![[z_Publish/_assets/Ilythar.png]] # General Info Ilythar is a continent of extremes. In the far north, past where the open steppe finally breaks against rising stone, the Frostmarch holds out against the cold in fortified human and dwarven settlements built for permanence rather than comfort — longhouses dug into hillsides, mountain holds carved straight into the rock, roads that close for months at a stretch. Further south the land opens into the horse-lord territories the continent is best known for: nomadic clans, trade caravans following old Silk-Road-style routes, and the half-buried ruins of empires that didn't survive whatever ended them. What lies at Ilythar's true edges — deep wilderness, high mountains, places few travelers ever bother to map fully — is anyone's guess. # Region Details **Dominant Races:** Human and Dwarf in the north (the Frostmarch); Human and a wider mix of steppe peoples further south, with dwarven mountain-holds scattered throughout wherever the terrain allows. **Climate:** Harsh continental → scorching summers, frozen winters. **Vibe**: Mongolia + Silk Road empires → horse-lords, nomadic tribes, ruins of once-mighty kingdoms — with a colder, Skyrim-flavored edge in the north, where dwarven strongholds and human clan-holds have carved out a hard living against the ice. # Regions **continent** Places where people live - Cities, Towns, Villages, Hamlets, Encampment, Keeps, Fortresses, Strongholds. - [[2-World/Regions/Barovia.md|Barovia]] - [[2-World/Regions/The Frostmarch.md|The Frostmarch]] # Capital Cities Groups of people and power - religious, cults, guilds, military