THE WORLD

Meet the Characters

Explore the Lore:

Magic

In the world of Lorn, Magic is a wild, dangerous entity.  It is unpredictable. Ungraspable. Some  treat it as a  natural resource like iron to be mined from the ground. Others think it’s a chaotic spirit or devil trying to trick mankind into their demise. Others still think Magic is the thing running through all living things that was spilled forth from the River at the Soul of the World.  But the truth is something else entirely. It is none of those things and all of those things. The Lornish people have abandoned trying to wield or understand this force of nature. Scholars every few hundred years try once more to grasp it. The Council of Undersnuff did a valiant, if not useless, attempt at drafting the rules of Magic. In the end most agree that only two rules matter: Magic is unpredictable. And, Magic always has consequences. Practicing Magic is left only for desperate fools.

Druidic History

The Nomadic Druids once roamed the ancient land of Lorn before the tribes united to become the country of Lorn. The Druids had a deep connection to the land, and to magic. They are one of the few peoples who claim to have harnessed the unwieldy power.  As legends  state, after a time of war the Druids outlawed magic. Its consequences were too great, and it drew the hungry eyes of other nations who did not understand the wild force.  Many of the Druidic customs and they way they connected to magic has disappeared from history. Only grand myths and bedtime  stories to warn  children  about playing with forces they cannot control remain. Some scholars believe that the Druids never existed, and were only a mythic symbol in the stories of their ancestors. However, the rare explorer returning from the treacherous Greater Lornish Wilds might claim to have seen ruined temples high atop the mountains…

map of the world of Lorn

Lorn

The country of Lorn is protected by steep mountain ranges, easily traversable rivers, and sea in the North, East, and South. Thorvan City, where the king holds court, sits in the south protected by the Bay of Draoidhean. For thousands of years five houses and their lords have sworn loyalty to to the king, Firana, Huttfelden, Dalir, Sherpenstel and Bodvarr. The Northern, wild peaks in the North of Lorn are simply referred to as, The Greater Lornish Wilds. It is a wild place of myths and legends. Some have claimed to find ancient ruins of Lorn’s ancestors, the Druids, but most who venture too far North do not return. 

However, those who call Lorn home know the woods to be gentle, and the rivers to be kind. It is a peaceful country. A place where it’s more likely to be handed an ale by a friend than to be stabbed in the back by an enemy. Every few years the Hodari from the North send their hoards to pillage Northern towns, but the armies of Bodvarr run them back to their icy islands. Bandits are known to roam the wilds north of Bodvarr and Huttfelden, and the River Pirates shouldn’t be messed with. However, most of them are the kind of people who will invite anyone to their Spring Festivities, or bring strangers in to sit by their warm hearths in the winter.  

Lorn has held the Tree of Life on their insignia and flags since the Druidic tribes united in millennia past. It has fallen to not old stories to remember the original intent and meaning of the tree, but now it represents the people’s strong connection to nature and life

Thorvan City

Thorvan City sits at the peak of the Bay of Draoidhean. It is the capital and cultural center of Lorn. The king’s castle has resided here for hundreds of years. Thorvan City is named after Thorvan of Greyback who the legends claim united the nomadic druid tribes against an  ancient evil, and founded the country of Lorn. He called his sword Draoidhean, and used it to lead his people to victory. Thus, the bay that protects the city  was aptly named The Bay of Draoidhean. Besides being the center of political and cultural life in Lorn, Thorvan City is also known for its excellent potatoes and dark beers.

House of Bodvarr

The mighty House of Bodvarr sits just Northeast of Thorvan City, and has been the brawn of Lorn for a thousand years. Bodvarrians are a hearty, proud people. They chose the insignia of a grizzly bear for its unrelenting strength and protective nature. To die on the battlefield is the greatest honor a Bodvarrian warrior could be given.  The armies of this house have the honor of facing the Hodari hoards when they pillage the Northern Lornish towns every few years. Prince Fordwin, and Princess Aedwin’s mother hailed from Bodvarr. Their mother’s older sister ruled as lord, but died honorably in the Rewavan Hills fighting the Hodari when they were children.

Bodvarr’s warriors are not the only thing that makes their people unique amongst the other Houses of Lorn. Bodvarr always has two lords ruling their land instead of one. They refer to their co-lords as the Double Headed Bear. One Lord is born into the station. The other is of the people and nominated by the Elders’s Council.  The Lords are equal in status and power. However, Lord Edelle rules Bodvarr alone for the first time in centuries.

The Lornish Wilds & The Greater Lornish Wilds

The Lornish Wilds are the less populated, more wild lands North of Huttfelden and Bodvarr. Much of Fordwin’s journey to Adeline happens in these woods. Due to it’s sparse population and numerous hiding spots, many bandit gangs roam here. The towns are usually very small. Due to the wild nature of this place, people find their tribes and stick to them.  It’s dangerous to trust outsiders. Lonely Rangers protect what they can of these areas, but since the wilds are so vast, and so few people live there, it is still hard to keep the rule of law. Hodari hoards will enter Lorn through the northern wilds, and decimate any unprotected towns along the way. Farther North of  the Lornish Wilds are The Greater Lornish Wilds. Large mountains,  bears, and the odd adventurer live here. It is a vast, lonely place. Few who have ventured there have returned. However, myths and rumors say that there are ancient Druid temple ruins scattered on some of the highest peaks, and down deep in the untraversable valleys.

River Pirates… er River Folk.

The River Pirates have been wreaking havoc up and down Lorn’s vast river network for decades. They pillage river boats, transport illegal contraband, and acquire particular goods to sell on the black market. They easily hide in the vast network of Rivers throughout the country.  In recent years  Captain Lornlake has led the group, and has made some strange changes. His crew refers to him as king instead of Captain. If you try to refer to the River Pirates as Pirates, they’ll strap weights to your ankles and toss you into the deepest part of the river. They now prefer River Folk.  Anyone who doesn’t want to get on their bad side is best to remember this. There are so many rivers in Lorn, they aren’t even all officially mapped out. However, the River Folk know them better than anybody. They pick up secrets and rumors throughout their travels. If anyone knows anything about this Sorcerer, the River Folk will. Prince Fordwin is wise to seek them out for information.  It’s a dangerous game, but if he can be clever he may get the information he seeks…

The Ostramarian Empire

Dravendir the Conqueror rules the Ostrimar Empire from the illustrious palaces of the Domini Isle at the center of the Western world. Five hundred years ago Ostrimar was only an obscure republic until a popular general consolidated power. He named himself emperor, and adopted the Manticore as the empire's sigil. His line of heirs have multiplied Ostrimar’s lands sevenfold. The Empire is known for the incomparable hanging gardens on the Domoni Isle, and forbidden city in the heart of their nation. Emperor Dravendir the Conqueror, has enlisted his sons in bringing more wealth and power to the nation. There are rumors that Crown Prince Barthelemy was responsible for the atrocious violence in Yavil.  Priding themselves in being on the forefront of modern technologies and achievement, Ostrimar has now begun to experiment with the dangerous art of Magic. With their legions of slaves, they can unfortunately afford the consequences. Their Sorceresses do not live long as they do their master’s bidding.