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Fantasy Treblian Lore

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Magic
Magic in the world of Treblian is potentially the most powerful and dangerous individual capability. Less than 5% of all sentient beings can perform magic, and most of them live abnormal and difficult lives. In some cultures magic is revered, in others, it is seen as a curse and magic users become outcasts. You will learn all of this during your time roleplaying, but it is important that you know the different types of magic users, and how the magic mechanics of this roleplay work, as these all effect how magic users operate in the world.

Look at possible spells here, you may ONLY select spells from your class list: Spells for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond
You may also create your own spells, but I must approve of them.

Magic Users:
  • A sorcerer is someone who is born with mana reserves in their body. They either inherited this from their bloodline or are gifted the ability at birth from a deity. Mana literally runs through their body inside their blood. Because of the hereditary nature, there are a few ancient lines of sorcerers that exist in the world today. Some of them are very powerful and are feared by both the masses and the government, others are outcasts who live in solitude, away from civilization. A sorcerer cannot hide their nature, due to glowing tattoo like symbols that appear all over their body. Sorcerers have the highest reliable reserve of mana, but a lower amount of spells they can learn. Use the list below to determine how many spells your Sorcerer can know based on age.
    For more information, click here: Sorcerer

    1. 18-20, 5 spells
    2. 21-25, 6 spells
    3. 26-30, 7 spells
    4. 31-38, 8 spells
    5. 39-45, 9 spells
    6. 46-50, 10 spells
    7. 51+, 12 spells

Maps
Geographic map of Treblian:
Map 2.jpg
Political Watercolor of Treblian:
elf rp.png

Races
There are many sentient races in Treblian. Mostly the races are divided culturally and politically, but in some cities there are a diversity of beings trying to eek out a survival in the often dangerous urban settings. Races also differ in magical aptitude. For instance, the elves have the highest percentage of magic users in the world, while goblins have the lowest. Your race will determine how you are treated by strangers in almost every part of the world.

  • Humans are the most populous and ambitious race of Treblian. They occupy the Western kingdoms and the Sahari Empire, though human lands draw members of almost every other race due to their relatively high wealth and economic opportunity. Humans are the most tolerant race, which doesn't say much considering how poorly other races are generally treated in human lands. Human merchants are the most industrious and wealthy in the world, humans drive the international economy. The further East you go, the less humans you see, but there are even humans residing in the Jesueola desert with the lizardmen. The only place in the world that has no humans at all is the territory of the Eastern elves, who only tolerate their own kind. Humans have versatile abilities and the second most magic users of any race. Humans have an average lifespan of 50 years.

    9935800016_spo_grande.jpg


Politics
The political landscape of Treblian is diverse, chaotic, dangerous, and full of ambition. Races are only loosely organized to compete against one another, almost all political intrigue occurs within countries, with races fighting against themselves. Certain nations have military alliances, but it is much more common to see trade agreements or non-aggression pacts. Most nations are wise enough not to trust one another, given that honor among states is not the norm in this world. In the tabs below, you will find information about each country by region. This will include the current state of politics, government type, natural resources, and military strength of each nation. Also, important relations with neighboring countries will be displayed.

  • The northern Kingdoms are the countries in the Northwestern portion of the map, to the North of the Sahari Empire. These kingdoms are primarily human and ruled by monarchies of the same dynasty, the Magnolid dynasty. Although they may be kin, the kingdoms are fiercely independent and often skirmish with each other over border disputes. One thing always manages to unite the kingdoms, and that is war. Northern Kingdoms are rivals with the encroaching Sahari to their South, and the hated elves to their east. In general the Northern Kingdoms are a dry, hilly, rugged place to live. Thhe middle kingdom of Garkand has to import food to stay alive, while Tolstar, Sevonobal, and Alton rely on fishing to feed their people. Their cultures are very hardworking, straightforward, and focused on an inflated sense of honor and superiority due to their independence. Historically, Northern Kingdoms have led the fight against the elves to the East. Northern humans despise elves more than anything, and every so often the kingdoms organize a coalition to go to war with the elves, but only if they have the support of the Sahari empire, lest their Southern border lie undefended..

    Sevonobal: Sevonobal is the most powerful of the Northern Kingdoms, they have the largest army and navy in the region. Sevonobal also has a massive fishing fleet that fuels their fish export market. The terrain is very hilly and arid, with a small deciduous forest on the Southwest edge of the peninsula near the capital city of Gelluta. The largest river in Treblian, the river Pochiki, crosses through Sevonobal and empties out into the Iron Bay.

    The government of Sevonobal is a despotic monarchy, with the king wielding supreme power and his oldest son inheriting the throne. The nobles beneath the king are the next on the power scale. Nobility is also inherited, and people cannot move out of the class they are born into. Sevonoballi spear men are renown for their ability to fight in formation and their discipline in war. In the Northwestern part of Sevonobal there is an abandoned city that is overrun by the undead. A special elite guard force protects the perimeter and ensures that no undead escape into the countryside. The very ground the Necropolis sits on is cursed and the king of Sevonobal has forbid anyone to enter its hallowed territory.

    Sevonobal has large iron reserves, some clay pits, massive coastal fishing, a small amount of subsistence farming, and a large amount of weavers.

    Being the most powerful kingdom in the North, Sevonobal leads the political sphere of the Nothern Kingdoms and many foreign dignitaries reside in the capital, Gelluta. Sevonobal generally gets what it wants out of negotiations with Northern kingdoms, but they are careful not to overstep bounds, lest the other kingdoms form a coalition against them.

    Alton: Alton gets its name from the mountainous terrain and high altitude that the Altonese people reside in. Alton is one of the most difficult places to attack, due to the fact that the entire country is literally a mountain range, or in the foothills of the Cloudreach Mountains. The capital city of Kreighold is nestled beside the largest peak and is nearly invulnerable to direct attack. Alton has the lowest population of the Northern kingdoms and rightly so, almost no crops grow there. They fish and they raid shipping lanes in order to survive. Due to this fact, Alton is known for its thieving and vicious pirates. The deep fjords, rocky coast, and misty waters of Alton make it difficult for any naval vessels to track pirates back to their lairs.

    The Pochiki river starts at the end of the Cloudreach Mountains, the natural mountain springs provide the Altonese with clean water to transport in aqueducts to their fortresses and settlements. The entire nation is covered in rocky tundra, only the strong and hardy survive its harsh elements.

    The Altonese government is an elected monarchy among the nobles of the country. Due to the small amount of livable land, there are few, but wealthy aristocrats. The elite are the sponsors of the privateers that do all of the raiding for Alton. Therefore, they are also the commanders of the most dangerous warriors and thugs in the kingdom. For this reason, the monarchy can never have too much power over the nobles. Alton raiders are known for their fearlessness and terrifying presence on the battlefield. Although their military is the smallest in the region, they are also probably the most ferocious. Every noble is also a veteran warrior, and a warrior may claim the land of another if he kills the other in a just duel, which can only occur if one warrior has somehow committed a crime against another.

    The natural resources of Alton include Iron, Pewter, minerals, stone, and fish.

    Sarkaband: Sarkaband is the second largest kingdom in the North. The land in Sarkaband is suitable for subsistence crops, mining, and fishing. There are many towns in Sarkaband, as it has a very high population. The Northern and Western border are covered in the foothills of the Cloudreach mountains. To the east, the Illunar river creates the border between the human and the elven kingdoms. The Sarkabandi take their role as the border between humans and elves very seriously, and they defend the entirety of the river devoutly. Every crossing has a fortress and patrols cover the vast stretches of forest that cover the deeper parts of the river as well. The capital of Asku is the seat of power of the royal monarchy, which inherits its power by blood.

    There are many wealthy landholders in Sarkaband due to its size and farming capability. There is a very feudal land management system in this kingdom, where peasants work the land for their lords in exchange for protection and paltry payment. The feudal lords are required to raise up a levy of troops for the king regularly so that the Sarkaband army remains a dangerous force to be reckoned with. This means that the army is relatively unprofessional, but their reserves are vast and their morale is high when fighting against elves. Political infighting is a major problem in Sarkaband due to the large number of powerful nobles in the realm. Sarkaband is wedged between the Sahari empire and the elves, so they focus mainly on defensiveness and maintaining numbers in the military. Their famous unit is the simple Sarkaband footman. Footmen typically wear chain mail and a simple helmet and fight with a sword or a mace and a shield. By himself a footman is a weak opponent, but the key to the footman is that he is never alone, he fights next to his comrades in arms, for the good of the nation. Swarms of footmen can hold a line for the entirety of a battle without routing, and if left unchecked, they will break into the backline of their enemy.

    Sarkaband exports corn and grain. They import iron from Alton and export well crafted tools. The towns of Sarkaband attract artisans that create high quality textiles, tools, and lumber. Clay is also a popular resource in the country, potters export tens of thousands of pieces every year.

    Garkland: Garkland is known as the "Middle Kingdom," due to its location directly in the center of the Northern Kingdoms. Garkland is totally landlocked and relies heavily on trade to survive. The Middle Kingdom is home to one of the largest freshwater lakes in the world, Lake Wivulum. The lake and connected River Kahur allow for a lot of boat trade with Garkland's neighbors.

    Like the other Northern Kingdoms, Garkland is ruled by a Magnolid monarch. However, Garkland has a queen who sits on the throne in the capital city of Leohar. The queen holds uncontested power within Garkland and directly owns much of the land. Coniferous forest dominates most of the Garklandian landscape. The small portion of land that is arable is all used for farming, which means that rural villages are popular in the Northeast.

    Garkland's military is the weakest of all the Northern kingdoms, despite their position at the border of the Sahari empire. Typically, Garkland relies on mercenaries and military allies to defend their lands. Most of the wealth in the country is invested in farming and lumber, with little left over to pay soldier's wages. However, the great lumber from the Garkland forest has led to the creation of the best human-made bows in the world. Garkland long bowmen are famously accurate from distance. The motto for the Middle Kingdom's archery corps is, "Which eye do you want out?" The heavily forested terrain combined with the hills and river crossing to their east and south led to military tactics that rely heavily on guerrilla warfare.

    The natural resources of Garkland are as follows: grain, lumber, livestock, rare herbs.

    Tolstar: The Tolstarans are a hardy people that live a mostly pastoral lifestyle. Tolstar relies almost exclusively on farming exports to generate income. There are very few artisans in the country, which means that almost 85% of the population is engaged in agriculture. Horse breeding is another important aspect of Tolstaran culture and economy. Nearly every Tolstaran can ride a horse by the time they are 10 years old. Tolstarans regularly hold festivals dedicated to horses and also horse racing is a pastime as well as a way to prove one's competence.

    Tolstar is ruled by a hereditary monarchy, but all monarchs must be at least 30 before they can serve. This means that a council of elders has frequently ruled the country over the years in the stead of young monarchs. Typically these elders are landholders and great horsebreeders who are elected by the small landowners, such as free peasants and poor aristocrats.

    Tolstar's military and navy are quick and deadly. The navy relies on numerous small, but quick ships to overrun and flank enemy fleets, while engaging in piracy when not at war. The Tolstar military is a cavalry-based force that relies on light horsemen and horse archers to constantly harass enemies while their smaller main body of foot soldiers advances. The efficiency of these tactics has earned Tolstar imperial land over the years, as is evidenced by their territory across the River Kahur.

    The natural resources of Tolstar are grain, corn, fish, horses, and clay.
 
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