Homelands

This page lists out the different lands within Dresilan. Every character must come from one of these lands as they change the character's base stats and modifiers.

## Dresilan, Tyraggor and Jinn-Ran

Dresilan the name of the fantasy world in which Dungeons in Dresilan takes place. Dresilan is home to many unique and interesting races, fantastical beasts, and nightmarish monsters. Overall the world is shaped by it's Players and Masters as people play. As such, the "official" map has settlements and things added or removed based on the results and going-ons during campaigns.

Most of the content within Dresilan takes place within Jinn-Ran or Tyraggor.

Tyrragor is the name of the larger continent while Jinn-Ran is an island nation. Many of the cultures found within Dresilan are based on real-life cultures being mish-mashed together with fantasy elements to create a unique-feeling yet grounded atmosphere in the world. For example, the culture of Jinn-Ran is a mixture of both Arabic and Asian cultures.

The history of Dresilan is unveiled both by it's players and written by them. Player's characters are permanent in the world, and after they are created, if the Player chooses to make another character, a DM is free to use their characters (with explicit permission from the player) within their campaigns as a Non-Player character. This is to make the world of Dresilan feel more connected and to make it feel as if these wandering adventurers are actually wandering.

## Homelands

Homelands are an essential part to one's character sheet, as they not only help someone shape the identity of their character, but they also make a difference to the stats and abilities a character has access to. Each homeland has a culture that the Player may decide that their character does or doesn't participate in.

## Welka

On the eastern side of Tyrragor lies Welka. Once upon a time, Welka was a small kingdom, full of a jolly and cooperative people. Their king was only really a king in name alone, and any major political decisions were made by the Welkan League of Representatives, a collection of leaders from all parts of Welka. The land was mostly Rural, and heavily wooded, with large deciduous trees dotting the landscape with small forests here or there. Nature was the most important thing to the Welkan people and it was everything they stood for. This all ended with the last King of Welka, Caugus Milatan, who came into power some hundred or so years ago. The King suddenly one day disappeared and shortly after, a burst of otherworldly, horrible arcane power erupted from the grounds of the land.

To this day no one knows precisely for what reason Welka became the rotten and vile place it is now.

The once great but small kingdom now hangs in a diseased state. The greenery that was once lively and fruitful is now grey and sickly, bearing only rotten dregs. Animals that had once lived there now live with glazed over eyes and thin, bony bodies. Even their meat stinks to high hell, and no one dares partake of it anymore. Some claim to hear of foul beasts in the mists. Even more stories tell of certain nights on which spectral or skeletal creatures can be seen patrolling the skies, looking for victims to snatch up.

What small communities do remain on the Welkan Shores, for whatever reasons they may, are less citizens and more survivors. Those on the outskirts of the cursed land usually have a natural knack for Arcana. Their harsh living conditions also give them a natural frailty due to malnutrition and living in near-constant vigilance. Those who live in these established towns have their ways to ward undead and perform rituals to stave off the ever-present curse of their lands.

Those who find themselves deep within the Swamps of Welka are a different breed. In combat with the evils they face daily, they have a savagery to them that rivals any other. Their brutality, however, extends only to those who are resurrected after death-- the undead. As Welka proper is bursting at the seams with those afflicted with the Welkan Curse, those from the Swamps give no quarter to those who would seek to spread the curse to others. Due to the location of their communities -or lack thereof- those from the Swamps tend to be secluded and isolated in personality and others may find the way they act strange.

### Welkan Homeland Regions

- **Cursed Home**: (Passive); +1 to Casting Arcana. Moderate Curse resistance.
- **Determined Survivor**: (Passive); Can roll 1d4 to resist a *Deathblow,* if the result is 3 or higher, the user remains on 1 HP.
- **Cursed Home**: (Passive); +1 to Casting Arcana. Moderate Curse resistance.
- **Devil Slayer**: (Passive); +1 to Hostile Actions toward Undead (e.g. Zombies, Mummies, Spirits, Sseriyo, etc.). -1 to Hostile Actions toward the Living.
## Zeltrus

Zeltrus is a supermassive theocratic City-state. It's smack in the middle of Tyrragor and it borders Welka. Zeltrus is known throughout all of Dresilan for it's highly impressive and militaristic Clergy. Their God, Zelatraius, is held as one of the most important tenants to life there. They honor their god daily with offerings of their hard work and the fruits of their labor. The people of Zelatraius do not discriminate based on someone's gender or race, as we are all considered equals under Zelatraius. No, in fact, the only people they consider not inequal under Zelatraius are those *not* under him.

Their religion is not only enforced by law, it is enforced by violence. Those who do not worship their god are worth less than dirt, regardless of any other contributions they may or may not make to society. If one worships other gods, they are universally, at best, expelled without impunity. At worst, non-followers will join their ancestors in the realm of the dead. Their greeting prayer shows they wear their tendency for religiously-based violence on their sleeve. "Blessed be, those who run."

Admittedly, most of the more devout and prevalent members of the society gather more closely around the Western part of the country, bordering the wall dividing Zeltrus and Welka. The Eastern portion of Zeltrus is moreso dedicated to small towns, pastures, and farms. Citizens of Zeltrus in the East are less likely to throw violence at you, should you worship differing gods, and some may even invite you for dinner. Many refugees to other countries escape from the Eastern border and there's rumors that there may even be groups within the East who seek defect entirely to other nations... or even gods. This is simple conjecture though.

Those from Zeltrus have Iron Wills and stigmatic natures. They're always robust and battle-ready, boasting expertise with many classes of weaponry, from polearms to cudgels, and their naturally high faith grants them the ability to perform magical deeds. Zeltranites always get along with one another.

### Zeltrus Homeland Regions

- **Stand United**: (Passive); Gains +1 CHA for every other Zeltranite, Leyan, or Cerrisian in Party.
- **God's Word**: Utility (Extra); 3 turn cooldown; Grants +2 Phys. AND Arc. Defense for 1 turn.
- **Devout Follower**: (Passive); This character starts with a copy of the Zeltryddesey in their inventory.
- **God's Teaching**: Utility (Extra); 3 turn cooldown; Grants +1 Phys. AND Arc. Defense for 1 turn.
- **Devout Follower**: (Passive); This character starts with a copy of the Zeltryddesey in their inventory.
## Bolucea

Pronounced "Bow-loo-chay-yuh".

Bolucea is a coastal nation, bordering the southern side of Zeltrus. The nations are long rivals and have waged countless disputes and wars against one another. The two nations vehemently detest one another but they relatively recently signed into a peace treaty. Zeltranism is outlawed, but otherwise citizens here have complete religious freedom.

This area within this nation is basically warm year-round. The coastal regions are hot and enjoy lovely assortments of unique fruits and vegetation, lovely sea breezes, and piracy. The more central regions are a wonderful lightly wooded forests where one can still smell the salty coastal air. Due to the nations naval-based economy, the country has a bit of a pirate problem. Mercenary groups and privateers alike make up many of the nations "law-abiding" citizens. Gangs and crime usually end up running amok as equally as they actually and genuinely support the infrastructure. A few of the largest groups have formed a sort of government at the top, called the Aristocracy.

Coastal Bolucea is at the forefront of a booming trade economy, trading rare spices, exotic imported goods, and all manner of fancy equipment. If there's a boat on the water, there's a good chance the crew is Bolucean. Coastal Boluceans are experts when it comes to shoveling goods onto a boat and selling their products and services to a customer, regardless of if they initially wanted it in the first place. The only thing separating Bolucean merchants from pirates is a bath, a clean shave, and a peace of parchment declaring they work for the big-wigs.

Central Bolucea, called derogatorily by the coastal inhabitants as, "Land-lubber's Pier" is a stretch of forests that are home to a lot of the more militaristic and fanatic members of the society. Land-lubbers usually work and toil for the purpose of boosting the country's military to match that of it's peers. Local trade companies usually work with the citizens here to source their exports while distant merchants put in trade requests from the diligent workers at the mills. As a result of them having a more close proximity to the nation of Zeltrus, they see more reason than the coastal people to raise up their arms.

Recently, however, the country entered a Civil War. After a certain political prisoner was taken in by the Aristocracy, the people revolted and formed their own nation.

### Bolucean Homeland Regions

- **Trader Joe and Pirate Patty**: (Passive); +1 to Taming/Speech and Intimidation.
- **Gruff and Tuff**: (Passive); -1 to rolls for casting Arcana, +1 to Defensive Abilities.
- **Zeltraphobe**: (Passive); +1 CHA for each *Bolucean* or *Lokian* in the party. -1 CHA for each *Zeltranite* or *Cerissian* in party.
- **Gruff and Tuff**: (Passive); -1 to rolls for casting Arcana, +1 to Defensive Abilities.
## Cerris

The Region of Cerris was previously the southern half of Bolucea. Civil War broke out in the country after the capture of a certain Political Prisoner by a group of Adventurers who were bankrolled by the local government. After breaking off from Bolucea and the rebels formed the Republic of Cerris. When the civil war broke out, the Zeltranite Lord decided to help reinforce and assist them fight against their oppressors in return for their faith. As a result the republic is considered a Territory of Zeltrus.

Cerris is host to a tropical climate and has many smaller islands around it. As far as capital cities go, the closest thing Cerris has is Sapitto. It's no sky scraping city but it's a decently sized port town. Piracy and gangs used to be a problem here, but since the Civil War broke out, those who participated in such things instead answered the call for the people.

The People of Cerris are very accepting and try to be kind to all who enter. Cerrisians are a jolly and hardy group of people who stand for what they believe in and are more than happy to turn a blind eye to one's past if it means making a better future for everyone. The only people group they dislike is Boluceans, for obvious reasons.

### Default Abilities:

- **Zeltranite Ally**: (Passive); +1 CHA for every Zeltranite, Leyan or Cerrisian in the Party.

- **God-fearing**: (Passive); This character starts with a copy of the Zeltryddesey in their inventory.

- **Gruffer and Tuffer**: (Passive); +1 to Feats of Strength and Constitution, -1 to Feats of Dexterity and Intelligence

## Galudar

Nicknamed the 'Land of Labor', Galudar is a region all to itself in the northern coast of Tyrragor. They're fairly separated from other continental regions due to the Leyan Mountains stopping most would-be traffic. As a result, people from Galudar tend to be very self-sufficient. The area is assumed to be the ancestral home of the Haoss, but due to the nuances of Galudar social etiquette, such things are left up in the air; frustratingly so for historians.

Due to their unique location and cultural values, Galudar has remained out of most regional conflicts, directly atleast, in and out of Tyrragor. This doesn't stop other regions from trying to buy up Galudarian steel and goods to help with their war efforts, however. As far as Galudarian officials are concerned, to the highest bidder go the spoils.

The regions cultures are split up into two main sections, with a technical third in the north. The vast majority of the population of Galudar live under the mountains in locked away cities in what are called "Vault Cities". These cities are called this due to their structure of being in a gigantic dome within the mountainside, locked off by a gigantic vault door, making them totally inaccessible to the outside. The reasoning behind this is that it keeps trade and manufacturing steady as there are certain days designated for each. Most from the vaulted cities don't tend to be very talkative due to their progress-focused society, so much so that their motto is, "Talk wastes Time, Time is Money."

The other large portion of Galudarians live in the valleys between and next to the Leyan Mountains. These people live settled lives in the large grottos of windy fields. Most frequently they lead quiet lives of herding mountain animals and helping to direct traders and the like to the vaulted cities. The Valley-born Galudarians are a mostly peaceful people and have known little conflict and enjoy the fine arts of music, singing, dance, and things like cheesemaking. Occaisonally, those from the North do cause some trouble for the Valley-born, but mostly it ends in agreements of racketing.

Exiles from the Vaulted Cities (and some even from the Valleys) live far off in the Volcanic wastes of the north. They must remain mobile as nomads in the region due to encroaching dangers. They often live life as hostile pillagers to those who would encroach on their domains. The residents of the Valleys usually aren't in much danger from the people of the North, so long as they stay out of their way when attempting to break into the Vaulted Cities and pillage their goods. The wastes are no place for agriculture and no place to raise young. Those forced to live here either don't last long, or become legends down the line. Those born here are destined for hardship.

## Leyanthe

This small nation borders the eastern side of Zeltrus. They were originally an independent nation, but after a large-scale war with Zeltrus, in The War of the Plain the country became a territory of Zeltrus. By most other countries it is considered to be simply part of Zeltrus and it's people considered Zeltranites. They're far away enough from the capital to not usually face persecution for their 'heretical' faith.

Based in the west, along the Zeltreyan Mountain pass, is where the "Holy" region is contained. Within the holy region is one of two Orders of Leyanthe, known as the Light Leyan Order. This Order seeks to learn all there is to know about Healing Arcana and to contribute their findings to the Grand School of Arcana in Central Leyanthe. Many members of the Order are born into it, though some come from outside of the country, seeking their wisdom. People in this region have different levels of involvement with the Order itself, but those who are born here are always considered honorary members.

In the east, along the coast is a more free and areligious land, full of those who seek the knowledge of the Occult. Another Order takes the helm in this region, known as the Dark Leyan Order. This cult wishes to study and understand the seemingly infinite depths and applications of Corrupting Arcana, and will regularly come as an agreement with the Order of Sages to contribute their findings to the Grand School as well. This order is made up of quite a few who defected from the strictness of The Light Leyan Order, but many do not pass the tests required to become a true Shaman. A smattering of the members of the Dark Order are sought after by The MageHunter Guild as they are considered Arcanical Terrorists.

Seated in central Leyanthe, The Grand School is home to many of the world's most powerful Magic users and Sages. It can be assumed that atleast 70-80% of the commonly and uncommonly used Arcana originate from one of the many scholars within Leyanthe as a whole. It is also said that Sinn himself makes semi-regular appearances within different parts of the country, interested in how the denizens use their magical gifts. Those who live here have no specific alliance to either Order and the bulk of the population lives in some of the central cities.

## Kellk

Kellk is less of a nation and more of a region. In part due to it's inhabitants lack of a common driving interest, it has no formally recognized government. The people of Kellk are hardly versed in the common language and are only able to speak a few words of it.

Kellken society is a Matriarchy. Those who are women, regardless of race, are all entitled to power and men are expected to be subservient to them. Kellken men who leave are often alienated and ostracized for their smaller stature and submissive role in their society. Kellken women on the other hand, are large and have a disturbingly firm grip on corrupting arcana and are often feared outside of Kellk. This being said, the Kellk people rarely leave their tribes.

Most of the people of Kellk are nomadic within the region and follow the seasons. They can be found in large quantities in the warmer regions year-round in larger encampments. Often times, they settle in forest clearings and more open areas but some tribes live amongst the trees or in caves. Different tribes vie for control of the region but they don't have any sort of written history so there's no means with which to track the region's leaders.

Historians argue about the origination of the grip on arcana that females of Kellken lineage have, but most trace it back to one object that comes up in many culturally significant stories passed down through oral tradition. The Kellkscar. It was said to be implanted in the original Matriarch and her blood now carries the arcane power.

### Default Abilities:

**- Kellk Matriarch:** Passive (ONLY FOR FEMALE CHARACTERS); +2 to rolls to cast Corrupting Arcana, casting Any Arcana has an additional cost of 2 Life. Gains +10 Additional Max Mana and +2 INT. Loses -4 to CON. Cannot select classes using Tension as a Resource.

**- Kellk Bachelor:** Passive (ONLY FOR MALE CHARACTERS); Gains +1 to CHA, PER, and DEX. Cannot use Arcana or perform Feats of Intelligence. Loses 10 Max Health and -1 STR. Cannot select classes using Mana as a Resource.

**- Kellk Abnormality:** Passive (ONLY FOR SEXLESS CHARACTERS): Gains +2 to CHA.

## Jinn-ran

Jinn-ran is called by many the, 'Land of Silver'. It's an island nation off the coast of Tyrragor, and as such has very little interest in the national conflicts of those on the continent. Despite being an island nation, the size of the nation is comparable to that of Zeltrus. The vast majority of the nation is covered in deserts or sparse grasslands. There is one singular mountain in the centre of the country, named after the first imperor, the Ji-tan Mountain. The Sseriyo find the name of their race from the people upon this land as well as their original home. The Hsrati are also said to have first been found in mild numbers in the deserts long ago.

The nation was not always united under one flag, and no period exemplifies this more than that of the era of Ji-tan Feudalism. There were once many smaller regions throughout the country controlled by many different leaders, as many as 19 at the peak of the conflict. During the conflict many battles were waged for control and the discovery of certain techniques and combative prowess such as Tension Control found their way into common knowledge, though only after the resolution of the conflict. Eventually, the first emperor, Ji-tan Kibi, overtook the country by uniquely merging many smaller factions together by challenging their leaders in a multitude of what at the time were simple children's games. After the merging of these groups into one large group, he challenged alongside them the second largest group, the Karan. Some sympathizers with Karan are said to still be around to this day...

In the current-day region of Jinn-ran's Grey Valley, it's people cherish tradition. They have an unprecedented love and appreciation for the art of dance and combat. Creation of arms and armor is more treated as an artform rather than a test of practicality here. Typical cloth of even commoners are long and intricately designed silks with beautiful patterns. Those who are well off are often covered head to toe in shining gemstones and jewelry accompanying their fanciful outfits. Poorer folk still try to look their best wearing basic patterned tarps or sometimes even rug shawls over their bodies.

In the Dustplains, there lies the most densely populated region of all of Dresilan as a whole. It's not unheard of that families in this region share a front porch with atleast four other families. Most people here have a propensity for getting along easy with others as within their community, it's essentially a requirement to get by in life. A tradition exists here to engage with the sport of competition shooting and those who make their way to the top of the region's competition usually lead very comfortable lives. Many outlaws from the Dustplains take the form of gunslingers who roam the deserts in search of quick cash.

Centrally in Jinn-ran there's a hidden order of monks called the Dahn-Au Garata found within the mountains of Alosi. Their name translated over from Old Jinrani means, "12 Rings". They have a fundamental belief in the betterment of one's self using their methods of isolated training. There's countless temples hidden within the mountains that are offshoots of the central order and they will more than likely not ever be found due to the intensely isolationist teachings of the temples. Every once in a while, though, people who are exiled from the temples or choose to leave for one reason or another make their way away from the mountains and seek something further.

## Lokao

This landmass only recently discovered by a group of explorers known publicly as The Thorn. Prior to it's discovery it was only theorized. It was found in the reports written by the Captain of the discovering squad, and legendary hero. Kreshh (begrudgingly checked over by his other legendary accomplice Fretti, as Kreshh can famously, not read or write) that the region was inaccessible due to a massive magical barrier that was erected some time ago. The validity of these reports cannot be completely checked over as they also contain mentions of Depth Snakes, Depth Crabs (two creatures considered extinct at this time) as well as local legend and mythical figure The Father of Waves.

The region itself is a beautiful tropical archipelago that is currently serving Bolucea as a tactical base in the ongoing civil war. The local citizens of the Islands mostly consist of the Qesh and the Toofa (and related subspecies), though other races are among them in small numbers. Those who are from Lokao have a rich and storied history, as well as a somewhat unorthodox affinity with magic. To the ignorant, they may seem similar to residents of Welka at a glance; but Lokians are less focused on magic as a general strategy and more as a means to an end.

Tales of an old, cursed civilization found from excavated artifacts from the area show it was at one point known as Floodland. A large chunk of the landmass, and the history it took with it are mysteriously missing.

### Default Abilities:

- **Plossit's Boon**: (Passive); Resistance to weak curses.

- **Unorthodox Affinity**: (Passive); INT checks are inversely calculated. (Positive is negative and negative is positive).

- **Bolucean Influence**: (Passive); +1 CHA for every *Bolucean* or *Lokian* in your party. -1 CHA for every *Zeltranite* or *Cerissian*.

## Orog Castle

Somewhere off the shores of Welka there are claims of a castle which now rests upon the crags of a distant reef. Though it rests there, it's people still live within it happily. Apparently at one point the castle resided in the sky, above all other nations but something brought it down to where it now stands. Though it seems a rather middling size castle from the outside- the creators happened to be powerful beings, capable of manipulating the very nature of space itself. The inside of Orog Castle is a vast network of communities big enough to be cities in heir own right. Orogs live their entire lives here, lest the leaders of the various communities within the pocket universe deem the denizen worthy of exile.

Orogs worthy of exile are taken to the large tower within the center, at the top of which roars a massive churning portal to The Aether. Most Orogs within the castle are taught to believe this portal brings them straight to hell- but in reality they are simply spat out somewhere else seemingly at random within the world of Dresilan. Orogs who find their way back to the castle are killed by the guards on sight, as no one within the castle may know of the true meaning of being exiled.

**Default Abilities**:

- **Orog Castle**: This homeland may only be selected by members of the Orog Race. Members of the Orog race are very permeable to forces around them. For each Tension user in their party, an Orog gains +2 to their Maximum HP. For Each Mana user in their party, an Orog gains +2 to their Maximum Resource. If they have party members who do not use either resource, they are granted +1 Phys/Arc Defense. Orogs have a +1 to all interactive checks save for Taming/Speech, and +1 to Melee Attacks, and Defensive Abilities. They also have a -3 to Stealth/Sneak and Taming/Speech, with the exception of when speaking to another Orog; in which case they gain +5 to Taming/Speech.