Lorthia
LorthiaLogo.jpg

All Things Begin

At the start of all things there was only the maelstrom, a storm with no begining and seemingly no end. However, born into the maelstrom was a massive wyrm, it's scales shimmered and glittered in the maelstrom and as it began to move its massive body, unfurling its wings, moving its serpentine tail to and fro, the maelstrom began to dissipate until there was naught but a small portion of it that remained. The wyrm's movement wasn't for naught as it found itself gliding across a vast, still sea, it's wings were unfurled and it began to beat them and the winds awoke.

Darkness Descends

Fabos, the eternal empire has fallen. Darkness has fallen across the land, war and plague sweep the land, the elves and dwarves have retreated to their own lands, locking out those who fled their crumbling empire, leaving them to die at the gates of their realms. It has been three generations since the Fabosan Empire fell, war and plague are still a way of life, bandits ride out from crumbling ruins to prey upon village and town, education and magic has been lost to the ages. The majority of people are busy just trying to survive, however there are a few people who seek out the lost ruins of the mighty civilization where their great-grandparents once played in the streets, even the elves and dwarves have sent some of their kin out into the world, to learn of what has come to pass in the past 45 years.

A World Struggling

Lorthia is a Second Edition Advanced Dungeons & Dragons game setting, it has been in existence in one form or another since the winter of 1986/'87. Lorthia is a world in darkness, one where it seems as if the forces of evil and darkness have triumphed over those of good and light. However, all is not lost, for there are heroes who dare to struggle against the forces of evil and dream of restoring a lost and crumbled empire.

A Beacon of Light

As the Fabosan Empire plunges into darkness and the elves and dwarves retreat from the realms of man, there is a beacon of hope and that is the ancient city of Cardoss and, ironically enough, the capital of the Fabosan Empire. The Wizards' Council has seized control of the city and they are attempting to keep the city intact as social order begins to break down within the city and the council's operatives work behind the scenes in an attempt to enforce order within the city and the surrounding lands.

Chronology

Main Article: History of Lorthia
See also: Geological history of Lorthia

Lorthia at a Glance

Diameter: 12,000 miles as estimated by the Borthian Mathematician Paragus. Approximately 60% of Lorthia is covered by water. Beyond the Ocean of the Storm Gods is at least one other continent according to migration myths of giants and the Holy Mauhai Empire.
Sun: Cyrus
Moon: Chandra
Other Celstial Objects: The Eternal Loom, an illuminated cloud that is only seen at night. The Weaver, it is thought that The Weaver is a ring of ice that encircles the planet.

Lorthia is part of a series of tightly interconnected worlds where powerful beings live, they claim to be gods and as such are revered by the people found on Lorthia.

Character Generation

Characters are created by rolling 4d6, dropping the lowest die, and arranging as desired.
Classes Available:
Warrior
Fighter
Ranger
Paladin
Nightwatcher

Priest
Cleric
Druid
Specialty Priest

Rogue
Thief
Bard

Wizard
Generalist
Specialist

See also

Notes

References

Bibliography

Further reading

First Game Session (after this one, they will be posted by date…)
12/4/09 Session
2/5/10 Session — Into the Swamp of Bellaqon's Foot]

External Links

Yet Another Gaming Blog
Dragon's Foot
Lorthia Game Room

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