start some icon info for Trezuria, mostly copied from Emerald Flame
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				| @ -48,8 +48,9 @@ as some deities are known by multiple names or unknown in a region entirely. | ||||
| 
 | ||||
| ### Trezuria | ||||
| 
 | ||||
| Trezuria is a long continent, spanning most of the latitudes, leading to a diverse climate over its span. It is roughly | ||||
| divided into a north and south Trezuria, split by a vast mountain range in the middle that runs from ocean to ocean. | ||||
| [Trezuria](trezuria.md) is a long continent, spanning most of the latitudes, leading to a diverse climate over its span. | ||||
| It is roughly divided into a north and south Trezuria, split by a vast mountain range in the middle that runs from ocean | ||||
| to ocean. | ||||
| 
 | ||||
| Magitech has started to flourish in south Trezuria, as mages and artificers have driven rapid | ||||
| advances in machines and rituals in the largest cities, and those advances have begun to spread throughout the | ||||
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							| @ -0,0 +1,59 @@ | ||||
| --- | ||||
| Title:          Trezuria | ||||
| --- | ||||
| 
 | ||||
| # Trezuria | ||||
| 
 | ||||
| Trezuria is a large continent in the world of [Etravar](index.md). It is broken up into two super-regions by a large | ||||
| mountain range that runs east to west across the whole continent. | ||||
| 
 | ||||
| ## South Trezuria | ||||
| 
 | ||||
| The south super-region of Trezuria is a place of flourishing magic and recent technological advances; magitech is too | ||||
| new to have yet conquered the land, so many of the regions are still defined more by points of light in the wilderness, | ||||
| though airships, magical communication, and the like are accelerating the expansion of civilization. | ||||
| 
 | ||||
| * Mystvil | ||||
| * The Dragon Sea | ||||
| 
 | ||||
| ### Icons of South Trezuria | ||||
| 
 | ||||
| > This section was written for a 13th Age campaign yet to get off the ground, but much of the information applies | ||||
| > easily to the Cypher System campaign [Emerald Flame](../emerald-flame/index.md). ~bss | ||||
| 
 | ||||
| #### Everoak, the Grand Druid | ||||
| 
 | ||||
| The Grand Druid is a title bestowed upon the de facto leader of the Wild Court, a senior council of high druids that | ||||
| convene to address issues facing the natural world of Trezuria. They maintain nature's place in the world, to varying | ||||
| degrees of conceptual purity and resistance against (or cooperation with) civilization. Historically, the Grand Druid | ||||
| tends to live for centuries, if not millenia, and each Grand Druid takes a title upon reaching their station and then | ||||
| guides the Wild Court as they see fit, as long as they maintain support of high druids. The objectives of the current | ||||
| Grand Druid, Everoak, remain unclear. | ||||
| 
 | ||||
| #### Iris, the High Priestess | ||||
| 
 | ||||
| Iris is the spiritual center of the Celestial Order, a hierarchical structure under which the worship of the most common | ||||
| good-aligned deities is furthered. The Celestial Order also recruits and trains a large number of paladins and clerics, | ||||
| devoted to their deity but also acting in the interest of the wide order. They have recently undergone a philosophical | ||||
| transformation from the top of the order, and no longer favor tradition at the expense of recognizing magitech's growing | ||||
| influence on the world. | ||||
| 
 | ||||
| #### Lady Magissa, the Loremaster | ||||
| 
 | ||||
| Lady Magissa is the matriarch of House Magissa, an extended family of half-elves seeking to be exclusive wielders of | ||||
| forgotten magic and lost rituals. Their expertise and reach has made the house the sole source of some of the | ||||
| continent's most important wards, and they run the network of *sending stones* that enables rapid communication between | ||||
| cities and towns across Trezuria. The Burclynth Company operates an organization chartered by Lady Magissa dedicated to | ||||
| treasure hunting in the many ruins spanning past millenia. | ||||
| 
 | ||||
| #### Thalanor, the Moon Hunter | ||||
| 
 | ||||
| Thalanor is an unparalleled huntsman, known throughout Trezuria as the archer who took down one of the great behemoths | ||||
| decades ago. His followers and associated organizations, such as the Everred Guild, organize hunts for profit and | ||||
| renown, but there is no particular dogma or doctrine to those who look up to Thalanor. Some of the guilds and hunting | ||||
| organizations have made a name for themselves as local monster troubleshooters. | ||||
| 
 | ||||
| #### Dilia, the Queen of the Abyss | ||||
| 
 | ||||
| The forces of the Abyss, left to fester and strengthen for decades, has begun to strike out at the surface. They have | ||||
| taken pockets of territory in southern Trezuria, and their cults are believed to be lurking throughout the continent. | ||||
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