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Juanth Treskri

People

The History of Juanth Treskri so far

Ancient Kingdom 1- This culture once occupied a large portion of the continent, but war and supposed pacts with devils/demons reduced the empire to ashes. The lcoation of the original bustling metropolis is lost to time. Prone to hoarding treasure and forcing their culture on neighboring regions. The civilization fell to a number of factors: dragon attacks drained thier wealth. Constant warfare and pestilence decimated thier fighting age population. In the end XXXX kingdom eventually destoyed the metropolis and instead of taking the land for themselves, looted and razed the region. Now very little trace remains of the empire.   Ancient Kingdom 2- Strong, but smaller civilzation was eventually abandonded and left to decay after over two decades of drought left the kingdom unlivable.   Anceint Kingdom 3- This kingdom almost captured the entire continent, and thier ruins can be found across most of the world, but their capitol is still missing and an archelogical mystery. It is said that internal rebellion, riots, corrpution, and several natural disasters eroded the kingdom and it dissolved into many fragmented countries vying for power.   Deep Gnomes- Lived in a technologically advanced magi-technology world deep underground. They went extinct for unknown reasons, but some of thier stuff is super cool   Genasi- Were once part of the population, but over time as war, famine, and other troubles increased they retreated to the elemental planes and died out on the material plane.

Current Species & Cultures

Drow have lived underground for centuries in teh Keth Arnn Mountrange. Over thousands of years they have grown into a xenophobic culture dedicated to Lolth. They are bent on eradicating all non-drow.   Four major countries remain, although there is much of the world unclaimed and lawless. (the following names are draft and subject to change) Hapes Consortium- A loose conglomeration of nearby cities, a formal government has yet to suceed after several hundred years and about a dozen failures. Some claim this land is cursed and no government or blessing can happen on the region unless the curse is broken.   Silvestris- the region has prospered greatly of the past several thousand years, in part due to the major city of Caligo, the largest city on the continent. Much of this region supports or derives from the major city. However, with this much concentration of wealth there are always rumors of greedy neighbors gearing for war or looking to conquer areas of the region.   Imperlia- Shrouded in mystery from the outside world, this militaristic kingdom remains hidden beneath the Spines of Tarrasque mountain range. The main races making up this kingdom are dwarves, goblinoids, and gnomes. However, outsiders are typically not permitted entry deeper into the mountain range past the capitol city of Baor Avor Ormi. The city and nation are run by a council of representatives from these three races. Some Hill dwarves still live scattered among the hilltops and mountains above the kingdom. However, with liitle interest in these lands, Giants have moved in and terrorize the countryside.   Aasilar- This country is ruled by theocracy, the Pope is also the King. His word is both divine truth and law. Corruption and political maneuvering are common. This kingdom more than any other is concerned with expansion and regularly wages wars or annexes neghboring regions.

Needs & Relations

Okay Reorder by region/country   Hapes Consortium- The most common races are humans and stout halflings. Stout Halflings are mostly farmers living in the grasslands. Humans also do much of the farming but, the more ambitious humans attempt to establish trade and build wealth. The halflings in this region are content to live simple, happy lives in their corner of the world, whereas the humans tend to be more ingratiating and ambititous, if not greedy. As a whoel this region is rather self-sufficient, although luxury items are usually imported. While the land itself has not changed in thousands of years, the rulers have changed considerably. Currently, most of the cities and localilities are self-governed, but there have been many attempts to unite these communities. Sometimes through war, othertimes through treaty, they'ce all ended disastrously one way or another (famine, coups, civil war, and natural disasters).    Silvestris- The most common races are human, halflings, wood elves, forest gnomes, and half-elves. Although in the major city of Caligo almost every race can be found, with comminuties of goblinoids, half-orcs, and even tieflings present. This region inhabits a vast plains of farmlan/grassland, which is good because the city demands a lot food and trade. Foreign trade is common and a backbone to many businesses and communities in Caligo. The Alushtas Xilo Forest is inhabitated mostly be wood elves and forest gnomes. They are crafty gatherers and cultivators of food and resources. They believe in harmony with the forest so everything is done sustanainably and the one of the most despised crimes in the region is to 'mine' the land. That said, they are heavy exporters and trade is equally important for their many amenities and luxuries. Little changed  over thousands of years, the Alushtas Xilo Forest remains a natural wonder.   Imperlia- This Imperalist region covers all the territory underground of the Spines of Tarrasque mountain range. The main races are dwarves, rock gnomes, and goblinoids. While trade is useful for magic and tinkering supplies, the mojority of the country remains staunchly self-sufficient. In fact, most of the region remains off-limits to outsiders. However, many families have become wealthy exporting or importing rare minerals and rocks (such as mithral and adamantine). Goverened by a council of representatives from the three main races, the country is just shy of xenophobic, but very suspicious and cautious of outsiders. Most individuals join a house, or organization dedicated to one apsect of Imperlia life. These houses in turn vie for power and influence over the council.   Aasilar- This region is governed by a theocratic pope/king. A portion of the country is wasteland/shrubland or desert, so trade is important. However, the region does boast some very rich mines, that provide an excellent export to trade. Most of the races here include humans, lightfoot halflings, and minor components of the other races. The royal family is proud of its bloodline and boasts its divine right to rule some incredible natural gifts... However, the lightfoot halfings mostly inhabit the desert and secretly work to undermine the king. Entire cities have been built on secrecy and rebellion. This is why many find lightfoot halflings to be such excellent rogues. The Keth Arnn mountains occupy the eastern edge of the country are officialy off-limits. Rarely does anyone venturing into the mountains return alive. The Drow inhabit the underground of the mountan range and are fiercly terrirtorial killing anyone that ventures too close.   Unclaimed regions- The remainder of the continent is dominated by lawless lands that are self-governed, if any organization exists at all. Half-orcs live comfortably far away from most others in the Ekar Kor Shok Swamp. Other cities and communities dot the landscape. All are self-sufficient by necessity. However, the coastal town of Altum Shores does rely on trade. A rich depository of coastal and seaside goods, this community is easier to visit by boat than through walking. Much of the northern portion of continent in covered in ices and snow. If there are any civilizations living up there, they have little contact with the outside world.