16 minute read
Tereppek
from Ghostwalk - 3.5e
Corenial Maskanastacia (Small City, 5,400): The elven capital’s name means “home of the king of the starfire.” King Dalaglis Everwood is the latest bearer of Starfire. He is old before his time, worried about the fate of his people as their youngest and strongest are worn away by attacks from the scaled obscenities. The elven palace is built of living wood, with a large open courtyard that gives a view of the stars that made the gift of the meteor. Half of the elves living here are trained in war and patrol the vicinity for any sign of encroachment by the enemies of the people. None other than elves are allowed to enter the city.
Thalath Lanialusa (Small Town, 1,500): Meaning “the place of the blue tree and beautiful water” in the Elven language, this is a holy city of the elves, for thousands of years ago this site was visited by Eanius and Galaedros, giving the gifts of speech, beauty, and longevity to the elves. As proof of their power, they changed an ancient oak and a quiet pond so that the tree bore blue fruit that healed those who ate it and the pond was so beautiful that even the most hardhearted elves wept at the sight. This settlement is primarily inhabited by clerics and guards and is a pilgrimage site for devout elves. It is subject to frequent yuan-ti attacks, for Traagash Daur sees the fall of Thalath Lanialusa as a major goal in the destruction of the elves.
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Kavaniivaediir (Formerly Small Town, 1,800) (current status unknown): This town, whose name means “branching brightstone,” was once the center of a minor independent elven principality within SuraKhiri. Ruled by an offshoot of the Everwood family, prince Shalolin Wanderstar founded this place 200 years ago after many philosophical arguments with his sister, Queen Silienipho. Wanderstar’s followers kept separate from those of the greater kingdom for 120 years, and only toward the end of that time did relations begin to warm again. Unfortunately, reconciliation was impossible because of the intervention of the yuan-ti, who managed to create a hakararenil a few miles from the town and stormed it with murderous intent. Everyone within the city was slain or driven into remote parts of the forest. Among the dead were the prince himself, and when the news reached the queen, she died of heartbreak. Now the vine-covered standing stones of the town are shelter for yuan-ti, undead, and corrupted beasts. Old elves approaching their last days sometimes mount suicidal attacks upon the city in a gesture of defiance against the yuan-ti.
Plots and Rumors
Sura-Khiri is beset by troubles inside and out but remains too proud to ask for help.
Treacherous Bite: Yuan-ti coming from the newly formed hakararenil west of Thalath Lanialusa have created a curse carried by animals that causes them to become enraged. Elves bitten by these animals transform into yuan-ti tainted ones.
Familiar Horrors: Strange monstrosities from the vicinity of Kavaniivaediir have been wandering further and further south. Bearing elven weapons and armor, these creatures resemble undead elves but are limned with cold green flames and breathe poisonous gas. At least one elf has recognized the face of his own cousin among the abominations.
TEREPPEK
Capital: Paluak
Population: 3,597,400; human (98%), dwarves (1%).
Government: Pedocracy (humans), monarchy (dwarves)
Religions: Chaniud, Durann (dwarves), Soggelos,
Uhanam.
Imports: Glass, iron, beef, herbs and spices, silver
Exports: Cheese, grain, fish, gold, paper, rice
Alignment: LN, N (barbarians CN)
Tereppek is a nation of philosophers and intellectuals. Such pursuits often lead to the study of magic, and a disproportionate number of wizards live in Tereppek. Ruled by a council of learned bureaucrats who must pass classes in history, politics, philosophy, law, and ethics, it is a nation whose people enjoy an enlightened life, and even the lowest commoner is literate and often schooled in the basics of reason and logic. Tereppek trades peacefully with the dwarves in the Thanaurmar Hills, and stands vigilant against attacks from the yuan-ti of Sura-Khiri. Also known as the Golden Beacon, Tereppek is known for its wisdom, strength, and desire for peace.
Because of a great and bloody conflict with Salkiria known as the War of Turrin River, the people of Tereppek turned away from violence as an acceptable course of action except under the most extreme circumstances. They still retain a legacy of powerful battle magic, which they have used to fortify their borders in the hopes of deterring aggression.
Major Geographical Features:
Tereppek is a flat, coastal land, bordered on the northwest by hills and sylvan forests.
Thanaurmar Hills: These hills mark the northern border of Tereppek and are the source of the country’s gold exports. The eastern hills experience frequent rainfalls that make them lush with vegetation, small herd animals, and the creatures that prey upon them.
The Grumnyr dwarf clan that live under these hills have been here for eight dwarven generations and are easily recognized by their bright red hair. The colony itself numbers 13,000 and routinely sends caravans of goods to Manifest, as well as young adventurers eager to defend the city against its attackers. Many of these dwarves have moved to other cities within Tereppek.
Plains of Graumar: These extensive plains are used for growing corn and rice and for grazing goats, sheep, and a few small herds of cattle. The area gets a great
deal of rain from the coast, and some places are prone to flooding, but in general the weather causes a surplus of crops, and most towns are able to stockpile these for times of need. The southern portions are prone to attacks from strange insectlike monsters (such as the ankheg), legacies of the magical energies unleashed in the war against the hordes of Durgerth the Conqueror.
The Gray Towers: After the hordes of Durgerth the
Conqueror were defeated, the government fortified its border with Bazareene, and the Gray Towers were built. Three stories tall, the towers are made of magically created gray stone. The entrances are on the second floor and all windows are arrow slits.
Although the wizards and soldiers who guard these towers are sworn to secrecy, rumor has it that the towers are linked with permanent teleportation circles, each has a scrying device, and certain arrow slits allow a spellcaster to cast a 1st-, 2nd-, or 3rd-level spell that is automatically enlarged without having to adjust the spell level.
The Rekkin
Coast: Most of this coastline is shallow, making it easy to beach shallowdraft boats without the need for piers.
The fishing is rewarding, and while tropical storms hammer the coast annually, the locals are used to the disruption and look forward to the larger fish the rough waters pull inland. An extended family of water nagas and their locathah followers lair in underwater caves offshore, occasionally trading with the fisherfolk.
Lake Kerl: This lake is a plentiful source of fish and remarkably deep in the center relative to its size. Some speculate that in its depths are connections to the
Underdark, but as the lake is inhabited by dire aquatic animals, few venture far from the shore to explore it.
The Turrin River: This broad waterway is fed by many minor tributaries along its length. It defines the border between Tereppek and Salkiria, but most
Tereppekians confine themselves to the western half because some Salkirian fishers are very aggressive and territorial. The river is too deep to have any fords, but
Heppara and Teruek have regular ferries. Life and Society
The native humans of Tereppek are of medium height and have rich brown skin, wavy or curly hair, and dark eyes. Some men grow facial hair, with a thin mustache and goatee being a traditional style. Both sexes often keep their hair long, either tied out of the
way with a simple cord or elaborately woven and pinned. Their native language is Pek, a rich tongue with many open vowels, but almost everyone knows the Trade Tongue and many study modern and obscure languages as a hobby. A typical Tereppekian is a learned individual with an interest in pursuit of knowledge and a fondness for debate. Government officials proudly wear badges representing completion of various courses of learning (a custom that some nonofficials practice as well), and arguments between individuals usually originate about a point of information rather than heated emotion. “Duels” are settled by debates, word contests, or other intellectual sports. In war, the Tereppekian soldier wears scale mail and carries a scimitar and shield. Few Tereppekian wizards choose to specialize in the school of Evocation, with most favoring Abjuration or Enchantment. The Arts The Tereppekians embrace art in all its forms. Every major community has an artists’ college, with painting, oration, and dancing being the most common studies. Tereppekian dance combines their love of art with their love of philosophy, revolving around logical movement problems (such as performing a type of spin without using the arms for balance) that must be solved within the boundaries of the dance. They believe this melding of the mind and body creates a more balanced intellect and MD helps them handle challenges in a nonviolent, nonphysical manner. Roles for Character Classes Barbarian: There are no true barbarians in Tereppek. Those who practice reckless combat instead of skill and precision are shunned and ignored. Bard: Many bards of Tereppek are excellent speechwriters and debaters, and exercise these skills instead of actual song when using their bardic music ability. Bardic magic is seen as secondary to their artistic skills but not necessarily inferior. Cleric: The clerics of Uhanam and Chaniud participate in all walks of life in Tereppek, but they are best known for their role as educators of children and adults. Many clerics have roles in the government, although the duties of the church usually
prevent them from rising too far in the secular world. They are greatly respected for their discipline, skill, and wisdom.
Druid: A majority of druids in Tereppek are in small communities near Sura-Khiri and are heavily influenced by elven ideology. The rest are wanderers among the lowland settlements of the country, replenishing cropland and tending to sick animals.
Fighter: The typical thick-headed grunt is a rare thing in Tereppek, for local soldiers see the military as a means of furthering their education in history, tactics, and metallurgy. Tereppekian officers are usually promoted according to their knowledge and the results of wargame skirmishes they command, for true battle opportunities are rare.
Monk: At least one small monastery in Tereppek teaches that mastery of the mind leads to mastery of the body. This would be a more popular pursuit for the people of this country if they didn’t espouse negotiation over conflict. Still, those with advanced training in this area create awe and wonder in those who see them work, and many tour with performers to exhibit their skills.
Paladin: Paladins are not uncommon in Tereppek, although the population as a whole tends to be more moderate. They always seem to appear when hostile forces from Coil or Xaphan begin attacking, and travel elsewhere during other times, for their zealous ideology is incompatible with the nonconfrontational nature of the typical inhabitant of this country.
Ranger: Most rangers from this country were born in the western lands near Sura-Khiri (and are influenced by elven culture) or in or near the Thanaurmar Hills that are plagued by monsters. Rangers tend to be practitioners of herbal medicine, animal husbandry, and horse breeding.
Rogue: Since Tereppek is a very lawful nation, the only legal professions for rogues are merchants, moneylenders, appraisers, locksmiths, or variants thereof. The government uses magic to foil crime and unearth thieves’ guilds, so those with criminal intent are either so good as to escape even magical scrutiny or smart enough to look for better pickings elsewhere.
Sorcerer: While the practice of sorcery is not banned in Tereppek, it is a bastard stepchild to “true” arcane magic (wizardry) and frequently associated in the memory of the people with Bazareene. Native sorcerers operate discreetly and often pass themselves as bards, rogues, or weak wizards.
Wizard: The pursuit of magic and its rewards for dedicated study parallel the ordeals and rewards of a philosopher or scholar, and so it is no wonder that wizardry is held in high esteem in Tereppek. Many government officials are wizards, and those wishing to leave a legacy usually fund stipends or scholarships for wizards in training rather than commissioning buildings or statues. Even young wizards are respected for their dedication.
History
The people of Tereppek were once a dozen tribes of nomadic hunters and herders that roamed the hills and plains to the north. A charismatic wizard of Chaniud’s faith named Tettok rose to power in one of the tribes and convinced them to move southward and settle in the lands they found there. Tettok’s reign as leader of the united tribes lasted sixty-two years; by the time of his death his people had almost entirely abandoned their nomadic ways, and within a generation they were all living in permanent settlements. In the eleven centuries since the founding of the city of Paluak, Tereppek has evolved from a tribal government to a monarchy to a republic and has spent the last 300 years as a pedocracy, ruled by bureaucrats who prove their qualifications through study and learning. Tereppek’s history has been mostly peaceful, with only two major events marring its tranquility. First was the invasion of the hordes of Durgerth, which prompted the building of the Gray Towers. The second is the War of Turrin River, an armed conflict against Salkiria in which three
Salkirian princes raised armies with the permission of their father. Although the original intent of these armies was to eliminate what is now the Ghostwalk, when that proved impossible, the princes used their military might to conquer the eastern portion of
Tereppek. The princes were unskilled at warfare and had not planned for a rapid response by the wizards of
Tereppek. Entire battalions were transported to the riverfront to fight the Salkirian invaders, and when the armies of the three princes were routed, the Tereppekian soldiers marched on Donaree and sacked it as a punitive action. King Illustram was killed in the conflict, and Tereppek withdrew its forces to patrol the line of the Gray Towers.
Since the War of Turrin River, Tereppek has maintained only a small military, preferring to use magic and illusion to make its nonviolent preferences known. Its people instead focus on art, philosophy, trade, and other peaceful pursuits. Despite its small army and nonaggressive stance, Tereppek is feared by
petty tyrants and small despots for the power it could wield if it chose to do so.
Important Sites
Tereppek has many notable cities, most of which have their own educational institutions for philosophy and the arts.
Heppara (Large City, 12,900): This city is the primary avenue by which goods from Bazareene enter
Salkiria. A large plot outside the city is little more than churned mud and bales of hay, for the herds of cattle brought eastward are not allowed within the city limits. Heppara was destroyed by Durgerth’s warriors and had to be rebuilt by its surviving citizens. Fragments of barbarian armor and weapons still turn up in nearby fields after plowing time. The city’s bardic college focuses on music, particularly stringed instruments.
Hurmerbor (Large City, 18,900): This city was built on the site of the first meeting between Tereppekian humans and Grumnyr dwarves. It is a thriving city located in the shadow of a dwarven fortress. While humans are not permitted in the dwarven halls, the races mix freely in the city, with the dwarves selling weapon, armor, and crafted goods and the humans selling exotic (to the dwarves) foods and other items.
Patrolled by human wizards and dwarves, Hurmerbor is considered one of the safest places to live, despite the monsters in the hills.
Kerl (Small City, 7,100): Built on the shore of Lake
Kerl, this city is a waypoint on the road to Bazareene.
Many adventurers come here in the hopes of catching a great fish as a trophy, but most are killed because of their inexperience on the water. A shrine to Wyst is built on the end of the largest pier.
Paluak (Metropolis, 76,700): The capital of Tereppek is a very busy city with many great colleges and amphitheaters. Two wizard academies call this place home, and most of the country’s 4,000 soldiers are barracked within the city limits. Just about anything can be found here in the heart of the largest nation in this part of the world. Caravans come from all nearby countries, as well as naval shipments brought inland from
Porune. Paluak has colleges for music, painting, and theater, and each has regular tours of artists and performers.
Porune [not on map] (Large City, 23,900): This city, 70 miles northeast of Sevvil, marks the northern border of Tereppek. The people of Porune trade with the Temaaki—tribes of nomadic hunters and herders that live in the open grasslands to the north. The school of dance here is heavily influenced by the style of the Temaaki tribes.
Reldek (Metropolis, 26,300): This large port city is adjacent to large tracts of cropland. Its tall granaries can be seen from a mile offshore. The city exports tons of rice and dried corn every year, and many smaller nations rely upon trade with Reldek to avoid starvation in lean years. The people of Reldek encourage altruism, and the predominantly good temple of Chaniud works to help the poor and needy in Tereppek and other nations. Chaniud’s church sponsors a theater troupe on the condition that they perform for charity.
Sevvil (Large City, 15,100): This city grew up around a prosperous gold mine. Most of its population is human, although about one-tenth consists of large families of gnomes. The city suffers attacks as often as Hurmerbor, but gnome siege engines stand on towers facing the hills, and the master engineers crewing them know exactly where to aim.
Teruek (Large City, 23,000): Most of the primary trade to Salkiria comes through Teruek, which makes this town a hub for merchants, caravans, thieves, and mercenary guards. A family of Grumnyr dwarves lives here and crafts fine dwarven goods. Unlike the rest of this region, Teruek suffers snow in the wintertime, probably because of some long-buried, mysterious artifact under the city. It is the home of a very large dance company and school, the Kitat.
Tirappa (Metropolis, 33,000): This city is Tereppek’s primary port and point of contact with other seafaring nations. The country’s small military fleet is usually stationed here, most of which function as diplomatic and exploration vessels in addition to their defensive duties. The Tirappan city library holds lore and knowledge traded from other countries and is staffed by retired, well-traveled explorers. The library doubles as a poetry college, and its residents are trained in calligraphy.
Trin (Large Town, 2,300): This town started as a checkpoint on the Tereppek/Bazareene border and has evolved into a trade town. Smuggling contraband is a lucrative business for those with the proper bribes, although the Tereppekian officials work hard to stamp out this corruption. The town is close enough to the nearest Gray Tower that troop movements along the road would be spotted by a tower denizen.
Plots and Rumors
Although on the whole it is dedicated to peace and the pursuit of philosophical ideals, Tereppek has its share of rabble-rousers.
Arcane Fires: A powerful and aggressive invoker has just become a pedocrat in Paluak. He has gathered a number of sycophants under him, including some young wizards, and may try to push for an expanded military presence in Manifest to secure Tereppek’s interests.
The Flesh Advocates: A new cult has sprung up in
Tereppek, claiming that the Golden Beacon has become so obsessed with the mind that it has forsaken the body. The cult espouses hedonism balanced with philosophy and is causing arguments among the more conservative members of the government.