Terra Infirma Public Knowledge
The Basics (an Overview)
Culturally Relevant Geography
Political Structure
History
Religion
Cosmology
World-Specific Changes
Miscellaneous but Relevant Facts
The Basics (an Overview)
Welcome to Terra Infirma, the first run ever held in Pyrrea, a small rocky world orbiting the star Lantathi. Pyrrea is a vaguely typical Medieval-level technology world with average-ish magics and a few strange quirks which may become apparent at various points throughout your stay. The following document is intended as a brief overview to give the traveller (or the longtime resident) a quick background in Pyrrean organization, history, and practices.
Players or visitors who feel they should have more information about a particular location, deity, practice, or other specific area should feel free to seek more information at any time. Pyrrea as a world is still in its evolutionary phases, so some of the kinks aren't quite worked out yet. Also keep in mind that this document contains public knowledge only; there's a lot of other information that isn't here - find out in game!
Culturally Relevant Geography
Welcome to Aranaria, the limits of the well-known world of Pyrrea. Aranaria is a fairly midsize continent - large enough to hold three fairly large countries, at least, but then Pyrrea isn't the biggest world either, so it's about par for the course. Aranaria is surrounded by four oceans - the Great Northern Cold, the Middle Sea (to the east), the Far Sea (to the west), and the Warm Waters (to the southeast). It is a fairly stony continent - the major terrain types present are mountains, hills, plains, and a roughly taiga-like terrain covered in brush and stands of conifer trees. Water is in good supply in most areas - there are ample lakes, rivers, and streams, particularly in the mountains and hills. Wood can be a bit of a problem to find; most folk in Aranaria burn mined coals or properly-scented animal dung and save the wood for building. Travel is usually by foot, horse, cart, or along waterways; roads are particularly prevalent in the middle of the continent and are necessary in some areas for travellers not acquainted with proper mountain travel. There are some areas of desert, particularly in the eastern part of the continent, which are generally low in both water and wood and are quite hot and inhospitable. Climatically, Pyrrea is on the cold side of average - average year-roud temperatures (lacking seasons) near the equator are 80-85 F. Temperatures in Dorian-on-Sea and Azalanar are generally around 70 F.
Political Structure
There are three overt country-level political players in Aranaria: the Azalkhun Empire (referred to as the Empire) in the south, Gordonia (a feudal monarchy) in the east, and the Wildling Lands (a druidic theocracy, referred to as the Lands) in the northwest.
The Azalkhun Empire
The Empire is ruled from the capital of Azalanar by the Emperor (or Empress; the current Empress, Ijuliana ar'Khuni, has just recently succeeded her much mourned father, Akherrion al'Khuni). It is divided into five districts, each ruled by an Imperial Duke. Each district is further divided into five to six subdistricts, each overseen by a Warden who deals with day-to-day affairs. The Empire is well-organized and has relatively relaxed personal rights; it's probably the most progressive of the three countries, due in no small part to its size and stable socioeconomic structure.
Gordonia
Gordonia is the most closed of the three countries, and hence less is known about its structure than the other two. Gordonia was founded by Gordon, the ancestor of the current ruling house, and massive celebrations are held on his birth, death, wedding, and ascendancy days. Gordonia is said to be more personally restrictive than either the Empire or the Lands. In the eastern desert a group of nomads are rumored to live, but little is known about them, as they have little contact with the rest of the world.
The Wildling Lands
The Lands are also not as well-structured or as well-understood as the Empire; they are less a nation and more a loose disorganized territory ruled from the port city of Oaktree. The Lands are ruled by a druidic council and welcome travellers and residents alike with the customary greeting, "Be as a hawk to the road, be as a wind to the land" - in other words, keep your wits about you and don't disturb anything you see.
Besides these three countries, there are two other political players (to some extent) in Aranaria: the Sunset Spires and the city of Dorian-on-Sea.
The Sunset Spires
The land here (mountain range, really) has been left to whatever chooses to live in the territory, as it's far too hostile to support any vaguely advanced civilization besides nomads and too harsh for most people. There are rumors that something lives on top of the highest mountain in the mountain range; all that is known is that people who venture close to that particular peak don't return.
Dorian-on-Sea
Dorian-on-Sea is Aranaria's largest and busiest city, and is a free city in that it's controlled by none of the three countries. It is ruled by a council that is advised by various groups, including representatives from the three countries. In general, if you can find it anywhere, it'll be here.
History
Under Construction.
Religion
Religion plays a not-too-strong role in most peoples' daily lives; it is most visible in the calendar system and in the major cities. Most people on Aranaria worship one or more gods of a diverse pantheon, as below. Almost everyone in the civilized areas worships the Lord and the Lady (Emra and Gargarad) - their temples are the most prevalent, and they are frequently sworn by. Persons outside of civilized areas (particularly nonhumanoids) may have their own deities, so don't be surprised to hear a dragon or a beholder swearing by something else. The gods take a fairly personal role in Pyrrea, but not overly so. There are rumors that various sects worship the Three Cruel Lords: Andaemon, the Lord of Dominion; Aarchae, the Lord of Power, and Axtrius, the Lord of Madness, but such worship is forbidden in most civilized areas.
Major Gods
Emra - God of the heavens, also known as the Lord. Husband of Gargarad. Worshipped by practically everyone.
Gargarad - Goddess of the stony earth, also known as the Lady. Wife of Emra. Worshipped by practically everyone.
Belista - Goddess of wrath, war, and violence.
Horkon - God of valor, strength, and courage.
Ikorith - Goddess of magic and magic-workers.
Kercorist - God of adventurers and travellers.
Lantathi - Goddess of the sun.
Nent - God of death.
Ototha - Goddess of crafters and artisans.
Perliran - God of justice and ordered works.
Rantara - God of mysteries and things unknown.
Minor Gods
Madan - Goddess of knowledge and words.
Geeth - God of fertility and growth.
Sarth - Goddess of waters and oceans.
Iterin - God of air and weather.
Teodor - Goddess of fire and those who work with fire.
Cosmology
There are some planes, including (at least as far as you've been told) the plane of dreams and various planes that are home to the gods.
World-Specific Changes
Pyrrea has a few specific quirks about it that may become apparent at various times. These include but are not limited to:
- Humanoid races: Pyrrea has humans, halflings, dwarves, gnomes, goliaths, and the usual monstrous humanoids, but lacks elves, orcs, and blends of the latter two races.
- Alignment: Alignments are a little more flexible on Pyrrea than in standard D&D. People will still act according to some approximation of the alignment axes listed in the Player's Handbook, but assumptions about a particular person or race's alignment can get you into trouble.
- Pyrrea's calendar and "seasons" are a bit different from what normal (Earth-standard) worlds look like; there are basically no seasons, so agriculture is year-round (think southern California) in areas close enough to the equator and nonexistent near the poles.
Miscellaneous but Relevant Facts
Under Construction.
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Last updated Friday, March 24, 2005 by kbyers.
Content by the DM (who happens to be kbyers, in case you were curious).
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