I’m gearing up for a diary of my current D&D campaign, as we’ve just finished our 12th session and have spent roughly 40 hours in this world. Before telling the story of some lowly commoners, though, I thought: what better place to start than with an overview of the world?
Our story begins in the region of Aleor, named after the once-great empire that tamed much of the southwest portion of the large continent of Irumos. At its peak, the Aloran Empire spanned thousands of miles, and its growth was only hindered by deserts to the south, mountains to the north, and a vast chasm to the east.
At that point, the empire had consumed virtually every sovereignty in the region, but to refer to the Aloran Empire’s golden age as a time of peace would be a gross simplification of the details. When the Empire annexed lands into its controls, the laymen were largely unaffected, as the taxes they paid often remained consistent. Their lords, however, were then required to pay taxes of their own to their new kings, and so on to the Emperor themselves. This often bred conflict between local lords and kings, and the empire rarely intervened so long as it meant that they were getting their taxes.
But even beyond the infighting of men, the other forces of the world are always at work in Aleor, some more mysterious and more malevolent than others. The northern city of Dûnmarch fell prey to these forces in a sudden and violent eruption. In a matter of hours, what was once a bustling city built at the pinnacle of the Drowsy Peaks became an abandoned ruin in the deepest crevice of a fresh cavern at the mountain range’s base. A few short years later, what was once a small rain forest exploded into a voracious jungle, growing and overgrowing everything in its path, consuming the Lockjaw Peninsula despite the best efforts of the tens of thousands of people that lived in that region, including the capital city itself.
Hundreds of years later, the Aloran Empire is still prevalent, though it is a mere shadow of its former self. Its new capital is Ashfall to the the north, and though the city is one of the largest in Aleor, the empire itself has little influence on matters more than a few hundred miles outside of it. And though much the the region’s largest cities have fallen and returned to the wilds, new cities are forged. Aqila, the city of craft and magic, is now one of the leading centers of power in the region, rivaling Ashfall and Port Artellis to the south.
Much remains hidden about Aleor’s past, as the civilized world has only recently been starting to get back on its feet. Dark times threaten to persist, and there are forces that threaten to destroy everything now that there is no mighty empire to protect the people. With a little help, though, perhaps new fires can be forged to shine a light into that darkness. After all, one of the major themes for the campaign in this new setting is simple.