BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Trenado Player's Guide

Selanden: An Introduction

Selanden is the homebrew setting the game will take place. A more expanded history will be provided below for those interested but the following presents the current state of the world. About 700 years ago there was a major cataclysm called the Sundering that broke the world, causing an eastern continent to be destroyed. In the process, the God of Magic, Cordago was sealed away and most forms of arcane magic disappeared. In the vacuum, a pantheon of five deities that represented elemental forms (Fire, Water, Earth, Stone, and Wood) formed a concordance, and a church was formed, the Divine Hand. The Divine Hand became one of the largest sources of power and influence on the continent of Selanden (the primary continent where the adventure takes place) for centuries. In the absence of arcane magic, The Divine Hand’s divine power became critical as a force of change.
  Within the last few decades after centuries of magic being absent from the world, arcane power began to trickle back into the world, no one knows why. The monopoly that the Divine Hand possessed for centuries was now challenged by new upstart arcane practitioners. The world is changing. People and groups find themselves between the established Divine Hand, and the fledgling mage community that is trying to organize themselves and relearn what has been lost and forgotten over centuries. There is also conflict between the nobles of old, and the rising power of trade guilds, whose power and wealth are beginning to challenge the old ways of doing things. Minor religious communities that have remained hidden or were once considered inconsequential are also trying to gain recognition and acceptance as the monopoly of the Divine Hand has been challenged.

Zahura

Zahura is a diverse and prosperous nation situated in a region defined by its natural beauty and rich resources. Its landscape features a vast coastline with bustling port cities, fertile plains, dense forests, and imposing mountain ranges. As the heartland of the Divine Hand, a pantheon of gods revered across the continent, religion plays a central role in the lives of its people, who are deeply spiritual and maintain strong connections to their faith.
The capital of Zahura, Amuni, is a hub of political power and cultural influence. As the seat of the governing body, the Council of Five, it represents the heart of the nation. Meanwhile, Jemaris, a coastal city known for its strategic location and trade, is a melting pot of various races and cultures but also attracts vice, pirates, and other crude types. Cardus, another prominent city, thrives on its saffron trade, textiles, and high-end fashion.
Zahura's economy is built on agriculture, trade, and the production of valuable goods such as saffron, silk, and fine craftsmanship. Its towns and cities are connected through a network of trade routes, both land and sea, that ensure the steady flow of goods, wealth, and opportunities. This has given rise to a society that values industry, entrepreneurship, and cooperation among its citizens.
Despite its prosperity and unity, Zahura is not without challenges. The nation finds itself on the border of other powerful realms, such as the Archfey Venestra's dominion, the Verdant Queen, who commands respect and loyalty from those living near her domain. This has led to a complex relationship between Zahura's traditional faith and the reverence for Venestra, as her presence feels more tangible compared to the distant gods of the Divine Hand.
As adventurers in Zahura, players will have the opportunity to explore a rich and vibrant world, defined by its thriving economy, powerful religious influences, and complex relationships with neighboring powers. They will encounter diverse cultures and environments, navigate the intricate web of politics and trade, and face the challenges that come with maintaining balance and harmony in a nation caught between its faith in the Divine Hand and the undeniable presence of powerful, otherworldly forces.
Trenado
The adventure takes place in Trenado, a small farming town on the eastern border of the kingdom of Zahura, located on the western coast of the continent of Selanden. As a farming community it is known for growing wheat along with other crops. Grapes are the other major crop, and the Gold Leaf wine produce in this settlement is considered among the finest on the continent of Selanden.

Player Options

All official class options are available to play. UA and Homebrew will be allowed on a case-by-case basis. For example, I’m fine with Matt Mercer’s Bloodhunter class. Multiclassing is allowed, but if you do so I prefer you let me know in advance so that it makes sense for logical/narrative purposes. I prefer to do Standard Array or Point Buy for stats.   The primary ancestries in Selanden are Humans, Halflings, Dwarves, Half-Elves, Elves, Half-Orcs, Orcs Tieflings, Dragonborn, Genasi and Aasimar. As a general rule I would prefer not using the monstrous races, but an exception might be made under the right circumstances. I would rather not use the races from Ravnica, Eberron, or Theros. Certain exotic races like Tabaxi exist but are pretty rare, but are allowable with that in mind. Canonically, there is a weird history in the setting regarding Elves and Half-Elves, where the Elves were blamed for a number of things in their past and their more inherent connection with magic. Depending on the comfort level of the players, this can be emphasized or removed from the campaign.   PCs may start with a Feat which has to be one of the following: Actor, Athlete, Eldtritch Adept, Fey-Touched, Grappler, Healer, Inspiring Leader, Keen Mind, Magic Initiate, Martial Adept, Mobile, Mounted Combatant, Observant, Ritual Caster, Shadow-Touched, Shield Master, Skill Expert, Skulker, Tavern Brawler, Tough.  

Languages

These are the major languages that MAY be encountered during the course of the adventure. Don’t select a language not on the following list because it almost guaranteed won’t come up or the character’s would have easy access to learning it.
Mirran/Common (Common)
Mirran acts as the Common tongue in most of northern Selanden. The majority of Humanoids in the realm speak this.
Zahuran (Undercommon)
The native language of Zahura. Though speaking Mirran has become common for trade and international discourse, some people in Zahura prefer to speak Zahuran, or only know a handful of phrases in Mirran.
Eldari (Sylvan)
The language of the Fey Court. The majority of Fey creatures know this tongue, and though a handful speak Mirran, they prefer their own language to converse it.
Lindrian (Halfling)
The tongue of the Lom of the nation of Lindria. Lindrian is rarely spoken outside of Halfling circles. They are known to be protective of their language and culture. Gnomes and the Nythe also usually know Lindrian.
Imperial (Celestial)
The ancient language of the High Elves of the Gladrion Empire. With the downfall of the Empire, Imperial is essentially a dead language. However, there are Imperial found in certain ancient texts, and the a number of spells and other arcane things of importance are inscribed in the old Imperial tongue. The Unseen Tower and the Aster Assembly have been been known to study Imperial in their quest to recover the ancient magicks that have been lost.
Dwarvish (Dwarvish)
The language of many of the Dwarves in Selanden. It is not common for outsiders to speak Dwarvish, it has been known for some to master the tongue to better facicilate trade and dialogue with their Dwarvish neighbors.
Goblin (Goblin)
The language of Goblins. Few have tried to learn their language or have had an opportunity to do so.
Draconic (Draconic)
The language of dragons, or so is the claim. Few dragons have been seen within the last century or so. Drakkenkin (Dragonborn) however claim the language they speak was taught to them by the dragons of old, so they are the primary speakers of this tongue.
Orcish (Orcish)
The language of the Orcs they use to communicate across tribes. They tend to have their own local variants to use among themselves but communicating with others outside their tribe became important.
Elven (Elven)
This is the Tongue of the Three Realms, that Sirdun, Valeria, and Lonnetar used to communicate with one another. There are localized Sirduni, Valerian, and Lonnetaren languages, but the need to communicate with the other Elves in the alliance prompted them to create this shared language. It is based loosely on Sylvan, and there are a number of common words between the languages.  

Homebrew Content

  Selanden 5e Homebrew Master List

Factions of Selanden

Factions of Selanden

Tensions

Arcane vs Divine
Arcane magic was lost to the world for over seven hundred years and during those centuries the Divine Hand guided the people, as a source of hope and protection from the terrors of the untamed world. According to the Divine Hand, arcane magic is an abomination and an act of hubris against the gods. The disappearance of magic was confirmation that their way was correct. Within the last fifty years arcane magic has returned to the world, and the once estalbished faith of the continent is being challenged by upstart mages seeking to reclaim and restore magics thought lost to the world.
Guilds vs Nobles
For centuries most of the nations on the continent of Selanden had monarchical government and instituted some form of feudalism. The merchant class has gained much wealth and power over the last century. Merchant guilds have changed the way commerce and the management of products and wealth. There are Guildmasters and Merchant Princes that have used their considerable wealth to make their own rules and do not wish to be beholden to nobles and the established hierarchy. A power struggle between new money capitalists vs traditional old money nobility has begun.  
Civilization vs Nature
Another point of tension is between the civilized world of the mortal societies and the wild expanse of nature. This has pitted Fey, Dragons, other creatures and occasionly even certain groups like Orcs or Elves, against the walls and roads of the civilized world.  

Lore

A Brief History of Selanden

Ancestries

This is more specific lore regarding the races in the setting. Elements can be emphasized or downplayed depending on comfort of the players.
Other Ancestries
There is a number of other Ancestreis that are to be encountered on the continent of Selanden, most notably a number of mixed ancestries. The three mixed Ancestries noted in this section Linkari (those of mixed Elven and Human ancestry), Ignarim (Those of mixed Orc and Human ancestry), and Gnomes (Those of mixed Lom [Halfling] and Eldari [Fey] ancestry). These are specifically referenced because they are the most common mixed ancestries in Selanden, and because they have been established for centuries and have become full ancestries in of themselves, so Linkari marrying Linkari that have Linkari children, additionally they have developed their own culture and way of life. Perhaps as time progresses new ancestries may emerge such as the Seangru, those of Orc and Krey lineage that can be encountered in southern Zahura and the region of Baehan. A conversation between player and DM may be appropriate when considering a mixed ancestry not listed here such as a Dwarf and Halfling character that combines features from both ancestries.

Nations of Selanden

Cyril (Inspired by British Isles and Western Europe)

  Cyril is a kingdom located on the east coast of the continent of Selanden, primarily inhabited by humans with notable communities of Lom, Linkari, Dwarves, and Drakkenkin. It is a nation that values knowledge and education, with a high literacy rate and prestigious academic institutions such as Kent University. Cyril is ruled by a monarch, who appoints Princes to rule over the kingdom's princedoms. The nation is also home to the Church of the Divine Hand, the official religion that has seen a decline in popularity among the nobility in recent years. Magic is outlawed in Cyril, but some nobles and organizations such as the Smokeleaf Association still cooperate with spellcasters. The Cobalt Legion serves as the kingdom's primary military force.

Lindria (Inspired by France/England with Dutch and Swiss influences)

  Lindria is a Republic, one of the only nations that doesn’t have some kind of monarchy in place. Each province is led by a regent that is elected, and a High Regent that presides over all of Lindria. This is a country predominantly populated by Lom and Humans. Lindria acts as the agricultural breadbasket of northern Selanden. It is the most recent member-state of the League of Nations the body that accepts the Divine Hand as the official state religion. Lindria reluctantly joined, mostly out of fear of the nations to the south invading the nation. There is currently internal conflict in the nation, particularly among the Lom, of the older ways of being close to the earth and acting a caretakers, against the lure of coin and profit.

Mir (Inspired by Germanic and Eastern European cultures)

  The nation of Mir in northern Selanden is a culture that values warriors and martial prowess. There is a great wall built at the northern border of the nation. Mir claims there are great giants in the northern frozen wastes and that Mir act as protectors of the free lands by keeping the giants in their icy lands. At its height before the Sundering Mir had an empire that spanned much of northern Selanden. A consquence of this expansion is that some form of the Mirran tongue was utilized in many parts and acts as a Common trade language. Conflict with the Gladrion Empire and the Sundering forced Mir to withdraw to its current borders. There has been much talk in high and low places to expand their borders and reclaim their former glory.

Zahura (inspired by Medieval Spain with a Moorish influence)

  Zahura is a diverse and prosperous nation, renowned for its abundant natural resources, strong naval presence, and deep-rooted faith in the Divine Hand. Its cities and towns are hubs of commerce, with the capital city, Amuni, at the heart of it all. Cardus, another major city, is a vital trade center known for its saffron production and fine textiles, reflecting the nation's rich cultural heritage and skilled craftsmanship.
A sense of unity and national pride is fostered by the Council of Five, which includes the Monarch, Hierarch, and representatives from various aspects of society. While the Divine Hand plays a significant role in shaping the nation's values and customs, Zahura is also home to a myriad of other beliefs, creating a complex and vibrant religious landscape. The people of Zahura are fiercely protective of their way of life and are ever-vigilant against potential threats, both from within and beyond their borders.

Kalan (Incan and possible Nepali culture)

  Kalan is a nation predominantly populated by Taivalin that refer to themselves as the Elect, a group from the sundered continent to the east where the Gladrion Empire once stood. Kalan is dominated by highlands, plateaus, and mountains. The highest mountain in existence, Mount Sinchu is located in this realm. The capital of Tormaali is built at at the base of this mountain, which is claimed to be the oldest city in existence predating the Sundering and even the Falling of Vahinta.

Other Nations

  There are other nations in Selanden such as Baehan (inspired by Korea), Jiansu (based in imperial China), Hikara (inspired by Japan), Ixcotulan (centered in Aztec/Mayan civilzations), Valara (former nation of the Moon Elves now colonized by Mirran nobles), and Novantium (Orc nation rooted in Roman inspired culture).   Most of these I haven’t expanded much in part because of time, and in part because I do not want to handle some of these cultures in an indelicate manner, and until I can consult with cultural experts to give these parts justice. These nations and peoples however exist, even if I have not put much emphasis on them.

Continent of Ishia

Across the Spice Sea west of Selanden lies Ishia, a smaller continent than Selanden. It is majorly dominated by the Keillan Empire, inspired after mythic India. The capital city of Keil, is the greatest city of this or any age, its population rivaling some small nations. Mura, (patterned after the nations of Saudia Arabia and Turkey) and Gensia, a nation of Elementari, are vassals of the Keillan Empire. In the Western Wastes lies Eshen, patterned after Egypt, is a competing power to Keil on the continent.   Like the other nations detailed I haven’t expanded much on these as well because I am waiting on having the funds to have cultural consultants to approach these cultures with sensitivity.     Cypher System Specifics GM Intrusions Appropiate Foci, Custom Foci Descriptors, Races Cyphers New Abilties Monster/NPC Statblock PC Pregens     Savage Worlds Specifics Edges/Flaws Races Spells/Magic Monster/NPC Statblocks  PC Pregens     Mythos RPG Specifics   Tales of the Valiant

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!