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Players Guide to Teralon

Geography: Teralon is a continent in the northern hemisphere of the world Lonis. The
name is derived from the Old Tongue; Teranne, the human empire which once covered
the continent, and lon meaning land. The climate varies from the cold, arctic Winterlands
of the far north, to the hot, damp sub-tropical Jungle and the scorching dry desert of the
Shining Sands in the south.
There are many temperate, fertile regions of Teralon; from the vineyards of Maria,
to the rolling green hills of Hill Country. Especially fertile is the land near the great
rivers of Teralon. Crystal Lake is the source of the Roccoco (Old Tongue for rolling),
which flows southwest to its mouth at Westshore. Two great rivers, the Melody and the
Harmony, are fed by the snowmelt from the Windy Mountains, which is the largest and
oldest mountain range on Teralon. The Harmony feeds into the Melody near the southern
border of the Kingdom of Hyland. The mouth of the Melody is Lake Ptereco. Legend
has it that the lake was built by an ancient king of the city-state of Ptereco. However, the
lake appears to be a natural lake. Lake Ptereco is the source of the Pterecoflow, a rather
dirty river used for disposing sewage by several city-states along its banks. Teralon has
four large forests. The northernmost is the Trollards, a cold and dangerous evergreen
forest, reportedly home to several tribes of troll. The Elfwoods, located just south of the
Windy mountains, is a lush temperate forest, home to most of the elves in Teralon. The
Greenwoods lie north of Westwall mountains, and are harvested for lumber by several
villages of Westshore. Finally, to the south of the Westwall mountains is the Jungle. It is
a dangerous place, home to many strange creatures not found in the rest of Teralon.
Travel beyond the known regions of Teralon is difficult and dangerous; thus little
is known about the rest of Lonis. To the west lies the tempestuous Deleri Ocean. Sailors
say that only a madman would sail past the sight of land, and none have returned from the
few ships which have attempted to cross the ocean. To the south, past the great sea
known as The Mar, lies the continent of Lacelon, better known as The Scorched Lands. It
is a land of blistering heat, ruled by the cold-blooded Laceritillian Sultan Shess-Nihar. To
the west are the dry and barren lands known as The Waste. According to legend, The
Waste was a fertile land in the time of the great Teranne empire, but was destroyed by the
dark forces which brought down the empire. It is home to barbarian and orc tribes, and
avoided by all civilized peoples. To the north are the Winterlands, so named because the
ice and snow never melt. Travel there is difficult, and the area is home to only a few
hardy trappers.
Peoples: Teralon is home to several races of intelligent humanoids. The total human &
humanoid population of Teralon is roughly 40 million (about the same as Europe in 1000
AD), with a majority of the population living in the central and southern regions of the
continent.
Humans: Humans are the dominant race on Teralon, both in numbers and in
political power. There are five distinct ethic groups on Teralon. Hylanders are the people
from the Kingdom of Hyland. They are typically tall and of fair complexion. The
Kingdom of Hyland is a monarchy ruled by King Theosus VI, High Paladin and Hand of
Elsar. It is a agrarian society, with fewer than ten percent of its population living in

cities or towns. The people of Westshore, often called Westfolk, are, in general, stout and
good natured. Westshore is a republic; each town elects a representative for the general
assembly, held on High-Summers Eve in Westport each year. In the south of Teralon are
the Marian city-states. While a merchant of Teneve would call himself a Tenevian, and
fisherman from Port Samas would say he is a Samasman, the people of the region are
generally called Marians by outsiders. They are typically shorter and darker skinned then
their northern brethren.
The Shr-ata, or The Lost People, can be found traveling in wagons throughout
Teralon. Their legends claim that they came from far to the south, somewhere in
Lacelon. Some sort of disaster (varies from story to story) destroyed there homeland,
forcing them to adopt a nomadic lifestyle. Typically of a slender build and dark
complexion, however there is a large amount of variance due to intermixing with the
other peoples.
Various barbarian tribes live in The Waste. These people are large and have a
ruddy complexion. Many have some orc blood in them, although half-orcs are still
looked down on and treated poorly.
Dwarves: The dwarves are a clannish people living mostly in the Windy
Mountains. A smaller number of clans live in the Westwall Mountains, having migrated
there long ago. The dwarves are otherwise as described in the Players Handbook.
Elves: The elven homeland is the Elfwoods. The elves are mostly as described in
the players handbook, except that in Teralon magic is rare, even among the elves. Hence
the favored class for elves in Teralon is ranger.
Gnomes: A gnomadic race of desert dwellers in Teralon. They dont get the
attack bonuses to kobolds or goblinoids, but get a +1 saving through bonus to withstand
the effects of heat. Otherwise, the same as in the Players Handbook.
Goblinoids: Goblins are most common in the snake-infested badlands, but can
be found throughout Teralon. While they are not common in the more civilized areas,
parents often scare young children with tales of goblins so they dont stay out after dark.
Gremlins: Mischievous fey that can be found in Hyland, typically in the more
rural areas. Gremlins are two and a half to three feet tall, and are hairless. Their skin
varies in color from light green, to tan or gray. They often pull pranks on farmers, such
as letting out the livestock at night or breaking into the home and making a mess.
Gremlin statistics can be found on page 145 of Ultimate Monsters.
Half-elves & Half-orcs: see players handbook. Both races are rare in Teralon.
Halflings: Most of the Halflings in Teralon live in Hill country. They are part of
the Kingdom of Hyland, though under the direct governance of the Mayor of
Greenbarrel. Halfling typically adopt human customs and worship Elsar, the Sun-God.
Otherwise as in the Players Handbook.

Lacertillians: Commonly called Lizardmen, the Lacertillians are a proud and


ancient race. Far more intelligent and advanced than the lizardmen described in the
Monster Manual, the Lacertillians homeland is the Lacelon content, where the Sultan
Shess-Nihar rules all Lacertillians and their Kobold slaves.
Orcs: A savage race of barbarians which dwell in The Waste. See the players
handbook.
Languages: The common languages in Teralon
Common (Teranese)- This is the primary language spoken throughout all
civilized regions of Teralon. Although the language is the same, each region has its own
dialect, and a knowledge geography check DC 15 can be made to determine the
nationality of the speaker. An opposed bluff check can be made to disguise ones accent.
The Old Tongue- An archaic form of Teranese, spoken during the time of the
Teranne empire. The language is mostly forgotten, except by the Church of Elsar, which
still uses it for most of its important documents and rituals.
Aelfin The language of the elves and most fey creatures.
Dwarven (Dothic) The language of the dwarves. Also, Dothic runes are said to
have magical powers.
Gnomish- The language of the Gnomads and the peoples of the Shining Sands
desert.
Lacertillian The language spoken throughout most of Lacelon. Replaces
Draconic in most cases.
Goblin (Nilbog)- the language of the Goblinoids.
Uruk- The language of orcs and barbarians of The Waste.
Religions: Unlike the loose pantheon of generic D&D, the people of Lonis worship in
distinct religions, most of which deny the validity of the others. Within each religion are
various sects and orders, each emphasizing particular aspects of the religion.
Elsarism- The dominant religion throughout Teralon. It is a dualistic faith, which
believes that Lonis was created by Elsar, the Sun-God, and is constantly in danger of
destruction by Nurex the Lord of Evil. The faithful are instructed to uphold Good and
Law, for prophecies foretell that when the hearts of men have turned to evil, Nurex will
consume the world. It holds that these are the only deities, and other divine magic is
granted either by Elsar (under a different name) or Nurex. Appropriate domains for a
Elsar include Good, Healing, Law, Protection, Strength, Sun, Travel and War. Cults of
Nurex are rare, but exist. As worship of Nurex is wholly evil, and illegal in most of
Teralon, the cults usually operate underground, performing their bloody sacrifices in
secret. Appropriate domains for Nurex include Chaos, Death, Destruction, Evil, Trickery
and War. Even more rare are cults dedicated to Selena, the Dreamer. Selena is a
mysterious figure in Elsaran mythology, associated with the moon. Appropriate domains
for Selena include Knowledge, Luck, Magic and Protection.
Lonarians: A religion common among the elves and some of the tribes of The
Waste. Lonarians worship Lona, the Great Mother (the very planet of Lonis). While they
dont acknowledge other deities, they believe that Lona has various great spirits which
assist her. Lonarians are most concerned about the welfare of Lonis, the physical form of

Lona; and wanton destruction of anything natural is a grave crime. Many of Lonas
priests are Druids, but appropriate domains for clerics include Air, Animal, Death, Earth,
Fire, Healing, Plant, Travel, and Water.
Fenn: The dwarves practice a form of ancestor worship, honoring there deceased
ancestors, all the way back to the first dwarf, Fenn, who chiseled himself out of the
granite of the highest mountain on the first day. Clerics of Fenn act to uphold dwarven
traditions, and many hold high offices in dwarven society, such as judges and magistrates.
Appropriate domains include Earth, Fire, Law, Protection, Strength, and War.
Sssesharissm: The religion of the Lacertillians (and other reptilian humanoids).
It involves worship and sacrifice to The Great Old Ones. Domains vary depending on
which Great Old One is worshipped.
The Order of the Empty Hand (): Hidden high up in the Windy
Mountains, isolated from the rest of Teralon is the village of Tzung Seido. Home to a
mere thousand people, who came to Teralon roughly a century ago, from somewhere far
to the east, across The Waste. The center of Tzung society is the Order of the Empty
Hand, a religion which teaches enlightenment through self-sufficiency. The Order
disdains the use of tools of all sorts, including (arcane) magic, because the only tool the
master needs is himself. (All monks in Teralon have trained with the Order, and may
multiclass, but only with the Mystic class of pg 48 of the DragonLance Campaign
Setting. Appropriate domains include Law, Strenght, Insight and Meditation).
Magic: Magic is rare and awe-inspiring in Teralon. Few have actually witnessed magic,
and the stories told of magic have lead many to believe that wizards and sorcerers (few in
Teralon even know that there is a distinction between the two) can do anything with a
mere gesture and a few mumbled words. For this reason magic users are often feared and
distrusted. Magic is partially an inborn ability, not everyone has the potential to learn
magic. Those with the talent are sometimes lucky enough be apprenticed to an older,
more experienced wizard. These apprentices are taught how to direct their magical
abilities, and eventually become wizards themselves. Others develop their talent on their
own, learning through trial and error. These people are called sorcerers.
Divine magic, more frequently called miracles, is also rare in Teralon. Although
almost every village has a priest, few in the clergy can call miracles. Those which can
are called Blessed, and not all Blessed are members of the clergy. Blessed are held in
high esteem, as they serve as proof of their religions validity. Unlike the average cleric,
who usually remains settled to tend to the spiritual needs of the community, the Blessed
are often sent on Missions, to spread the will of the deity. (All PC clerics are assumed to
be Blessed)
Healing: Due to the rarity of magic, the people of Teralon have developed many natural
solutions to their problems. When someone is injured they are usually brought to the
village healer or apothecary. There are several herbal remedies used widely available
throughout Teralon. The most common is an infusion of daffodil (Heals 1 hp, cost 3 sp,
or make- Profession apothecary or herbalist check DC 10), which is used to treat
everyday ills. For more serious injuries, an adders tongue ointment is applied to the
wound (heals 1d8 hp, cost 10 gp or make- profession apothecary or herbalist DC 16). For
snakebites, a sprig of basil is applied to the wound after the poison is sucked out (+2 to

heal check to treat poison, cost 2 sp). The limitation of herbs is that taking more than the
normal dose has no additional benefit (however, different herbs can be taken in
combination; e.g. adders tongue ointment and an infusion of daffodil can be used
together to heal 1d8 +1 hp).
History: The current year in Teralon is 597 A.F. (After the Fall of Teranne). Few
historical documents survived the fall of the empire, so little is know about Teranne.
According to legends, Teranne was a great and wondrous empire, spanning the entire
content of Teralon and, according to some accounts, farther south into Lacelon. Magic
was more common in those days, and stories tell of great academies devoted to furthering
the arcane arts. But the empire was as corrupt as it was great, and the aristocracy was
said to have bartered souls with demons in exchange for material power. The empire
discovered too late that the demons they dealt with could not so easily be controlled. The
barrier between Lonis and the Otherworld weakened from the frequent summonings, and
eventually demons were able to break into Teralon on there own accord. The breach was
sudden and terrible, Teramon, the great capital of the Empire, was demolished in a single
day.
The next hundred years was known as the Black Century, an age of terror when
demons scourged the landscape and destroyed most of civilization. In 101 AF a young
man from the Hylands, Gustave Elemon and five companions set out to rid Teralon of the
demons. The adventures of the six Exemplars of Light are recounted and embellished
upon in the ballads sung by bards all across Teralon. Most important is the tale of how
the Exemplars defeated the Demon Prince Ashmeron in the Valley of Shadows, restoring
peace to Teralon. Gustave returned home a hero, and became King Gustave I of Hyland.
He is regarded a just and wise king, and it was he who commissioned the Great Temple
of Elsar in Midway.
The next two hundred years or so was a time of peace and rebuilding. Many of
the Marian city-states were founded in this period. The city-states never got along well
with each other, and minor skirmished over land were not unheard of in this period. Also
in this period the cities along the western coast became more independent. In 312 AF
they finally declared their independence from Hyland. The war lasted three years, until
the Voice of Elsar (the highest position in the Church of Elsar) ordered King Melomon II
to withdraw his armies and recognize the Republic of Westshore as an independent
nation.
In 357 AF the Lacertillian Sultantate expanded northwards to the coast of the Mar,
displacing the few human settlement which remained in Laceland. Shortly thereafter
they launched an invasion into the Marian city-states. They conquered Port Samas and
Teneve before the city-states formed an emergency alliance and, with aid from Hyland
and Westshore, repelled the Lactertillians from Teralon. Hostilities grew over the next
two hundred and thirty years, and many battles have been fought and many have died in
what is known as the Lacertilian War. However, both sides have reached a stalemate,
neither able to gain and hold onto any new territory.
Classes: While the vast majority of the population of Teralon are commoners,
each of the core classes in the Players Handbook are found in Teralon. In addition, I will
allow the Mystic and Noble classes from the Dragonlance Setting, and the Marshal class

from the miniatures handbook. Ask me about prestige classes and variants, I will ok
anything that seems reasonable in this campaign world.

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