

## Gallery

Kaylor worldEmoji: Dragon Face (Microsoft) [2]