Codex

L'Coth D'hari

Region · part of Elder Wilds

The northern peninsula of the Elder Wilds—a multi-lobed landmass of dense jungle surrounded by the South Sea.

Type
Region
Contains
5 places
Borders
1 realm
Peoples
Gamori

The northern peninsula of the Elder Wilds, a multi-lobed landmass of dense jungle surrounded by the South Sea. L'Coth D'hari is the territory of the Gamori, an elven people obsessed with death, transformation, and the sacred hunt.

Geography

L'Coth D'hari comprises several forested peninsulas separated by:

The entire territory is densely forested with minimal clearings. Outsiders find navigation nearly impossible without guides.

The Gamori Republic

L'Coth D'hari functions as a loose republic. Multiple Gamori communities exist throughout the peninsula, each with elected leadership. These leaders gather at Eriyen to make decisions affecting the whole territory.

The Gamori are elves who have developed a culture centered on:

  • Death and rebirth cycles — They view death as transformation rather than an ending
  • Body modification — Scarification, bone-shaping, implants of natural materials
  • Sacred hunting — Rituals involving the pursuit and consumption of specific prey

Outsiders are rarely welcome. The Gamori consider the Elder Wilds their hunting grounds and have been known to dismantle settlement attempts south of their borders.

Eriyen

The closest thing L'Coth D'hari has to a capital, though "gathering place" is more accurate than "city." Eriyen sits in the western lobe near Breathless Bay. Here the elected leaders convene during significant moments: disputes between communities, external threats, or decisions about outsiders seeking passage.

Eriyen itself is less a permanent settlement than a ceremonial ground with temporary structures that appear and disappear with the political calendar.

Thorne

In the interior of L'Coth D'hari, away from the coasts and the Gamori communities, lies Thorne, the domain of a druid who has dwelt in the Elder Wilds since before the Gamori arrived.

Thorne (both the place and the being who inhabits it) is not exactly evil, but operates by principles that most mortals find disturbing. The druid Thorne is ancient, immortal in the way of greater elves, and has pursued a path that diverged from traditional Faesong practice long ago. Some whisper of bargains with entities in the Anchor Tree collective. Others speak of experiments with the boundary between life and death—fitting for a neighbor of the death-obsessed Gamori.

The grove called Thorne is no fortress. It is a place where the forest itself has become alien, where the plants move with too much purpose, where the animals watch with too much intelligence, where visitors find themselves forgetting why they came.

The Gamori give it wide berth. They have an understanding with the druid, the terms of which they do not discuss.


The Codex of Alaria