The dragons of Trevski once maintained a mighty civilization, served by the Ophidians and Lizardmen. But due to a long and bloody war this greater society was decimated. Now, dragons of all types are diminished in number, but hanging on. The dragons aren't gone, only reduced and slow-breeding. Some dragon species dwell in or near humanoid lands, though most prefer solitude.
Overall this setting will mix more common fantasy tropes with a "Land of The Lost" feel. An ancient reptilian empire once ruled the world, and its ruins are all over the place. Human and humanoid culture is asserting itself, using ancient magic and new innovations. Culturally, the world is a mixture of petty kingdoms and Renaissance-style merchant kingdoms.
The standard classes found in Blood & Treasure are all available in the Trevsky Campaign Setting. Also included are the Dragon Disciple, Centurion, and She-Devil.
The Three Gods (Religion)
The primary religious figures of the World of Trevski are the three great Draconic Gods; Ao, Bahamut and Tiamat. These three together form a vast system that predominates all religion in the setting. Other faiths and creeds do exist, but are no larger than cult status and revere entities such as Archomentals, Demon Lords and other non-deity beings. The Three Gods of Trevski are:
Ao (True Neutral)
Ao, the Ninefold Dragon, The Concordant Dragon is the chief deity worshipped by dragons, and to a lesser extent most of the peoples of Trevski. His symbol is a multi-colored metallic disk. Ao prefers to not become directly involved in the affairs of the world, choosing to instead watch over the health of the ecosystem of Trevski. The Ninefold Dragon teaches a doctrine of balance in all things and the sacredness of natural processes. Because of this, his followers maintain hatcheries for several dinosaur species as a food source for dragonkind, and otherwise seek to be considerate of the balance of life.
Priesthood: Priests of Ao are always Druids, worshipping creation and all of its creatures as Druids of Ao are generally dressed like medieval friars or rural squires, practical and well made.
Bahamut (Lawful Good)
Bahamut, the Platinum Dragon, is the King of the Good Dragons. He is a deity of good dragonkind. His symbol is a Blue Star or Blue Dragon on a White Background. Bahamut is very stern and disapproving of evil. He accepts no excuses for foul deeds. On the other hand, he is very compassionate, and has boundless empathy for the weak and downtrodden. He urges his followers to promote good, but to let people fight their own battles when they can, providing healing, information, or temporary safe refuge rather than fighting alongside those who can fight for themselves.
Priesthood: A cleric of Bahamut must be of "Lawful" alignment (LG, CG, NG). They can “turn” or destroy undead creatures as shown on page 57 in the Blood and Treasure Players Guide. Clerics of Bahamut dress as warrior priests and templars, clean and armored. White mantles bearing a blue star are common, though not mandatory.
Tiamat (Lawful Evil)
Tiamat, the Chromatic Dragon, Creator of Evil Dragonkind, the Dragon Queen is the goddess and mother of evil dragons. Her symbol is a five-headed dragon. Tiamat is most concerned with spreading evil, defeating good, and propagating chromatic dragons. She never forgives a slight. Although she is not averse to razing the occasional village, her true schemes are subtle and hard to detect. She has been compared to a puppeteer manipulating her creations from within shadows. She is sometimes called "Her Dark Majesty" or simply "Dark Queen" by her worshippers.
Priesthood: A cleric of Tiamat must be of "Chaotic" alignment (LE, NE, CE) and can rebuke or command undead creatures as shown on page 57 in the Blood and Treasure Players Guide. Such clerics are generally dressed in a manner similar to most animated movie villains, dark and flamboyantly evil looking.
The standard Dwarf/Elf/Orc/Halfling mix of most fantasy campaign settings is nonexistent on Trevski. Rather humankind shares this world with some more primal and reptilian sorts of beings.
The humans of Trevski are the descendants of humans snatched from Earth by the Ophidians to serve as slaves and living incubators for snakeman eggs. Nowadays, these humans are a genetic mix of different peoples. Because of this the humans of Trevski are the same as modern humans, though racial distinctions as we know them are nnonexistent The human peoples of Trevski are a Eurasian-Negroid mix, similar in appearance to the Ancient Egyptians and Olmecs, and have replaced the diversity of peoples with a diversity of individuals.
After the declining Ophidians, Humankind are the most advanced civilization on Trevski. Technologically, human civilization is roughly equivalent to the Renaissance era. Humans get along fairly well with most intelligent species but have a general preference to Neanderthals and Lizardmen.
Kobolds are short, reptilian humanoids that resemble small humanoid dinosaurs. A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Kobolds wear clothing that is red and orange. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. The Kobolds of Trevski are less savage than the kobolds of other worlds, having a more mercantile society that is quite active in the underworld of most cities.
Kobolds modify their starting ability scores as follows: Str -2, Dex +1, Con -1. They are small creatures but have a standard speed of 30 ft. per round. Kobolds can see in darkness up to 120 feet and their scales give them a natural +1 bonus to Armor.
Kobolds have a knack for noticing unusual stonework such as sliding walls, stonework traps, new construction, unsafe stone surfaces and shaky stone ceilings. A kobold can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which
way is up. This knack also applies to finding and removing traps that involve stone construction.
Kobolds speak Kobold and may also speak Draconic, Lizard Man, Neanderthal or Troglodyte.
They can multi-class as cleric/sorcerers, fighter/sorcerers and sorcerer/thieves.
Lizard Men (Crocs)
Lizardmen are large (6 ½' tall) reptilian humanoids, wise and keen of wit as well as powerfully muscled. Most LizardMen's scaly hides are green though they range in color from a rattlesnake brown to dull yellow. Additionally, most Lizardmen paint or tattoo their bodies with elaborate tribal markings. Without an extensive knowledge of scale patterning, it is nearly impossible for other peoples to tell male Lizardmen from female Lizardmen.
Most LizardMen tend to be peaceful, thoughtful and amicable creatures despite their fearsome appearance. They are a spiritual people and drawn into Druidism and the worship of Ao. Most Lizardmen live in small semi-nomadic tribes in deep bayous, and swamps, though many tribes are known to exist in the deep desert and many other share the equatorial rainforests with the Ophidians and Human tribes.
Lizardmen modify their starting ability scores as follows: Str +1, Con +1, Int -1. Lizardmen enjoy a +1 bonus to Armor Class from their thick, scaly hides. Lizardmen that dwell in swamps have a swim speed of 20. Those who dwell in mountainous or wooded areas replace this with a climb speed, and those who dwell in deserts replace it with a burrow speed.
Lizardmen speak their own language, and might also speak Draconic, Kobold or Troglodyte.
They can multi-class as druid/fighters, fighter/sorcerers and fighter/thieves.
While Neanderthals often live a primitive lifestyle, they are as intelligent as humans. Neanderthal towns and cities dot the vast mountain ranges of central Myvillion, and incorporate elaborate stone structures that often make use of caves and other natural features. Neanderthal Clerics almost always revere archomentals (elemental lords), preferring Imix (Fire domain) or Sunnis (Earth domain) over worship of the dragon gods.
Neanderthals modify their starting ability scores as follows: Strength +1, Constitution +1, Intelligence -1. Neanderthals have a knack for survival. Neanderthals speak their own unique clan language and might also speak Common, Terran, Kobold, Ignan or Troglodyte. Neanderthals can multi-class as cleric/fighters, fighter/magic-users and fighter/ thieves.
Ophidians, Lesser (Snakemen)
The Ophidian race are an ancient people who ages ago were the favorites of Tiamat in her early struggles against Bahamut, and lost. Now their ancient civilizations has dwindled to a handful of kingdoms and underground cities. Lesser Opidians are a lower caste amongst Ophidians that look more human that their sires and are incapable of reproducing. Lesser Ophidians are found out and amongst the "lesser" races, dwelling most often amongst mankind. Since the downfall of their race, Ophidians rarely produce druids or clerics, preferring arcane magic in most cases.
Lesser Opidians adjust their starting ability scores as follows: +1 Dexterity, -2 Constitution. They are medium-sized creatures with a base speed of 40 feet. Snakemen have darkvision to a range of 60 feet. They have a knack for search. They need only pass within 5 feet of small things to have a chance to notice them, even if they were not actively looking. Lesser Opidians receive a +1 natural bonus to Armor Class due to their scales. Lesser Opidians have +1 save vs psychic powers. Finally, they have a +2 save vs poison.
Lesser Opidians speak Common and the language of serpents. They might also speak Draconic, Gnoll, Kobold, Lizardman, Infernal and Troglodyte. Snakemen may multi-class as fighter/magic-users, cleric/magic-users and magic-user/thieves.
|Tagalong (Lizardman Scout) and his mount Buster.|
These rules are made for use with the Blood and Treasure RPG by John Stater.