Terragard Wikia

The wiki for all things set in the homebrew DnD campaign set in the land of Terragard.

## Campaigns

Current: The Golden Prince

Past: http://terragard.blogspot.com/

## Pages Under Construction

* Factions
* Campaign seeds
* Encounter seeds
* Dungeon Concepts
* Magic Item seeds
* Game Concepts
* Blood Magic Mechanics
* Alchemy
* Materials
* Towns
* Enemies
* Trade Routes
* Secret Player Beginnings

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## History

Terragard is a large continent on one of the many worlds of the mortal plane. It's history is thickly draped in mystery and magic, large-scale disasters and the rise and fall of exotic nations and peoples have been common throughout history.

The continent was discovered during the earliest exploration ages of the mortal plane, but before it could be widely explored or settled, it was lost to the rest of the world, cut off by a large magical storm known as the Maelstrom that prevented any travel by boat or even by magical teleportation. This storm lasted for millennia, and was primarily forgotten until the storm subsided about 1000 years ago, when explorers and kings have tried to tame the land for their own gain, to much their ruin.

A multitude of civilizations have risen and fallen within Terragard due to its ever-changing nature, leaving remnants from every age scattered across the land. This tumultuous nature make Terragard excellent exploring and adventuring territory, things are constantly being discovered, often ancient or magical in nature. It seems that Terragard is rife with events that change the physical, civil, and economical landscape. Rich deposits of metals, gems and ores, are regularly discovered by the dwarves - the elves frequently find new species of plants and forest creatures in every age, events uncover ancient lsot secrets, or unleash horrors from below the surface or hidden within the mountains. There is scarcely a dull moment anywhere in Terragard.

The Native Races of Terragard have thrived, learning to live in harmony with the land, through generations of perseverance.

### The Seven Ages

Several large cataclysmic events have affected the land and the history of the people within, each event destabilizing the land and almost all of its inhabitants in a cycle every couple thousand years. Each major event marking a divider as it is resolved, and the age is named, and a new age is declared to begin.

#### 1st Age - The Age of Exploration

While the land was untamed and wild settlers found rich resources and worked to export as much as they could for profit back home. Existing dwarf clans and elves were found living in the mountains and forests, matching descriptions of long-lost havens and paradise cities thought only myth to the races outside of Terragard, leading to many braving the journey to join these native cities and towns. Those who sought to carve their own ways built cities and towns but faltered against untamed Terragardian nature. Many of the settlers were wiped out due to a massive Blight - a widespread illness that swept through the new settlers, enough to set back human settlement to almost nothing by the end of the age. After a cure was found it marked the beginning of a new age for the native races of Terragard.

#### 2nd Age - The Age of Prosperity

After the cleansing of the blight, word had traveled far and wide of Terragard's riches and and thus began a thousand years of migrations from external nations. The land's rich resources saw many new nations rise and come into power in the western and central regions. The age was mostly peaceful as these powers grew and settled in until the appearance of The Maelstrom - a magical storm that cut off all communication and travel. For a thousand years the island continent was isolated and from the outside most assumed Terragard completely lost until it faded into myth and legend. With trade and reinforcements cut off, the struggle to become self-sufficient caused many nations to resort to violent war and hostile actions. Nations rose and fell until the first devastating winter cycle of Terragard's everseasons.

#### 3rd Age - The Age of Winter

The winter everseason lasted an age itself, wiping out most who were unprepared. The elves had attempted to warn the new humans that winter would be coming soon - but only the elves had prepared when it arrived. There were major losses in the settlements outside of the largest cities, setting the population and land claims back significantly for each human nation. Many people migrated south during this time, if they were able, to warmer desert climes, even though they knew it meant slavery to the southern nations who were famous for their hostility and warlike nature at this point in history, but most considered it better than death. This set an imbalance of power among the southern nations and the rest of the human nations in Terragard.

#### 4th Age - The Age of Strife

After the winter receded, the nations once again resumed rebuilding their lands as well as their petty rivalries, racing to rebuild strength in order to take advantage of the other nation's weaknesses. This age saw the most fighting among the major powers for land and resources. The receding winter seemed to refresh the land, re-growing much of the forests and the melting of the snows cleansed the rivers and lakes, known to the elves as the Renewal, and many new deposits of resources were revealed. A thousand years of war between southern and northern nations, and infighting among all tore the land into separate pieces before the second winter everseason arrived, though this time the nations were more prepared it ceased most wars and hostility, bringing an isolating peace to the people.

#### 5th Age - The Age of Peace

After decades of isolation in winter the remaining nations of Terragard grew weary of resuming old hostilities and sought instead to make peace, after the implosion of the southern nations due to infighting and a war with the dragons, a neutral group of wizards who acted as guardians of all peoples rose to adjudicate peace and the pact of three kings was made. The rebuilding process began and Terragard's people were finally given a chance to grow and heal. A thousand years passed with slowed expansion and stable movement toward independence from foreign powers. After a nefarious scheme by the Nation of Neros they cause a massive geological fracture in the land, known as The Sundering.

#### 6th Age - The Age of Tragedy

After the sundering, there was a brief period of quickened efforts in trying to investigate and record it's full effects, but no cause was ever found. In the following few hundred years, the settled powers began to thrive again and grew large and cumbersome under the weight of their own bureaucracy, as the western regions of Terragard slowly drained of inhabitants, having been host to so many wars and the resources being scourged and land sickened with blood and ash. Following this migration, there began to arise a great force of undead in the western region, arisen outside the view of the Adjudicator and the rest of the land's powers. Suddenly and without warning, the undead army marched on the civilized world - starting a great war known as the Great Purge. The forces of the settled civilizations rose up to meet their challenge. Many decisive victories were won, but the final eradication was forcibly postponed by the third winter Everseason which then swept the land.

#### 7th Age - The Age of Rebirth

The easiest winter everseason for the settlers by far, in no small part due to the Adjudicator's preparation, many had learned to simply withdraw to the larger cities to centralize their resources and care, the tensions with the elves had began to dissipate after the last winter everseason when the Winter Court withdrew form the elven nation, and the powers that remained were much more friendly to the rest of the Terragardian people during the winter. The Adjudicator left his post one day with little explanation and is now missing, unable to be found. It is in this age where the current time of Terragardian history has yet to be written.

## Information

### List of Regions

* Lake Garrison
* Reaching Forest
* Lowwind Hills
* Sorrowlight Swamp
* Flooded Plains
* Barrow Downs
* Aether Wastes
* Skylands
* Northhold Plains

### List of Cities

* Springpointe
* Westwatch
* East Landing
* Everbranch
* Timberfist
* Duskwatch
* Embermill
* Yellow Reach
* Sunhold
* Littlegate
* Nerhorros
* Whitewing
* Thunderlight
* Northpointe
* BroadHold
* En'Khal
* Kh'ex

### List of Factions

General:

* Inquisition of the Elder Fire
* Cult of the Ashen End
* Winter Watchers
* The Hidden
* Hollowhanded
* Silver Exiles
* Merchant's Guild
* Great Divination Wizards
* Transmutation Bankers
* Splinters
* Order of the Golden Scales
* Promise of the Cleansing Winter
* Roofrunners
* Red Legion
* Witch Cloaks
* Order of the Lost Guardians
* The Inevitable
* Order of Earthen Fist
* Order of Skyward Hand
* Order of Rushing Circle
* Order of Master's Way

Dwarven:

* Children of the Stone
* Smith Caste
* Merchant Caste

Elven:

* Court of Wolves
* Court of Winter
* Court of Summer
* Court of Devils
* Court of Earth
* Silent Fangs

Halfling:

* Pinnacus Consortium

Nation states:

* Khallex Imperium
* Draconia
* Orsarian Empire
* Jakarian Empire

Religions

People

## Interesting Articles

* Dragonglass
* Orsarian Caprice
* Doom seeds

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