Thuria and Beyond
“Thuria and Beyond” is an AD&D 1E campaign which got started in July 2015.
Thuria is the north-west part of the continent on which the campaign action starts. In terms of its physical geography and the names of its kingdoms and locations, the Hyborian Age tales provide most of the inspiration. But while many of the features of Thuria will be familiar to Conan readers, the DM has elected to add a liberal helping of ideas from quite different sources. At the inception of the campaign in July 2015, the plan is to borrow heavily from sources including Tolkien’s Middle Earth, Lovecraft’s Cthulhu mythos, Michael Moorcock’s Melniboné, Fritz Leiber’s Newhon, various TSR D&D settings and from selected world mythologies. Also, whenever something described by Howard et. al is not to our liking, we edit and adapt at will. Take some of the names of the kingdoms and realms, for example. We retain the ones we like and alter or replace the ones we don’t like. Zamora? No, that doesn’t work for a DM and players all of whom support QPR and associate the name “Zamora” with a dude who once scored a very important goal for our club. So let’s call it “Zamara” instead. Punt?? That sounds lame. Let’s change that… and so on…
Whereas Howard’s world was not home to significant populations of sentient humanoid races, the DM has elected to retain the major non-human races imagined by the creators of D&D, i.e. dwarves, elves, giants, gnomes, goblins, halflings, orcs, kobolds etc. These humanoids, however, are much less numerous than humans and any settlements or civilisations they maintain tend to be at the edges of areas covered by human kingdoms.