I would like to talk about my homebrew world, Muluth. (mah-LOOTH)
I have a new map! Blogger JVC Parry recommended the website www.Inkarnate.com, so I tried it out and loved it! It’s not 100% perfect, but I was able to do a lot of what I wanted to do, and that’s something! Check out JVC Parry’s D&D blog, The Scrollarium!
So I thought I’d break down some of the landmarks on this map, and explain some of the in-game and out-of-game history about them.
A fairly prominent feature within Muluth is the Tartann Mountain Range that stretches east to west. The Tartinn Mountains meander south from those near the west coast. An easy way to remember which is which is to think of the TartAnn Mtns as the cross in the letter A, and the TartInn Mtns as vertical, like the letter I.
In my original incarnation of Muluth, the Tartann Mtns effectively separated Muluth from the rest of a larger continent! The mountains were too dangerous to pass, for various reasons, and so Muluth was very self-contained and isolated.
The Tartinn Mtns – or rather a north-to-south mountain range in the west – were inspired by the Spine mountain range from Christopher Paolini’s Eragon book. I put a tropic coastline area west of the mountains to add some atypical terrain to the continent – a place to have different kinds of stories and encounters. The green portion there is actually called the Hotar Apus – it’s a very dangerous jungle that the Empire uses as a live training ground for its military recruits.
At the intersection of the two mountain ranges is a gigantic mountain that rises high above Muluth (certainly higher than any mountain on Earth!) called Munte Dihanie – which, if I remember correctly, basically translates from Romanian to “monster mountain.” Munte Dihanie is home to a House of black dragonborn within the Empire, and they are known for practicing magics and terrible experiments. Those who enter the labyrinthine caverns beneath the mountain rarely ever make it out.
A forest lies in the crook of the two mountain ranges, called Calen Anoron. It was the home of the elves, back when there were any left in Muluth, but they had to flee back to the Feywild to save it from a terrible wound that Tiamat inflicted upon it. This forest has always been in Muluth (but the name and backstory are new), and was home to two cities: Pindeowind and Linithrode.
Pindeowind was always more mysterious and very “wood-elf-like,” in the sense that it’s very tied-in with the nature around it. Linithrode was always more modern, and embracing of technology and change. Those qualities remain in this version of Muluth, though I’ve moved Linithrode to just outside the forest to justify the difference between the two cities. In this campaign setting, Pindeowind is now an abandoned ruin of what it once was; and Linithrode is now under the Empire’s jurisdiction and home to the vast majority of the half-elves in Muluth.
As mentioned in my last world-building post, Halasthas has always been a staple of Muluth. I’ll go deeper into the history of that city another time. Just know that it’s still there, and is still the capitol of Muluth and of the dragonborn Empire. That leaves the fourth and final of my original Muluth cities: Darkrenia. Always found on the eastern edge of the continent, Darkrenia was once the home of the antagonistic ruler in my Muluth stories. A dark, black-stone fortress known for its imposing structure, Darkrenia is now less of a city and more of a keep. And, instead of being the location of a villain, it is now an annex of the dwarven nation within the Morkh Velve.
Another huge feature of Muluth is the large desert found near the south of the continent within the dragonborn nation of Tara Natala. The Uscat is a deadly, dry, arid, rocky desert (less of a “sand dune” desert) that stretches for hundreds of miles in each direction. Burning hot temperatures during the day, freezing cold at night. The original desert within Muluth was actually southeastern, and took up about a fourth of the map. I don’t remember its name.
Most of the names in Muluth are new this time around, now that I found a consistent naming convention (again, inspired by Christopher Perkins’ DM Experience blog).
Bogat is a trade city built above a desert oasis, fed by the dying Viatorul River that flows south from Calen Anoron. It is a major hub for merchants and traders, especially between Virdis Cael and Tara Natala, since the city lies practically on the borders of each nation. This city is built upon a massive stone bridge that passes over the loose, unstable ground of the oasis. More on this place another time.
Lake Faras was added because I felt like there needed to be a large body of water somewhere on the continent, and it did help to develop some of the industrialized parts of its history, and some future plot points. “Faras,” if memory serves, translates to “deep” in some language (that I can’t remember or find right now), thus Lake Faras is known for its incredible depth. In-game, the extent of the lake has never been fully measured.
The icy nation of Barad lies north of the Tartann Mtns, and is home to the tieflings of Muluth. They are not happy with their reservation of land, but it beats summary execution (more on that another time). Barad is a frozen waste, and its capitol is Sev P’ayt. It has a total of one evergreen forest – the Antarr Ts’urt – in which they can hunt and gather. The tieflings rely heavily on trade with the humans of Crobayle, who bravely sail around the continent to the north.
To the west of Barad, the Ijnel Glacier slowly cuts down into the sea – the Tsov Khopan – from Munte Dihanie. This glacier is quite dangerous as well, as ice floes shift and move, and the ground proves unsteady. It, and the Tartann Mtns, pretty much cut Barad off from the rest of Muluth – as the Empire would have it.
Virdis Cael is the halfling nation in Muluth. They originally called it Flat Run, because of its plains-like flatness. When the Empire first took over, the dragonborn renamed it Ferma Lucra, and Flat Run remained the name of the largest settlement. With the liberation of the halflings, the land became known as Virdis Cael. The halflings used to be close with the elves of Calen Anoron, and learned much from them. They live simple lives and provide the rest of Muluth (mainly the Empire) with crops and livestock that they farm.
Crobayle is the human nation, and has probably the most diverse landscape, next to Tara Natala. Their capitol is Duaid, and they operate and control Stingher Sound, which is the outlet of the Spatios River from Lake Faras. They use this Sound as a staging place for their military and navy. They also control the series of rivers that mark Crobayle’s western border, the Veins. These rivers are used to transport goods from Lake Faras and the Morkh Velve down to the port city of Radharc at the mouth of the river.
The Uragan Pasa is a wind-swept passage between two ranges in the Tartann Mtns. It is desolate and bare, due to the winds, and quite undesirable to travelers. Ferrytown, a halfling town on Basseng Lake (north of Lake Faras) was established to help travelers cross to the Morkh Velve who did not wish to go through the Uragan Pasa. The winds barrel through the pass and blast out across the northern reaches of the Morkh Velve, creating a dry, barren tundra. At the end of this reach of land stands the keep at Darkrenia.
The group of islands southwest of Muluth are called the Insule Interzis, and are strictly forbidden. The Empire patrols the waters of the Cald Sea in the south to make sure no one crosses to them, an offense punishable by death. The Empire’s militarized cities – Armata and Razboi – lie on the southwestern coast of Muluth, making enforcement of the area rather easy.
The last thing I’ll talk about today is the northern region of Nimic, west of the Ijnel Glacier. Another frozen wasteland, like Barad, Nimic was once home to the great, neutral city of Fost Regat. This grand port city was the last holdout during the great Voynerod War (from which the dragonborn Empire rose), and remained a place of peace – of dragonborn and humans unified under the banner of their slain patron god, Bahamut. After the Empire took control of Muluth, their armies marched to Fost Regat and razed it to the ground. The Emperor at the time proclaimed that it would not be rebuilt, for it was but a stain on Muluth and could not be redeemed.
So that’s a lot of information about Muluth, its landmarks, and its history. I’ll leave it at this for now, and talk more about it next “World-Building Wednesday.” Until next time – Well Met!