Realm of Trevalyne (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Jayne

08-06-07, 07:03 PM
Suffice to say, this is the campaign I am currently working on. Although I have the basic setting set (At least, well enough to start DM'ing a game), I need help setting up smaller details (organizations, buisnesses, groups, etc.) as well as some larger ones (As of now, I haven't even come up with a name for the world yet.). I would greatly appreciate any and all advice.

As a secondary note to my friends

The main continent in the world, this landmass is the center point from which the world originally spread. Known more commonly as the Central Regencies, several nations on the continent can trace their history back thousands of years, with their origins shrouded in mystery and suspicion. Currently, 7 nations occupy Trevalyne, and have been politely at war with each other for the past 40 years, with nations being swallowed up or formed within short periods of time. Only within the last 10 years has an uneasy peace emerged, broken only by the conflict between Thalentel and Darien, as well as the conflicts that continually plague the Fleeting Kingdoms. Trade has sprouted across borders, and old alliances are beginning to be reforged. Typifying this is the spread of the House Grastis, known primarily as one of the few neutral groups in the War of Ideals. It has branches in every major city and port within the Central Regencies, as well as several stations on islands along the Straits of Certazzu, a chain of islands that runs along the northern and eastern edges of the continent. With a population nearing 40 million at last Counting Day, Trevalyne is also the most highly populated portion of the world, with the city of Penance forming a capital of sorts, with a population numbering nearly 3 million, and home of the Council of Equals, the governmental body which normally mediates conflicts between nations.

Thalentel

Population: 7,234,238
Dominant Race: Human (73%)
Major Exports: Spices, ships, timber
Major Imports: Wool, Exotic Goods
Capital: Royal House of Markére

A largely cosmopolitan nation, Thalentel boasts a healthy economy and a united people. At least, so it would seem. In actuality, though the economy is one of the strongest in the world, the peoples of Thalentel are rather divided, split along regional lines and ideal bases, which have so far been tolerated in a policy of mutual cooperation. Such a liberal atmosphere has given rise to numerous fringe groups, many of which have enough support to have a strong, albeit quiet role in politics. The government, lead by King Yriel Markére, have grown increasingly hostile to these groups, and have launched an effort to silence the uprising once and for all.
With a fairly temperate environment, Thalentel boasts one of the best sources for timber, allowing a maritime industry that is the leader amongst the world powers. Ships of Thalenten design are slow, but powerfully armed, and generally far more sea-worthy than most ships of similar tonnage. However, magic is relied upon less in Thalentel than in most nations, due in large part to the success in traditional trade heavily outweighing the gains made by less conventional means.

Darien

Population: 4,231,212
Dominant Race: Human (68%)
Major Exports: Grain, citrus fruits, fish
Major Imports: Metals, Manufactured Goods
Capital: Darien Imperial Center


More rural than its neighbors, Darien had struggled during the war to protect itself. With a population consisting mainly of farmers and fisherman, Darien was poorly prepared for the opening rounds of the War of Ideals. Nevertheless, she quickly adapted, turning fishing boats into man-of-wars, fields and meadows into lines of trenches, and farmers and fishermen into a confident militia. Through it all though, she lacked the material resources needed to successfully expand its territory and compensate for its flaws. Envious of its neighbor to the south, Darien has recently launched a campaign against Thalentel, in hopes of gaining the large pine forests that make her one of the wealthiest nations in the world. Duke Fasalas has recently stepped up the campaign, catching Thalentel off guard in one of its traditional strong zones, though it is unsure as to how long this may last.
With a slightly colder climate than its southern neighbor, life in Darien is somewhat harsher during the winter months, though its growing season is also one of the longest, due to a peculiar trait inherent within the Whitecap Mountains lying to its west. Ships of Darien origin are typically thin, knife-like vessels, using ramming prows and repeating ballistae to compensate for a general lack of cannon.

Carparas

Population: 2,784,209
Dominant Race: Synad (56%)
Major Exports: precious metals, Spirits, exotic goods
Major Imports: Foodstuffs, timber, metals
Capital: Talaire


Once forming an underclass to the nation that had occupied their current territory, the Synad Republic of Carparas is one of the few true democratic states in the world. Given the three-minded nature of the Synad, this is easy to see why. With 6 houses forming the council that governs the nation, the Synad are able to quickly deal with outside threats, and were able to maintain stable relationships with other nations well into the War of Ideals. At times, they have been at odds with the traditional monarchies of the world, but they have generally been left alone, and some leeway has been given due to their role in creating a refuge for those who fled the various conflicts.
At the southern tip of Trevalyne, Carparas has a warm climate, though far too rough for major crop production. The few small glades that the nation possesses are typically used for the production of certain spirits, which are then sold in exchange for the grain and other goods needed to maintain life. Though mountainous, the ore found in Carparas is generally of poorer quality, and so the majority of metal within the nation is imported, with iron and steel being the most common imports. One major advantage that the nation possesses is the high ratio of gold found within the country, making it the key source for the majority of the wealth within the world. Ships of Caparan design tend to be well made, and designed for all applications of their potential. Admitted, they are more expensive, but it is the price for quality.

Hautan Dominion

Population: 3,824,245
Dominant Race: Half-Elf (49%)
Major Exports: Timber, Manufactured Goods, spices
Major Imports: Foodstuffs, precious metals,
Capital: Royal Court of Zyn-Duo

The Hautan Dominion lies to the far western edge of Trevalyne, with the mountains of the Dragon Peaks forming a solid defensive barrier, and also preventing trade until contact was made by sea nearly 700 years ago. Since then, Hautan has taken its place in world society as a starkly feudal kingdom, with the royalty and nobles forming a highly elite military with traditions dating back to the beginning of recorded time, with a manual for swordsmanship being one of the oldest works in existence, written in a language long dead.
With a cool, oceanic climate, the Hautan Dominion is ideally suited for the growth of large alpine pine forests, lending itself to a significant maritime industry and a large capacity for trade. Spices are also commonly grown, with cloves and pepper being the most common varieties. However, because of the relatively poor soil, as well as a lack of significant arable land, foodstuffs are by far the most common import to the nation. Ships of Hautan design are low, sleek designs, often little more than enlarged and rigged sampans. However, they are remarkably swift, and provide excellent platforms for raiding and privateering.

Fal-Coruum Holds

Population: 1,852,346
Dominant Race: Dwarf (82%)
Major Exports: metals, precious metals, manufactured goods, spirits
Major Imports: Timber, exotic goods, foodstuffs
Capital: Royal Fal-Coruum

By far the smallest of the organized nations, Fal-Coruum held through the wars by means of cunning, strategic planning, and sheer dwarven tenacity. The nation consists of 17 dwarven clans, with the ruling clan being the largest. Lying deep within the northern tip of the Dragon Peaks, as well as the north-western edge of Trevalyne, Fal-Coruum is heavily fortified; each city as heavily built as most fortresses in the other nations. The general attitude is reflected within its people, with the native population considering outsiders untrustworthy until proven otherwise.
Through a combination of altitude, swiftly changing weather, and unproven, otherworldly means, Fal-Coruum is generally colder than its neighbors, making the lands all but untillable for most of the year. However, the mountains within the nation boast some of the largest seams of ore imaginable, easily making the nation one of the most industrialized in the world. When the first steam-engine was created in Shallender several generations ago by a gnomish inventor, the dwarves quickly adapted it for their own purposes, using primitive steam-shovels to build the first of the Great Holds, the bastions that each of the clans use as their capital. Dwarven ironclads soon followed, making up for a lack of numbers through sheer survivability and firepower. Dwarven ships are almost exclusively ironclads, and generally use steam in preference to sails and oars.
Shallender

Population: 3,187,392
Dominant Race: Gnome (38%)
Major Exports: manufactured goods, foodstuffs
Major Imports: spices, exotic goods, metals
Capital: Royal Fal-Coruum

Lying between the Hautan Dominion and the Fal-Coruum Holds, Shallender boasts the widest variety of population out of any of the nations. With a government consisting primarily of a parliament of leading citizens, it also sports one of the slowest legislative systems in the Central Regencies, though that is hardly a death-knell for it. With a law code based on simple morals and honors, Shallender is an open forum for new ideas and concepts, without the potential threat of persecution and government threats. Indeed, the government is well aware of this, fostering an attitude of laize-faire that further aids the economy, which is exceeded only by Thalentel in its size. Home to much of the innovation that reaches the world, Shallender acts as a beacon for artisans and artists wishing to make their name.
With a rich, temperate environment, Shallender also acts as one of the major food sources for the Central Regencies, with large fields growing the rices and wheats that feed the various peoples. Shallendrian ships are typically large, open designs, but the similarity ends there. Each ship-wright has his or her own distinctive flair, and all manner of new ideas are found within its borders.

Fleeting Territories

Population: 9,283,992


Though represented by a single delegate within the Council of Equals, as well as being considered a single nation, the Fleeting Territories are collections of fealties, duchies, kingdoms and countries that have very little individual power, with the only uniting aspect being their constant division. Consisting of the remaining mainland, as well as the islands that make up the Strait of Certazzu, the number of countries changes on an almost yearly basis, and so the region is more often referred to by the Fleeting Territories (or the Straits, in the case of the islands) more often than any individual name. Imports and exports vary from nation to nation, and over-all lawlessness makes long-distance travel far more dangerous than in most other countries. However, the nation also sports many dukes and rulers looking to expand their grip of the area, making it a prime region for any good adventurer wishing to make a name for himself.
Currently numbering 47 individual kingdoms, the Fleeting Territories are at the height of their “unity,” with no major conflict occurring within the past 5 years. Of course, this isn’t to say that conflict has disappeared from the land; just merely that it is being kept quiet by the squabbling warlords and rulers.

http://i73.photobucket.com/albums/i235/TanithFirstOnly/MapofTrevalyneSimple.gif


Trevalyne, just like so many other worlds in the cosmos, sports dozens of races. Many are small, perhaps numbering only a few thousand. Others span the entire continent; their presence felt both politically and socially. Some of the largest races are noted here:

Humans & Half-Elves:
Human beings are by far the most numerous of the races, roughly making up a third of the population of Trevalyne. As varied as the nations they live in, humans have no general disposition towards any particular religion or belief, and the best and worst of characters are found amongst them.
Half-Elves generally rise from either relationships between Common Elves and human or, more commonly, relationships between half-elf parents. To date, the only place where a half-elf ruling line has risen to power is in the Hautan Dominion, forming the largest portion of the ruling class for hundreds of years

Elves:
By far the oldest of the races, the elven race is split into three philosophical groups: High Elves (or Eldar), Common Elves (or simply Elves), and Dark Elves (or Drow). Of these, the Common Elves are the most commonly found, though never in any concentrated numbers. Elves are natural wanderers, their long lifespan permitting them to experience many of life’s journeys. The Eldar are a far more disciplined people, devoted to a concentrated pantheon of gods, and are by far the most fatalistic of any race. Each Eldar devotes himself to a specific task in life, only ceasing once he or she has reached perfection in it. Finally, the Drow are… well, Drow.

Dwarves:
The dwarves are one of the elder races, and have not spread as quickly as some of the younger races, with the majority of the race concentrated in the nation of Fal-Coruum. A hardy people, the dwarves are very pragmatic in their outlook, and tend to follow strongly lawful alignments. For the most part, dwarves are as they are listed in Races of Stone.

Gnomes:
Innately curious, gnomes are responsible for much of the technological advancement that has come up in the past two hundred years or so. Often leading expeditions, they also are responsible for much of the archeology that takes place throughout Trevalyne.

Halflings:
Halflings are found in every nation. Innately nomadic, there are very few halfling communities in Trevalyne, with the majority of the population traveling from town to town in small caravans. Proud of their traditions, halflings commonly become storytellers and bards, although some use their talents for deception and trickery to pursue other lifestyles.

Orcs & Half-Orcs:

Little more than thugs, orcs are commonly employed as raiders or mercenaries by individuals looking for cheap allies. Occasionally, an orc warlord has risen with the intelligence necessary to create a nation, though these are often little more than sedentary tribes.
Half-orcs have an interesting history, in that they bear only a passing relationship to orcan kind. Long ago splitting from the main orc gene-pool, half-orcs are more intelligent than their brethren, though often it is not enough for most people to see the difference between them and their more savage cousins. As a result, half-orcs are still commonly employed as mercenaries and common-laborers, though many have risen to prominence through sheer stubbornness in the face of adversity.

Synad

The synads refer to themselves as the Forgotten, referring to their long-lasting enslavement under the rule of Anakwar Sek, more commonly known as Anakwar the Red, where they went hundreds of years before outside interaction caused the downfall of Sek. Now, with the nation Carparas founded, the synad are on constant watch to make sure that their nation does not descend back into abject terror.
Largely resembling traditional humans, the major difference is made apparent at night, when the ghostly images of two heads appear to either side of the synad. Referred to as the Oracle and the Overmind, each helps the synad in everyday matters, and otherwise have no control over the synad. Unsettling at first, the Oracle and Overmind are little more than a side-effect of the Synad’s mental prowess. (As a note, the Synad are found in Complete Arcane

Warforged

Rare amongst the nations of Trevalyne, warforged were originally developed towards the end of the War of Ideals by Shallender, with each nation building their own in quick succession, or simply copying the original design. Irregardless, the Warforged have become their own culture at this point, setting up their own towns and groups. Often considered no more than constructs, warforged are in fact truly sentient individuals, though their exterior often prevents others from seeing the truth. Warforged can be found in all parts of Trevalyne, though they are most commonly hired muscle, their original purpose of being the perfect soldier reduced to little more than mercenary work.



“For every person, a purpose. For every desire, a path.” Whenever anyone in Trevalyne looks up to view the night sky, they are quite literally looking at heaven. Each star is another world, often tremendously different from Trevalyne. On the other hand, some are almost indistinguishable, being no more different than a ram from a sheep. There are literally thousands of other worlds out there, and almost as many gods. Each god rules his or her own world, or occasionally, a constellation of them, granting spells and abilities to believers that possess the talent. As such, all manner of religions are found amongst the cities and towns of Trevalyne. Devotees of Thor and Odin rub shoulders with followers of the Silver Flame. Servants of Pelor fight off the minions of the Fury and Vecna. In short, if there is a will, there is a deity that epitomizes it.


I apologise, but I must leave for a little while. I'll post the rest in a little bit. Thanks in advance for the help.