Tresia

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Tresia World Governments

Au'Tres
Inar'e (Elves & various smaller populations)

Cerevanc
Dorumese
Serpentfolk
Khean Council (Sultanates)
Gardalian Empire (Barbarian Tribes)
Csakloshan Theocracy (Sun)
Csakloshan Theocracy (Moon)

Others
Teglarian Marches
Luenic Union
Democratic Republic of Monster

Religions 12
Au'Tres 4
Mana Worship (Industrialism and Commerce, Inar'e)
3 tribal religions

Cerevanc 5
Dorumese (& Serpentfolk by extension) believe in The Keepers of the Word, Serpentfolk see them as
integral to their spiritual expansion and collection of their own intelligence by absorbing the nutrients of
their bodies
Sultanates: Worship of Mortal Ascension (Paragons, Sultans, Godkings)
Gardalian Empire: Animist Spiritualism
Csakloshan (Sun and Moon are separate religions with their own practices)

Treglarian 1
Sun and Moon worship, as a unified religion, as well as separate sun and moon worshippers

Luenic Union
Godless Warlocks devoted to the sea

Democratic Republic of Monsters


Worships The Big One, a monster of myth that sleeps inside Tresia's planetary core

Tresia World Conflicts


Tresia Historic Timeline

Pre-Records --- An elevated species of proto-humanoids influence the cultivation of the many species of
Tresia; Humanoids of all kinds are in their most primitive forms. These were known as The People. The
People build the First City -- Asetheluven. The guardians of humanoid progress are called Zoans. They
name the planet after their queen -- Tresia.

The Others, a faction that remains shrouded in mystery, opposed the Zoans, who were few in number
despite their great power, eventually growing powerful enough to threaten the budding of civilization.
The Others were driven away through organization and advancement. Some of the People undergo
extensive transformations to better serve their Gods, while others take on more minor adaptations to
aide in their day-to-day, and more still would prove worthy to accept the gift of magic from their Zoan
Queen. These varied traits and appearances would become the seeds of evolution that results in the
many species of humanoid that call the planet of Tresia home.

The Others would be pushed back, sealed away in a hidden realm, never to return. Most of the Zoans
left, leaving only Tresia behind, to care for her creations.

In more recent years, as the many diverse peoples of Tresia began to take shape and explore, some
would go on to further develop the powers of Magic, establishing the Four Traditions of Magic -- Arcane,
altering the elements of creation and entropy using the force of one's willpower; Divine, entreating the
power of the greater cosmos to imbue one with magic; Occult, a contractual sharing of power between
individuals and their patrons; and Primal, the ability to summon power from within oneself and the
natural world around them -- and the schools of magic within, categorized by a spell's function;
Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation

The Mirage --- The Zoan Queen took flight from her kingdom one day, to the great alarm of her subjects.
She soared to the next continent and burrowed deep within, creating a deep well in the surface of the
planet. From here, the island of Mirage was born; The Zoan Queen had invested herself into the fabric of
this world, creating an extradimensional space that folds around itself and its surroundings, localized into
a space as large as herself. She would watch, becoming one with her creations in a literal sense, and
would fold away her failures, revising them radically when necessary. Only she knows the true version of
this world.

Current Version 3.01 Seed 3.01.1256jkhg87yg5j4

The Trama --- Meaning "Gate" in the First Tongue. Circular stone carvings wide as a city street, allegedly
older than time itself. A talented mage can restore a Trama to working order, and can link it to any
existing Trama, making them incredibly valuable. The Inar'e claim ownership over the Trama Network --
That is, any Trama they claim through force, and then build a fortress around to be used commercially.
More than one Trama have been added to the Network because of nefarious powers discovering a 'wild'
Trama and attempting to use it to ransack a major city from within.

The following is a list of known Tramas, who owns them, and their linked status
1. Lindeegul Inar The Network
2. Qeenis . Dorum Gardal Travel Union, Dorumese Ziproads, Khe
3. Waiwahahou Luen The Network, Luenic Fleet Slip
4. Okole . Luen The Network, Luenic Fleet Slip
5. Anuihi . Luen The Network, Gardal Travel Union, Khe
6. Pulapala Luen Luenic Fleet Slip
7. Narius . Inar The Network
8. Bocarale Csak None
9. Hokenaio Khe Khe

The players begin in Ghariz.


Ghariz is a garrison town, supporting most of the standing army of the Verdé-- the wide swathe of
savannah between the beach and the desert claimed as teritory of the Sultan of Kudgniz. The Raingate,
to the northwest of Castle Town, is where the city's guild representation can be found, marking it as the
only place in the Verdé where adventurers, hunters, and travelers can do their business. The Four Songs,
just beyond the walls of the Raingate, are a quartet of illicit establishments that quite literally work in the
city's shadows. The Verdé is a melting pot when considered against the rest of the Sultanates of Khe,
likely due in part to the famed Orcish Sultan himself, His Majesty The Sultan Rogan Shurgog.

Honiel, 8th of Kohbin, 98th year of the Adventure Era


The sun is passing into late afternoon, the cooling shadows of the various walls and buildings of Ghariz
stretching back out and bringing new life to the town before night falls. It takes only a dozen or so
minutes for Castle Town to come alive, with humanoids of all shapes and sizes filing out of the
commonhouses and personal dwellings to fill the streets and continue in pursuit of the day; there is
perhaps an exceptional amount of excitement for such an out of the way town. As is usual for the rural
Khean cities, most of the structures on the savannah are stick and leaf, save for the hard clay structures
of Castle Town itself, as well as the powerful-looking stone walls.
Today, as well, the mayor is expected to make an announcement to the citizens of Ghariz, with the full
garrison in attendance, outside of his mayoral palace.

It is your first time in Ghariz, though you feel very nearly at home among the familiar-looking scenery,
Azar. You have just arrived in the city before noon, and hurried to wait out the worst of the sun with your
traveling companion, Ms. Bless, inside of a clay, (literal) hole-in-the-wall bar, with Ms. Bless covering your
choice of beverage from among Arak and ice, Ouzo lemonade, or licorice rum. Or the house special, a
cocktail shot known as Camelspit. Mr. Bless' stern amber gaze suggest you avoid the Camelspit, at least.
"The shade is returning. We should get moving if we intend to..." She looks you over, hoping you will
finish the sentence. You have been traveling for two days now, with Ms. Bless following you almost
without question. She has seemed uncharacteristically cool with your impromptu adventure, even while
acting as a chaperone, but ultimately she has no idea why you've brought her out here. Describe yourself
as you respond!

K'Lekora Bless resembles a tall Gardal woman, with smooth, dusky skin and thick braided locks tied
into a large ornamental bow behind her skull. She keeps a pair of bifocals pinched on the bridge of her
nose at all times, keeping her posture rigid and her movements graceful. She wears a loose white
blouse and a tight knee-length skirt in black, giving her a very official appearance. You've never seen
Ms. Bless get angry, but she keeps a riding crop on hand at all times, slung on her belt-hook with a
simple leather thong, the threat of which has been enough to cow any other servants or citizens of
your father.

It is your first time in Ghariz, Baal Adeva. You have been catching convoy after convoy with your
mysterious traveling companion, Runey. He wears the same outfit every day, cleaned magically of scent
and soil twice daily-- and yourself as well. Describe your nice clean self!
Runey sits within his cauldron, sat squat ontop of his small, overstuffed backpack, seeming about to
burst at the seams with scrolls, bottles, and toolkits. A small potted plant, resembling a twisty, four-
branched vine, is cradled in his arms like a pet. He is a Dorum, and rather tall, clocking in at 3'11". A
massive, wide-brimmed hat sits atop his perwinkle jellyfish-cut, a bulb of a bob with a long, straight back
that easily eaches his knees when he stands. He is bright, golden-yellow eyes, and slightly tanned-gray
skin, with all of his vellis hair having a perwinkle hue, giving him a strange colored sheen in the light and
shadow. A thin, whiplike tail, ending in a tuft of perwinkle hair, thrashes excitedly within the bowl of the
cauldron as its animated metal feet crawl along the grassy road towards the South Way Gate. He has
already explained why we're here: Reagents. Rare reagents. Anything we can find!

It is not your first time in Ghariz, BU-08ab. Describe yourself as you approach the Four Songs and their
'gate.' You had come here once before, almost exactly a year ago, chasing a lead to the Mirage. You are
here once again, a pair of nearly identical flyers in hand-- except one is torn and aged, while the other is
clean and new, and sports a key line: Come join the second successful roundtrip to the Mirage. We are
hiring any vocation or expertise or civilian settler. Find recruiters in Ghariz and Bocarale.

Encounter (120 XP)(?)


Area Description
These figures on a wagon drive straight into you, oblivious to all in their hurry to reach their destination.
Creatures
6 Cultists
Rewards
A chest fastened by a Poor Lock. Inside has been kept safe:
Chain (4 gp)
Light Hammer (3 sp)
Wand of 1st Level Spell (Personal Rain Cloud) (60 gp)
Moderate Bestial Mutagen (12 gp)
9 gp

Encounter (100 XP)(?)


Area Description
It is unclear what these creatures are doing in the midst of civilisation...
Creatures
10 Nykteras
Rewards
A chest fastened by a Poor Lock. Inside has been kept safe:
Wand of 1st Level Spell (choose) (60 gp)
Stone Fist Elixir (13 gp)

The Prankster Cult of the Amber Ape will throw their lives on the line to ensure their practical jokes are
effective, even at the expense of ruining the humor.

The Amber Ape is a relatively new deity, amounting to a large but isolated cult following (nearly 15,000
strong across Cerevanc).

Manamism - 9.2M - Manam, or Mana, The Change - in other parts of the world, is a deity of Change, a
Dualist religion regarding the spiritual and material practices of working Tresilica.
Gardal Animism - 5.2M -
Luenic Doomsingers - 3.8M - Kumakale, The Blue Fog -
Dorumese Forefathers - 2.8M - Ulmtoilm, the Blind Ancient -
Khean Godkings - 2.6m - Organized Ancestor and Godking Worship -
Path of Mog - 2M - Mog, the Ancient Giver -
Nonreligious - 1.8M -
Old Luenic Beliefs - 1.2M - Hopoleale, The Giant Sea -
Treglarian Shamanism - 949k - Zibundushel, the Distant -
Lanism - 794k - Avonverarth, the White Cold - Monster Cult of Lan, the First Monster, who peacably
comes to restore monstrous spirits to the Core World
Gobilan Order - 291k - Prean, the Good Cold - Monster Cult of Gobil, the Last Monster, a messianic
figure. Prean, the Good Cold, gathers the souls of departed monsters in opposition of Avonverarth, to
build Gobil's army.
Non-theistic Serpentfolk Beliefs - 280k - Eschewing godly worship in favor of holy meal preparation.
These Serpentfolk believe that the fruit of intelligence, a mythical fruit that provided sentience to all
greater beings, plants its seeds in those that have consumed it, and that consumption of these seeds will
bring greater intelligence to their people. They find that Dorum brains are the most powerful seeds of
the fruit of intellect.
Csakloshan Moon Worship - 279k - Akcha, the White Father
Gardal Tribalism - 122k - Aberloch, the Grey Council, a pantheon of ancestor/spirit/deities that work in
tandem to maintain harmony of the Gardals and protect them from oppression
Csakloshan Sun Worship - Hogod, the Brave Queen of Fire
Old Serpentfolk Spiritualism - 65k -
Old Khean Worship - 38k - Korkraz al-Abin, the Infalliable Light - The first Sultan of Khe, intended to serve
as the head of a new pantheon of godkings, newer Khean Sultans found they preferred becoming
godkings themselves
Paiohokolian - 20k - Alakeakoho, the Fair Rat - A Luenic cult that refuses to make deals with the Sea
Dhalgian Schism & Bhirmurdian Circle - 15k - Vrur, the Amber Ape
Old Inar beliefs - 3.9k - Genathin, the Forefather of Fate
Kakiahualian Blasphemy - 2.8k Napunahua, the Hungry Deity of Horror
Falo'wean Tribal Worship - 2.8k - Agona, the God of Lightning

Tresia - Populace by culture, at a glance


Luenic - 6.3M
Gardal - 5.5M
Wildlands - 3.9M
Inar - 3.4M
Khean - 3.3M
Megakus - 3.1M
Dorumese - 2.9M
Serpentfolk - 1.4M
Treglarian - 945k
Csakloshan - 755k

Capitol Cities of Tresia


Lindeegul - Famously claims to be the first city in all of history, recorded or otherwise, standing the test
of time as the jewel of the Inar'e Empire and the center of Magitek advancement, it is the capitol of
Inar'e and the welcoming home of all Inar peoples, whether born, bred, or built, it is the largest city in all
the world, with a population of 168k, it is a global melting pot of peoples of all kinds

Narius - a relatively new city, the Inar, demanding that their new allies in the Falo'Wean Alliance,
represent a single capitol city rather than simply exist as an uncivilized hunter-gatherer society,
established Narius on behalf of the late Beastman King Narius, its population of 34k is primarily Inar
themselves.

Pulapala - The capitol of the Treglarian Marches, sporting a population of 33k people, it has become an
invaluable hub of trade due to its safe location away from the most dangerous places in the Salt-Sea.

Llabefen - The capitol of the Megakus League, it is in fact the latest and greatest of the Inar's attempts to
establish a self-sufficient government for Megakus that they can actually rely on in times of need, it is
cursed with the usual pitfalls of Megakus society-- a lack of vested interest in the success of the Empire,
and far too many deep pockets, rapidly running empty. Llabefen is home to 18k Megakan humans and
refugee beastfolk.

Anuihi - The Wandering Capitol, the Luenics pack up and move Anuihi, essentially a mobile port system
that can attach to most shorelines and cliff-faces, typically fluctuating around 16k Luenic sailors.

Hokenaio - Khe being a country of kingdoms, Hokenaio accepts the Inar'e-granted title of Capitol of
Cerevanc. In truth, Hokenaio is a joint effort on the part of the Luenic and the Council of a Hundred
Sultans to remain relevant in a rapidly globalizing environment.
Bocarale - The Capitol of Csaklos, one of the few Csakloshan cities accessible by water, and by the public,
estimated population of 8.6k

The Library of Farvaq - A sprawling library-city, established in the name of the late, great Farvaq, an
ancient and wizened Dorum scholar who passed away recently at the impressive age of 698. It contains
most of the world's written histories and esoteric knowledges. Population fluctuates around 8k
Rough population estimates (by country, not by race)
2.6M Inar'e
3M Kheans
3.1M Megakus
4.1M Falo'we
3.1M Luenic
508k Csaklos
2.3M Dorum
1.9M Gardal
931k Treglarian
9.9M Neutrals
Rosarie Cloakwood, a weak succubus in disguise, has murdered the previous owner of the Brokkenrakt
Wandering Wonders, rebranding it as the Cloakwood Circus and Carnival
She is a demon, a viral presence from the 0th World that has overwritten a First World Spirit, a Nymph.
Using her combination of Primal and Arcane power, she blights civilized lands and sows disease in cities.
She uses demonic magic to force unwilling creatures into hosting more beastial demons.

Cloakwood has offered a Baobhan Sith the opportunity to kidnap a fair Mortal Princess, and marry her in
the court of the Summer Horai, granting him the opportunity to create a changeling. She has made
targets of Azar and Miita due to their prodigious dancing and royal blood. The Baobhan Sith, named Sioh
Veluszias Barron, has employed a Grig swarm and some Pugwampi gremlins, his personal servants.

The Acts
Pruana Two-Punch
Female Dwarf Brawler
Violet
Male Pet Goat
Barker, Bouncer, & Strongwoman Act

Daring Danika Cloakwood Supporter/Amber Ape Prankster Cult


Female Megakus Human Lion-Tamer
Leandrus
Male Lion
Liontamer Act, Occasional Team-Up with Pruana & Violet

Jellico Bounce-Bounce
Male Human? Clown
Kreel & Pidkin
Male Hill-Giant Clowns
Juggling, Knife-throwing, Stage Magic

Viktor Volkano Cloakwood Supporter, not affiliated with Amber Apes


Male Gardal Human Fire-Breather
Fire-Breathing and Clown-Hunting Acts

Menagerie
Moon-Mole,
Slurk, Cockatrice, Grizzly Bear
Jaleen and Rhovo
Female Megakus Human & Male Gardal Human
Burly Menagerie Managers

Evora Yarket Cloakwood Supporter/Amber Ape Prankster Cult


Female Half-Orc Mammoth Trainer
Gigi
Weak Female Mammoth
Pachyderm Tricks
The Calendar of Tresia
The modern calendar is 295 years.
The Months (Traditional names are Cerevanc, coming from Dwarvish, Orcish, and Gardal myth and
legend, modern names are Inar'e renaming)

Fragha/Springyear
Afraha/Warming Month
Kohbin/Summerleaf
Kohab/Summerwood
Mellor/Autumnwind
Meliore/Falling Month
Habbin/Winterstem
Habhab/Whitewind

Cerevanc Tradition does not name the days of the week, and indeed, measure months entirely by the
number of days and position of the stars. The "work week" is a relatively new conceit by Inar'e and
Megakus to foster some more structure in their civilizations.

The "work week" is sandwiched between the 1st and 2nd "weekend" days, for a three-day weekend and
a five-day workweek. The days of the week are:
Last-Rest
First-Step
Longwalk
Steprise
Leanday
Forgeday
First-Rest
Full-Rest

[[d20+15]] Succubus
[[d20+11]] Prankster Priests x2
[[d20+6]] Prankster Retainer x3
[[d20+11]] Ser Samelas
[[d20+9]] Zolme
[[d20+16]] Asherah
[[d20+14]] Ishtan
[[d20+25]] Mreonet
[[d20+24]] Rogan
[[d20+10]] Miita
[[d20+14]] Fineas
[[d20+9]] Runey
[[d20+21]] Charles
[[d20+18]] BONESTAR
[[d20+7]] Mambo
It's like when you have a magnet and you put it on the side and makes it go away

gettin back into tresia! notes

"My name is Lava. Stoutspan." She says. "My daughter, Llewime Stoutspan. Her.... Her paramour, Quoyur
Wanderbelt. They came this way with a circus. Quoyur is an... Doctor, or professor, of history. Dead
things. There was a ruin here. A citadel, supposedly belonging to an old Dorum queen, from the times
they read about in the Library."
Runey squints, staring into space. These are some real Dorumese names, I see.

Fineas' party have taken Viktor Volkano and Ser Samelas prisoner. Madame Cloakwood is dead.

Notes Notes Notes

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