Terrene

Terrene is a fantasy world for Dungeons & Dragons 3.5 by Marc17

 

Introduction

Characters

Magic

Life in Terrene

Geography of Terrene

Deities

History

Organizations

House Rules

Monsters

Countries

Aegea (pop 310,000, weak economy)
Aegea is, culturly, the oldest region in the area. Here, the city states of humans banded together to fight the War of Ages and defeat the humanoid uprising with the aid of the elves and dwarves. Ruins of those times still can be found in the major cities and islands that dot the coast. The country has a monarchy but is still not much more than a collection of city states. Most trade and business are handled by sea as the coutries to the north are still chaotic and quarrelsome.

Alba (pop 150,000, weak economy)
Alba is a proud country with many highlands and lochs. The people are free and bear arms and seek to stay free of Albion. This would be easier if they weren’t so outnumbered and so many of Alba’s nobles weren’t tempted to join Albion, subject their people to the same feudal society and reap the material wealth and power they could gain by doing so.

Albion (pop 1,500,000, normal economy)
Albion is a strong kingdom with a powerful king supported by the majority of nobles. The people are mostly serfs under a feudal system although some merchant classes do exist. Over the last centuries the kingdom has grown and they seek to grow more with plans to include both Kumree and Alba. There have been occational wars with Capetia and although they haven’t been able to gain a foothold in the country, they do fare well against their army.

Arpada (300,000, normal economy)
Taken back over by nomad bands of barbarians after the invations of humanoids swept through the area, it is now a stable kingdom. Most nobles retain a great deal of power over their own lands and each city acts as a separate city state.

Avar (pop 300,000, weak economy)
Avar is a wooded country and one of the last kingdoms of elves. Fey creatures inhabit the woods and are constantly patrolling their borders against intrusion by others. Travellers are only allowed in on the few main highways that cut to a special city set up to handle those travelers and deal with trade. The elves of Avar are old and powerful and guard their kingdom at the slightest provocation.

Belaskt (pop 33,000, weak economy)
Belaskt are the lands controlled by the city of the same name which still resides in the hands of an old barbarian clan related to the Northern Horse Lords that invaded a little less than a hundred years ago.

Belgea ( pop 100,000, normal economy)
Belgea was part of Diekirch till a split over whether to follow the King’s worship or the old worship was to take place. It resulted in civil war but when Diekirch went back to the old worship along with Cherusci. A short war was fought and with the aid of Capetia and Ibrea, Belgea won and was allowed to remain form a separate country.

Capetea (pop 1,820,000, strong economy)
Capetea is one of the richest and most powerful countries since the fall of the Empire. For many years it was ruled by the Paladin, which killed the last Emperor and his line. After the ending of that line, other distant relatives have picked it up and continue to rule. The lands are tame and cleared for the most part. Some monsters do exist in the mountains and woods but few large creatures or bands of humanoids make it into Capetea’s interior.

Cherusci (pop 2,400,000, normal economy)
Cherusci was once part of the Empire as well as the Western Empire afterwards, It has gone from the various clans of barbarians to a series of feudal lands that all loosely follow a hereditary king in times of war. Other than when facing an external threat, the king has little power outside of his own lands and can do little to keep the various nobles from fighting amongst themselves. The lands are cleared around major cities by much of the mountains, woods and plains of the country remain wild and filled with monsters that kill a fair number of knights trying to gain glory by killing them.

Dacea (pop 630,000, weak economy)
Dacea is the last bit of the old Eastern Empire that is left. Although not ruled by magic users many of the lords do study magic. It is a confederation of lords rather than a kingdom and is ruled by a council. The majority of the population remains in serfdom and most of the time spent by the lords are defending the borders against monsters and the neighboring kingdoms. There is trade with Thracea but it is not as much as it could be because the two tax each other’s goods almost out of existence. However, smuggling in and out of the country via water is a common occulpation.

Dacea Minor (pop 120,000, subsitance economy)
Once, a reasonably strong country even after the fall of the Eastern Empire, the last hundred years have left its mark on Dacea Minor. Battles with Dacea and the Horse Clans have drained the countries resources and activity of evil clerics have nearly broken it. The king is strong and still has the support of most of the nobels but there is growing unrest due to bad harvest in recent years.

Denkirck (pop 159,000, normal economy)
Denkirck is a small nation that spends most of its time fishing and a little trade on the northern seas.Lately it has become a center of attention. The two barbarian countries of Noreg and Sverig have been fighting a war of succession for the past few generations. It finally looked like one would win in a final battle between the kings of the two countries but they both ended getting killed on the field of battle. Next in line to the throne of possibly both countries turned out to be the possible child of the current Queen of Denkirck who was married at a young age. The two warring countried agreed to stop fighting and form the Kalmar Union and sent a group of warriors to see if the queen would have a male child and train it as the new king of all three kingdoms if this was the case. This brings up several items of interest in the Southern land such as Capetia. Denkirck follows the Old Religion instead of the Kings Religion which is bad enough but the barbarian nations still follow the Northern pantheon all together and the warriors they sent will probably seek to have the child raised in that pantheon. This might mean that not only would it not follow the King’s Religion but may even turn pagan.

Diekirch (pop 123,000, normal economy)
Diekirck is a small country involved mostly in trade of the woven cloth that they produce and fishing. A hundred years ago, Belgea was also part of Diekirck but when the country switched form the King’s Religion to the Old Religion, Belgea split off. Diekirck sought to invade and force them to rejoin but troops from Capetia forced them back and sign a peace.

Dragutin (pop 312, 000, weak economy)
Lands formally controlled by humanoids after the last invasion, they are now a Grand Duchy taken over by one of the human lords that managed to sway humanoid and human leaders and seize control two hundred years back. It is a rough and lawless land with a wide variety of races. It is not so much a Duchy as much as a series of castles that all fear the strongest of the lot. Any group may come here to do business so long as they can protect themselves.

Eastern Vlatch (pop 210,000, weak economy)
An old country that was once in the heart of the the Eastern Empire. After the second humanoid invasion and the fall of the Empire, it was taken over by local nobels. Shortly there after, it most of the region was taken over by a local tribe whose leader had been educated in the Eastern Empire’s capital. This land taken over become Eastern Vlatch

Eprius (pop 105,000, weak economy))
A mountainous country with a long and proud history from classical times. Never the center of attention but always a vital part of the current empire. Since the fall of the Eastern Empire, it has become the Grand Duchy of Eprius, named after the ruling family. They guard themsvels well against their northern neighbors and do most of their trading through the south or the sea.

Erin (pop 160,000, weak economy))
Erin is a lose alliance between various old elf clans that rule over the fey and the druids that control the humans. Both groups are content to keep the population low and let the land remain fallow and filled with natural and unnatural creatures.

Horse Clans (pop 1,410,000, subsistance economy)
The Horse Clans is a region filled with nomadic human tribes whose lives are spent on horses. They exist mostly by hunter gatherer lifestyle and by rading eachother, humanoids also in the area and the Great Wilderness and the neighboring countries. Sometimes they hire out as mercenaries in local wars which suit them fine. There are village and a city or two, all of which pay are islands among the tribes and placate them as much as they can afford.

Ibrea (pop 1,260,000, normal economy)
Having been part of the Nicean and Western Empires, Ibrea is mostly cleared and settled. A few places remain untamed in the north and south near Luso. They are excellent sailors and fighters. They have inherited the honor code of the dwarves that lived in the region but have no mostly died out. It is said that the dwarves have also passed down their metal working skills and Ibrea is known for their fine armor and weapons. The king is strong but not as strong as the Capetian king in controlling his nobels. While the Ibrean king is allied with Capetia usually, the occational war does break out, especially over island territories.

Kumree (pop 90,000, weak economy)
A mountainous area that was once part of the Nicean empire. It is now ruled by a king who protects it from the onlooking eyes of the King of Albion. Not following the old or the kings worship, the religious guidance for Kumree exists as druids and wizards that act as advisors to the king as well as the common populace.

Laibach (pop 60,000, normal economy)
Laibach is little more than a city state of the same name. The city and the surrounding villages form a united front against other threats. They are currently ruled by a half elvish queen that is decended from the elvish nobility that formally ruled the area thousands of years ago. Thus it is one of the few places where fey and human mix freely.

Lazar (18,000, weak economy)
When the last invasion of humanoids swept through the region and stalled at the walls of the Eastern Empire, a few tribes of hobgoblins decided to remain where they were and moved into the local castles and set themselves up as the lords over the humans. Although their lands have shrunk (having once also controlled Dragutin), they still remain in control. Hobgoblins run the country and maintain a strong grip on it. They are almost always at war with their neighbors, but will deal with all who enter their kingdom.

Letze (pop 12,000, strong economy)
The Grand Dutchy of Letze is a series of strategic valleys and fords between Capetia and Cherusci. Over these is a large castle dating back to the Nicean empire that was constructed with the aid of magic to guard them as well as the rich iron mines in the area. Even before Cherusci withdrew from the Holy Empire, the land was under dispute and constantly being claimed and taken over by one or the other. When the split became formal, the region of Letze declared themselves neutral and a Grand Dutchy. Since both sides would rather see it be neutral and belong to the other, this arrangement has lasted for over three hundred years. Today is a common meeting place for traders and home to one of the largest yearly fairs and tourneys in the area since it is the only one where Capetians and Cheruscians can engage eachother.

Luso ( pop 300,000 normal economy)
A land of mountains and platues that was once part of Ibrea back under the Nicean empire and afterwards in the Holy Empire under it’s own king. After the holy empire had begun to fall apart, Ibrea broke apart into rival states due to disputes between the dead king’s sons. Eventually Ibrea was united again but Luso remained independent. Today it is a country with strong fishing and sea faring trade elements.

Mazovea (pop 1,150,000, weak economy)
Mazovea is a realativly new kingdom with a strong king. Formed 150 years ago when a follower of the King’s Worship from Cherusci left his own lands with and army and invaded the barbarian lands of Mazovea. Deafeating the local warlords and adding their lands and people to his armies he built a large kingdom until pressure from the People of the Horse stoped him. Today his decendant rules with the country firmly under his command. The lack of a good economy is what keeps Mazovia from threatening it’s neighbors, including Cherusci but it can still put up a strong force in times of invasion. The lands are untamed for the most part and full of monsters and wild creatures.

Naddur (pop 9,000, weak economy)
A small country that is not much more than a fishing village founded by sailers from Noreg. Their only claim to fame is the resources that can be found on their volcanic island that the secret trade they have with the Elves farther to the west.

Nitrea (pop 150,000, weak economy)
Once part of the elven lands, the elves have since retreated after the last great invsion of humanoids. Humans and half elves too over and command the former elf fortresses and maintain them as well as they can. Most of the country is wilderness with a few cities surrounded by villages.

Noreg (pop 135,000, weak economy)
A barbarian kingdom that I sknown for it’s sailing. They have subsited upon fishing and raiding southern lands for the last two hundred years soon after the major clans were united by the king Kalmar. A hundred years ago, the Kalmar line came into dispute and erupted into civil war, spliting into several countries. Lately, it has been condenced back down to two, Norig and Sverig. The two kings of these country succeeded in killing each other in battle and the next likely possible heir would be the children of the princess of Diekirck.

Noricum (pop 240,000, normal economy)
Niricum has been part of just about every empire or invasion that has happened in the last 2000 years. Originally in the Nicean empire, parts belonged to both the Holy and Eastern Empires, invaded by humanoids numerous times and finally its own kingdom for the past 400 years. Out of the ruins, a strong nation has emerged and made a place for itself. Inheriting a magic from the Eastern empire and fighting strength from Cherusci, its army is a formadible foe. It’s king and queen are strong an well liked. The nobels are not too powerful and the people are free and educated. Compared to the rest of what is left of the Eastern empire, it is a shining expample of a kingdom.

Northern Horse Lords (pop 300,000, weak economy)
The Northern Horse Lords are a collection of lands that were taken over by horse clans and consolidated three hundred years ago. They settled down and ceased their nomadic lifestyle but the land is still mostly separate areas ruled by powerful families that fight amongst themselves when not threatened by outsiders such as Mazovia or humanoids from the Great Wilderness. The lands are mostly wooded and untamed except for the little bit surrounding established castles and fortified cities. The main force of the Horse Lords is heavy calvary that consist of specially trained nobles and those rich enough to buy their way into the military hierarchy.

Subic (pop 120,000, weak economy)
Although once a rich part of the Nicean Empire and the Eastern empire, invasions of humanoids have left their toll. The coasts are rocky and in front of densely wooded mountains that hold many monsters and humanoids while the inner plains have several fortified castles and cities that hold most of the population.

Sverig ( pop 270,000, weak economy)
A barbarian kingdom that I sknown for it’s sailing. They have subsited upon fishing and raiding southern lands for the last two hundred years soon after the major clans were united by the king Kalmar. A hundred years ago, the Kalmar line came into dispute and erupted into civil war, spliting into several countries. Lately, it has been condenced back down to two, Norig and Sverig. The two kings of these country succeeded in killing each other in battle and the next likely possible heir would be the children of the princess of Diekirck.

Thracea (pop 1,800,000, normal economy)
Once a part of classical lands as well as later the Nicean empire, its height of glory was as the main body of the Eastern Empire. In the last invasion of humanoids that devastated the capital, the lands were taken over by the Pars empire from the East. Sicne then it has been given as a kingdom of a past Emperor’s son to rule. Today it is a strong nation that tries to keep to itself while acting as the land gateway from the Western lands to the eastern ones.

Tvrko (pop 18,000, weak economy economy)
A small kingdom that used to be part of Subik until a dispute between who should become king after the old king died. Tvrko gained control and was declared king but he actually controls very little of the kingdom. Most is wilderness and the spots that aren’t are control by the local nobles.

Ununited Barbarians (pop 150,000, weak economy)
Lands that are not quite wilderness but settled by barbarians related to those in Norig and Sverig. They have no central government nor king, being a variety of tribes ruled by their own chiefs.

Uri (pop 210,000, strong economy)
A kingdom of plains set among mountains, it is one of the oldest, predating even the Empire. When dwarves form the War of Ages came back they made peace with the local humans and integrated them into their ways. Today, the humans are more in control than the dwarves but it is still one of the last dwarven strongholds and great mine complexes left. They manufacture arms and weapons as well as produce metals.

Vlatch (pop 60,000, weak economy))
Once a powerful city state during the Classcial Age, it later became a territory to the Nicean Empire and the Eastern Empire. After it was overrun by humanoids and the Eastern Empire fell, the noble took it over and tried to run it as a separate country but they were forced back into the mountains by local tribes. Now Vlatch is a single city state surrounded by the lands they can patrol and the small villages and towns that it controls.