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Trezuria |
Trezuria
Trezuria is a large continent in the world of Etravar. 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
- Queen's Reach
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. ~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.