Kingdom of Lothal Organization in Nexus | World Anvil
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Kingdom of Lothal

The Kingdom of Lothal is located in the northwestern-most corner of a large continent. At a mere 50 years old, Lothal is the youngest country on the continent.   Table of Contents

History

Pre-History

Before the country was founded, the area was settled by a ragtag group of towns and villages with no official affiliation. Most of the local countries are ruled by a single race with other peoples as secondary citizens. Half-breeds (half-elves, half-orcs, etc.) are even less tolerated than other secondary citizens in these nations. The area that became Lothal was considered an untamed wilderness by most and a refuge to those who fled to the area to live free from persecution. A local Adventurer's Guild was the closest thing the area had to a government prior to the nation's founding.  

The Founding of Lothal

True unity only came in the aftermath of the War of Sea and Sky. A war between the kingdoms of Alba (tortles) and Karak (aarakocra) spread west as both armies tried to control the western front and seize resources. The local villages in the area that would become Lothal were wiped out by the rampaging armies as settlements that attempted to resist were crushed under the wings and shells of the invaders. Word spread west and the other communities united, forming a unified army of powerful adventurers, a gold dragon, and forces armed with recently invented dwarven blackpowder that pushed the weakened aarakocra and tortles back east. The final charge was led by a half-orc named Paul, who perished in the battle. He was revived shortly thereafter by Nergalee, the Guildmaster with a reincarnation spell, which resurrected him as a half-elf. To prevent any more invasions, the Kingdom of Lothal was founded with the newly christened Paul Shapechanger as king. While a formal army was organized to protect the new nation, the Adventurer’s Guild was kept a separate organization to handle monster issues domestically.  

Economy

Being a newer country, Lothal is fairly poor. What limited wealth they were able to gather after the founding has been used to strengthen their military and reinforce the country’s infrastructure over the last 50 years. It is only within the last few years that they have begun trading with other countries (though not Alba or Karak) and building a true economy.  

Infrastructure

The country’s towns and roads were constructed in a defensive pattern, on the assumption any invasion would come from the east. Major cities, fortified cities, and military installations are set in open areas not covered by mountains, forests, and other natural defenses. Along with the difficulties from the terrain itself, Lothal’s abnormal number of powerful monsters in these wild areas make them perfect natural barriers against invasion.  

Adventurer's Guild

Powerful monsters roam Lothal, which is what attracted many aspiring adventurers to the land before the country’s founding. This caused the Adventurer’s Guild to spring up long before the country was formally founded. The major cities were all built around the guild halls during the last 50 years, although some were already town-sized due to the Guild’s influence. The adventurers and military now keep the peace in the more civilized country, living in delicate harmony with nature.  

Fauna

The monster influx is suspected to have something to do with the high levels of naturally occurring magic in Lothal. The barrier between the Material Plane and other realms is very weak here, allowing otherworldly creatures to slip through semi-regularly. This is semi-common knowledge among magic users but has little direct impact on the day-to-day lives of regular people.
Type
Geopolitical, Kingdom
Training Level
Professional
Veterancy Level
Experienced
Ruling Organization
Head of State
Government System
Monarchy, Constitutional
Power Structure
Autonomous area
Economic System
Market economy
Location

Character flag image: Creat of Recklessness by IndominusBurp

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