Lost Solis
A scorched and broken land where magic still bleeds from the earth, Lost Solis is a place without crown or council—only ruins, rumors, and the echoes of a dead empire.
Overview
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Capital: None
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Government: None
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Ruler: None
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Primary Culture: None (Survivor Enclaves)
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Religion: Fragmented Solisan Traditions, The Pantheon (in exile)
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Allies: None
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Rivals: Life itself
Geography
Lost Solis spans vast tracts of warped terrain where the Cataclysm reshaped land, sky, and magic itself.
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Terrain: Glassed plains, ash deserts, twisted jungles, obsidian ridges
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Climate: Extreme and unstable; magical weather phenomena common
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Seas: Southern Sea (treacherous approaches)
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Borders:
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North: The Middlelands
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East: The Infernal Empire
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West & South: Uncharted wastelands and open sea
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Notable Regions & Landmarks
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The Glass Plains – Fields of vitrified earth reflecting broken skies
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The Black Scar – A massive arcane rupture visible for miles
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The Ashen Wilds – Where plant life mutates or dies outright
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The Shattered Canopy – A jungle fused with arcane fallout
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The Sunken Ruins – Solisan cities swallowed by earth and time
History
Lost Solis was once the heart of The Solisan Empire, a tropical paradise ruled by magic and tyranny.
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Approximately 3,000 years ago, the Cataclysm ended Solisan dominance
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The cause is unknown; surviving records contradict each other
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Magic did not dissipate—it ruptured
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Civilization collapsed overnight
What remains is not decay, but aftershock.
Inhabitants
There are no nations in Lost Solis—only those who dare remain.
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Scavenger clans and relic hunters
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Isolated scholar enclaves
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Exiles, outcasts, and fugitives
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Otherworldly creatures born of lingering magic
No settlement lasts long without walls—or luck.
Factions & Points of Light
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Kabah – Ancient trade city that endures through memory and caution
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The Free City of Taran – Neutral city built around the Library of Taran
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The Free Republic of Arkon – Militarized colony on the northern edge
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Wandering cult cells and arcane scavengers
Beyond these, authority is measured in blades and preparation.
Magic in Lost Solis
Magic behaves erratically and violently.
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Spells may linger, twist, or echo
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Arcane phenomena occur without casters
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Old Solisan constructs still function—sometimes
Even clerics report interference and distorted omens.
Culture & Customs
There is no shared culture—only shared understanding.
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Values: Survival, preparation, silence
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Common Practices:
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Avoid travel at dusk
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Never camp near ruins without wards
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Do not touch Solisan relics bare-handed
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Universal Belief:
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The land remembers what was done to it
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Maps of Lost Solis are always incomplete.
Notes for Players
Lost Solis is not conquered, not governed, and not safe.
Treasure exists—but so does consequence.
The land does not forgive mistakes.
If something still works here, it probably shouldn’t.