Thytika

Thytika is a vast mega continent stretching thousands of miles from east to west across the northern hemisphere of Neptos.

 

It encompasses nearly all known kingdoms and nations of the sentient races.

The continent is broadly divided into three regions: Western Thytika (The Frontier), Central Thytika (The Middle Kingdoms), and Eastern Thytika (The Far East).

 

 

Urbanisation Threats and Adaptation

 

Neptos is a dangerous world, filled with monstrous and supernatural creatures that constantly threaten civilized lands.

 

Hobgoblin invasions, Orc raids on the frontier, and goblins and goblins infesting nearly every wilderness present ongoing dangers to the nations of Thytika.

As a result, a large proportion of the population lives in urban settlements of more than 500 inhabitants. These urban centers are typically surrounded by farmsteads, hamlets, and villages, rarely extending more than five miles from the safety of the settlement’s walls.

 

Urbanisation rates vary from nation to nation depending on the threats present in each region. On the frontier, between 20–30% of the civilized population resides in urban centers. On the frontier, between 20–30% of the civilized population resides in urban centers.

 

The famous town of Greenest for example, houses 60% of the regional population within its walls due to its proximity to the dangerous Goblin Hills and Noxious Glade.

 

Agriculture

 

To sustain these high levels of urbanisation, a range of agricultural technologies and practices have developed to support large population centers.

These include crop rotation to preserve soil quality, selective breeding, and improved farming tools such as the advanced plow and seed drill.

Magic, employed by druids and the clergy of Ogun, is sometimes used, though typically only in dire circumstances such as droughts or plagues.

Mages may also be hired to enhance agricultural output, but their services come at great expense and are rarely used on a large scale.

 

Militias

 

To protect outlying farms, most settlements maintain paid local militias and encourage their populations to practice archery.

 

These armed communities act as a deterrent to lesser threats such as goblins. However, more aggressive enemies like orcs and hobgoblins are not always dissuaded.

 

For such groups, raiding defended settlements is often seen as both a test of strength and a rite of passage for young warriors within their tribes and clans.

 

Roads and Rivers

 

Most major settlements are connected by navigable rivers or constructed roads. These routes facilitate the movement of goods and allow merchants to travel more efficiently between urban centers.

 

Mercenaries

 

While lone travelers or small groups sometimes journey between settlements, the most common threats they face are goblins—who prefer theft over violence—and bandits, who are often willing to let travelers pass for a small “toll.”

However, many major trade routes pass through dangerous wilderness. As a result, mercenaries and caravan guards are in constant demand.

Commoners typically travel between large urban centers in sizable groups or alongside protected trade caravans.

 

Adventurers:

Bounty Hunter, Monster Slayers, and Treasure Hunters

 

The ever-present dangers that lurk in the wilds often find themselves on the footsteps of civilizations. To help counter these threats, and protect civilized lands, bands of specialized soldiers known as adventurers ply their trade all over the world.

 

Most adventurers are veteran fighters, skilled in the arts of martial combat, looking to gain fame and fortune, and taking on jobs only highly-trained warriors are capable of tackling.

 

Some adventurers have more unique and amazing skills. Spellcasters of all types including trained wizards and self-taught sorcerers. Holy warriors questing on behalf of their deities, and rangers and druids looking to preserve the balance of nature.

 

The adventuring life is one fraught with danger, and most would be adventurers meet their end alone and forgotten, their bones feasted on by scavengers or something far worse.

 

The few adventuring parties that do achieve great success, amass great fortunes and fame.  Their deeds are known to both commoners and powerful lords as bards sing their tales far and wide.

 

One of the most famous adventuring bands on the frontier, in the last century, was the famous force that slew a green dragon in the Noxious Glade.

 

Many taverns and inns in frontier towns post bounty boards where adventurers seek employment.

 

These jobs usually involve hunting down bandits and murderes. Other jobs include the elimination of dangerous creatures terrorizing the countryside, such as Ogres and Trolls.

 

More employment opportunities exist with powerful lords and wealthy merchants, looking for specialized parties for even more dangerous missions.

Quests may involve providing security or missions specific skills for an archeological expedition. Others are to collect rare magical herbs that can only be found in secluded regions of the world.

Whatever the task, adventurers are a vital part of the world’s economy, where a few individuals can make a difference in the rise or fall of nations.

Continent

Population

320,000,000

Races

Humans, Elves, Dwarfs, Half-elves, Goblins, Hobgoblins, Dragons, Centaurs, Panthors, Ophidians, Varmen, Ogres, Frost Giants, Satyr, Pixies

Religions

All