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| {{State | | {{State |
| | name = Torral
| | | name = Torral |
| | capital = Greatshell Haven
| | | capital = Stillwatch |
| | population = 3200000
| | | located in = Eastern Continent |
| | located in = Western Continent
| | | population = 3900000 |
| | landmarks = [[Greatshell Haven]]; [[Chrono-Reef]]; [[Sunken Star-Gate]]; [[The Shell That Waits]]
| | | geography = Torral is a bleak promontory of muted stone, wind-scoured plains, and low, featureless ridges extending into cold northern seas. Color drains quickly here, sound dampens unnaturally, and magic weakens the deeper one travels inland. The land appears geologically stable, yet feels unfinished, as if resonance never fully settled. Fog banks roll in without warning, swallowing landmarks and memory alike. Much of Torral’s terrain is artificially stabilized through resonance-suppressing stoneworks and griefglass null-fields. |
| | other_settlements =
| | | people_and_culture = Torral is inhabited by those seeking distance from the world’s intensity. Humans, Earthkin, Halflings, Elves, and Orcs live in subdued, minimalist communities shaped by restraint, routine, and deliberate emotional moderation. Culture values quiet service, reliability, and the ability to endure without escalation. Passion is not forbidden, but it is carefully contained. |
| | coords = -48.7298,-36.2147
| | | hazards = Silence Cascades; Memory Attrition; Null Zones; Emotional Atrophy; Echo Ruptures; and Whiteout Drift. |
| | | landmarks = [[Stillwatch]]; [[The Quiet Line]]; [[Nullfield Bastions]]; [[The Unvoiced Coast]] |
| | | other_settlements = Greyreach; Lowhush; Anchorfall; Pale Haven |
| | | coords=-48.7298,-36.2147 |
| }} | | }} |
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| = Torral = | | = Torral = |
| Torral rests like a granite triangle at the northwestern edge of the eastern continent, its cliffs and shoals braced against the Bangrave Sea. To the south it meets [[Tarkhos Dominion|Tarkhos]]'s ember-forged savannas; to the east, the storm-sculpted mesas of the [[Velkar Spires]]. Torral is shaped as much by tide as by stone, its people trace their lineage to the Galapa, the great world-turtles whose shells still drift in slow convoys across the Bangrave, bearing cargo, homes, and shrines upon their living backs.
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| Torral's lifeblood is tidesilver, a mutable alloy dredged from abyssal rifts and tempered by moonlit tidepools. In the Vale and beyond, it is said no weapon sings truer or ship-keel lasts longer than one laced with Torral tidesilver. Mining guilds anchor chains into the cliffs to lower entire foundries into tidal caverns, where smiths time their work by the surge and ebb of Solivar's pull. Each forge is both workshop and shrine, for to waste tidesilver is sacrilege, its glimmer is the ocean's memory of moons long past. | | == Overview == |
| | Torral is the place where the world goes quiet. Where other states adapt to resonance, exploit it, or suffer beneath it, Torral seeks to reduce it. This is not containment in the Aurex sense, nor healing as imagined elsewhere. Torral does not attempt to solve the world’s wounds. It attempts to dull them. |
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| Culturally, Torral is maritime and ritual-bound. Tide-priests read the Bangrave's surf like scripture, marking omens in the foam. Convoy-clans of Galapa-riders and shell-carvers bind themselves to oaths of tide and current, often voyaging for years before returning to landfall. Outsiders view them as austere, yet to Torral, every breath, every tide, is part of a covenant, with the moons, the sea, and the shell that carries them all.
| | Sound fades here. Magic weakens. Strong emotion dissipates quickly, leaving behind a pervasive stillness that many find comforting and others find unbearable. Torral exists as a buffer, a silent border between more volatile regions and the wider world. |
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| == Spiritual Fabric == | | == Geography == |
| {| class="wikitable"
| | Torral occupies a cold northern promontory battered by winds from the Smithsoll Sea. The landscape is deceptively uniform: flat stone expanses, low hills, and long stretches of fog-laden coast. Natural landmarks are rare and often intentionally erased to prevent emotional anchoring. |
| ! Faith / Order
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| ! Core Belief
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| ! Notable Rite
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| | Dreamtide Chorus
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| | The tides are the breaths of sleeping stars; each ebb and surge is a cosmic hymn that shapes mortal fate.
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| | '''Song of the Sixth Wave''': Choristers, led mostly by Galapa tide-chanters, wade waist-deep at dawn and harmonize with shell-horns; their song predicts which drowned ziggurats will rise that cycle.
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| | Bone-Root Way (minority among human settlers)
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| | Ancestors ride the currents in driftwood coffins, guiding their descendants by tide and wind.
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| | '''Return of the Bark''': Families commit elders to the sea on memory barges; the tide casts back water-logged relics or story-shards months later, believed to be wisdom distilled by the ancestors.
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| | Shellbound Scribes (Galapa-anchored order)
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| | Every tide carves a verse into the shell of time; to record is to endure.
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| | '''Neap-Inscription''': During the still tides, scribes carve concentric chronicle-rings into the carapaces of sacred Galapa elder-turtles, binding the Brotherhood's history into living flesh.
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| | Infernic Ember-Cults (suppressed minority)
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| | Fire must be chained to tide lest it consume all.
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| | '''Secret Ash-Vigils''' in drowned forge-ruins, where Infernis burn offerings to balance the Forge-Soul against the sea.
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| |}
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| Torral faith is neither swift nor rigid, it is tidal, slow, and enduring. To the Galapa, worship is patience: the wave always returns, and every memory endures if anchored in shell, stone, or tide.
| | Resonance-suppressing structures are embedded throughout the land. These nullfields flatten magical fluctuation and dampen sound, creating zones of near-total silence. During longbright, Torral appears washed-out and pale. During deepglow, moonlight from Tasserin and Cassanda reflects softly, creating a muted twilight devoid of sharp shadow. |
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| == Trade & Materials of Torral == | | == People & Culture == |
| Torral's commerce is shaped by the tides, the great beasts of the deep, and the strange alloys drawn from its surge-terraces. The kingdom's exports are coveted far beyond its waters, but each carries quirks and dangers that only Torral's artisans know how to master.
| | Torral’s people choose restraint as survival. |
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| {| class="wikitable"
| | '''Humans''' — Administrators, caretakers, and record-keepers. |
| ! Export
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| ! Primary Buyers
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| ! Hazards & Quirks
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| | Tidesilver - A moon-quenched alloy hammered from veins exposed by the surging terraces.
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| | Velkar sky-smiths, Sunlash chronomancers
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| | Corrodes into salt if carried above 100 ft elevation for more than a day.
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| | Whalebone Ink - Bone-etched with tide-glyphs, used for prophetic charts and temporal codices.
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| | Lexharrow scriptoria, Aeterron code-scribes
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| | Sings faintly in starlight; archivists wear wax plugs to avoid sleepwalking into the sea.
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| | Coral Clay - Bioluminescent clay workable only underwater.
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| | Gravenreach seal-makers, Nokhul temple-masons
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| | Hardens only while submerged; perfect for vault-sealing, useless in arid climates.
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| | Brine-Glass Lenses - Algae-fed, translucent saltglass shaped in tide-kilns.
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| | Fleaspark optiks, Aurex beacon-smelters
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| | Shatter instantly on contact with fresh water; must be stored in brine vats.
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| | Ambergris Candles - Rendered from deep-beast spoor, their flames burn with cold moonlight.
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| | Thirasil druids, Sunlash dream-monks
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| | Smoke induces vivid prophetic dreams; overuse erases recent memory.
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| |}
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| Imports: Torral supplements its maritime crafts with drift-timber from Thirasil (for hull frames), wind-silk sails from Velkar, and resonance dampers from Aeterron to stabilize surge-forges.
| | '''Earthkin''' — Builders of nullstone and stabilizing structures. |
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| == Hazards & Hospitality ==
| | '''Halflings''' — Messengers and routine-maintainers. |
| * '''Undertow Shades''': Drowned memories manifest as translucent figures that seize swimmers and drag them into the deep ruins.
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| * '''Surge Quakes''': Tectonic "breaths" tilt entire districts 30° in minutes; locals wear keel-belts to stay upright when the shelf heaves.
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| * '''Guest-Current''': Visitors must release a personal memory into the tide on a lantern-buoy; refusal invites Echo-Eels that whisper secrets back at night until appeased.
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| * '''Saltmirror Fever''': Still pools reflect not just the body but the soul; drinking from them risks trading places with one's reflection (+1 Stress, possible trait inversion).
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| * '''Shell-Tithe''': By law, every foreign merchant must donate a carved token of shell or bone to the Greatshell Archives, binding their trade to Torral's tidal memory.
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| == Living Mysteries ==
| | '''Elves''' — Long-term observers monitoring emotional drift. |
| {| class="wikitable"
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| ! Enigma
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| ! Hook for PCs
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| | [[Chrono-Reef]]
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| | A coral ridge that remembers tides as crystalline spirals, glowing in moonlight. Galapa shell-scribes whisper that a newly forming "future spiral" predicts a great calamity, but the reef lies in waters swarmed by undertow shades and volcanic vents. Scholars and scribes need escorts to retrieve it before the next surge-breath buries it again.
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| | [[Sunken Star-Gate]]
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| | Once every thirty years, at the lowest tide, a ruin rises: pearl doors set in a barnacled arch, leading to a place utterly dry, utterly silent… and echoing with a voice that is not the sea. Galapa tide-priests believe it is a wound in the Forge-Soul itself. Explorers who step inside vanish for entire Solivar-turns before stumbling back, changed.
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| | [[The Turtle's Lament]]
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| | Each year, Greatshell Haven's ancient host grows slower. Druid-chanters suspect a curse or parasite embedded deep in its carapace, perhaps tied to griefglass fragments wedged beneath its shell. Can heroes dive beneath the drowned ziggurats and soothe, or sever, the affliction before the city itself founders?
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| | [[The Songless Wave]]
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| | One seasonal tide arrives utterly silent, muting not only the crash of surf but also song-magic, shell-horns, even ancestral whispers. The Galapa say it is a theft of memory itself, stolen by an unquiet force beneath the surge-terraces. To restore the tide's voice may mean facing a being that feeds on silence.
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| | [[The Shell That Waits]]
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| | A newly uncovered drift-shell is larger than any ever seen, its spirals vast enough to walk inside. Galapa scribes claim its inner grooves hold verses not yet sung by the sea, some swear they've heard their own future selves speaking from its depths.
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| |}
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| == Trade Routes & Tidal Convoys ==
| | '''Orcs''' — Wardens and boundary enforcers valued for discipline. |
| ; 1. Surge-Terrace Convoys
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| : '''Description:''' Flat-bellied tide-barges crawl the Bangrave's continental shelves during Solivar's longbright, anchoring at tidesilver obelisks that glow faintly to mark safe terraces. Crews wait for Tassaryn's pull to drop the water, harvesting drowned ziggurats and hauling salvage into caissons that float up with the returning tide.
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| : '''Goods Moved:''' Tidesilver ore, coral clay bricks, ambergris candles, storm-salvaged relics.
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| : '''Hazards:''' Surge-quakes tilt barges without warning; undertow shades haunt the drowned avenues; Drakona mercenary-divers contest salvage claims with blade and breath.
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| ; 2. Greatshell Caravans
| | Personal expression is subtle. Clothing is practical and muted. Art exists, but favors texture and form over color or sound. Many residents keep quiet journals, written to prevent memory erosion. |
| : '''Description:''' Settlements lash trade-carts and shrines to the backs of younger world-turtles, creating slow-moving "living caravans" that wander the Bangrave shallows in the wake of Greatshell Haven. Galapa scribes treat the shells as both kin and archive, etching runes and family histories during trade halts.
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| : '''Goods Moved:''' Brine-glass lenses, whalebone inks, tide-etched scripture shells.
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| : '''Hazards:''' Saltmirror pools split convoys into doubled reflections; sea-wraiths bore into shells to feed on ancestral memory.
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| ; 3. Moon-Current Regatta Lanes
| | == Governance & Silent Authority == |
| : '''Description:''' Seasonal flotillas of catamarans and reed-prow skiffs race along tidal currents synchronized with Cyressel's arcs. Both convoy and ceremony, these regattas stitch Torral's coast to the Sunlash Coast and the western continent, carrying prestige as much as goods.
| | Torral is governed through consensus and routine rather than command. |
| : '''Goods Moved:''' Rootsteel from Nokhul (via Tarkhos brokers), chronal pearls from Sunlash, Torral tidesilver (often given as regatta prizes).
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| : '''Hazards:''' Chronal eddies accelerate or stall craft unpredictably; chrono-corsairs exploit flux windows to strike from nowhere.
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| ; 4. Storm-Path Ferries
| | === Capital — Stillwatch === |
| : '''Description:''' Wind-barge ferries and Galapa-guided drift-rafts cross eastward into the Velkar Spires, following beacon-lights strung between mesa peaks. The ferries are half raft, half living mangrove, piloted by tide-priests who "listen" for the Breath within the storm.
| | Stillwatch is a low-profile city built around a massive resonance-dampening monolith. Structures are squat, acoustically softened, and spaced to prevent crowding. Bells do not ring here. Announcements are made through visual signals and scheduled gatherings. |
| : '''Goods Moved:''' Tidesilver ingots, brine-glass, and scripture shells east; windsteel, stormglass, and resonance prisms west.
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| : '''Hazards:''' Echo-eels whisper stolen secrets through the hulls; root-blight spores rot the ferries mid-journey unless anointed with Galapa sap.
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| ; 5. Tide-Fire Forge Route
| | Stillwatch serves as Torral’s administrative center and the primary monitoring site for silence stability. Decisions are made cautiously, with long deliberation periods to avoid emotional escalation. |
| : '''Description:''' Along volcanic rifts south of Torral's shoals, Infernis and Galapa smiths maintain floating crucibles moored over fire-vents. Convoys of forged goods, moon-tempered weapons and ember-glass armor, are buoyed in caissons to coastal forges, then hauled inland toward Tarkhos for trade.
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| : '''Goods Moved:''' Covenant-steel, ember-glass arms, volcanic salts.
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| : '''Hazards:''' Fire-spirits demand offerings at vent-altars; slag geysers scald unprepared barges; memory-ore leakage from Aeterron experiments causes blackouts in tide-organs.
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| == Dangers to Outsiders == | | == Hazards & Suppression Failures == |
| * '''Guest-Current Law''': Foreign traders must submit to the Lantern Memory Rite, releasing one personal truth into the tide before joining convoys. Refusal draws Echo-Eel infestations that plague their vessels.
| | Torral’s dangers come from absence rather than excess: |
| * '''Shell-Tithe''': Each convoy is expected to gift carved shell-markers to the Greatshell Archives; failure brands them oathless, barring entry to Torral's surge-terraces.
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| * '''Silent Waves''': Rogue tides strip sound, disabling horns, spells, and command signals; locals carry brine-glyph charms that preserve a single spoken word against the silence.
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| * '''Scavenger Rivalry''': Not all Drakona divers or Infernis forgesworn are loyal, some raid outsider ships, claiming "the tide takes what it wills."
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| == Ancestry in the Tide-Forges ==
| | Silence Cascades — Expanding zones where sound and magic cease entirely. |
| * '''Galapa (Predominant)''' - The steady heart of Torral. As smiths, salvagers, and tide-scribes, they embody patience and endurance, binding the Brotherhood with slow, deliberate strength. Their long memories anchor the Forge-Soul faith.
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| * '''Dwarves (Integrated Minority)''' - Revered as metallurgists and covenant-steel crafters, but defer to Galapa tide-law. Many serve as forge-chanters who blend hammer with hymn.
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| * '''Humans (Integrated Minority)''' - The traders and market-wardens who manage the rapid tides and ferry networks. Their flexibility balances the Galapa's patience.
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| * '''Infernis (Marginalized Minority)''' - Fire-blooded smiths conscripted into flooded crucibles and sea-forges; both feared and relied upon for their resilience against heat.
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| * '''Drakona (Distrusted Minority)''' - Ritual divers and mercenaries tied to volcanic cults. Allowed within the Brotherhood but closely watched, their oath-scars mark them as both protectors and potential heretics.
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| Torral is a nation that never stands still, an ever-changing shoreline where water is teacher, judge, and archive. Adventurers who master its rhythms may ride the tide to revelation… or be swept away with forgotten tomorrows. | | Memory Attrition — Gradual loss of emotional clarity and urgency. |
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| | Null Zones — Areas where spells fail and Echoes destabilize violently. |
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| | Emotional Atrophy — Loss of motivation, identity erosion, and apathy. |
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| | Echo Ruptures — Sudden violent manifestations when suppressed resonance breaks free. |
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| | Whiteout Drift — Fog events that erase orientation and short-term memory. |
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| | == Economy & Exchange == |
| | Torral exports resonance-dampening materials, nullstone, griefglass suppressors, and trained silence-wardens. It imports most luxury goods, as excess stimulation destabilizes the region’s balance. |
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| | == Relations & Reputation == |
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| | The Bastion of Aurex — Ideological kinship, though Aurex favors control over diffusion. |
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| | Velkar Spires — Philosophical opposition regarding engagement with resonance. |
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| | Sunlash Coast — Refuge and recovery destination for those escaping loops. |
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| | Lexharrow — Source of concern over excessive emotional suppression. |
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| | Torral is respected as a refuge, criticized as stifling, and feared for what prolonged silence can do to the soul. |
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| | == Ancestry Distribution == |
| | === Predominant === |
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| | Humans, Earthkin |
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| | === Significant Minorities === |
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| | Halflings, Elves, Orcs |
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| | === Transient Populations === |
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| | Refugees, healers, containment specialists, and the emotionally exhausted |
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| | == Fauna & Phenomena of Torral == |
| | |
| | Fog Elk — Creatures that move silently through mist. |
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| | Null Ravens — Birds whose calls cannot be heard. |
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| | Silence Leeches — Parasites feeding on emotional intensity. |
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| | Blank Hounds — Watch-beasts trained to detect resonance spikes. |
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| | Echo Absences — Distortions where something should exist but does not. |
| | |
| | == Silence, Refuge, and Cost == |
| | In Torral, peace is purchased through subtraction. The land offers relief from pain, memory, and fear, but it takes urgency, passion, and sometimes identity in return. Torral does not ask whether this trade is worth it. It simply offers quiet, and waits to see who chooses to stay. |
Torral
Overview
Torral is the place where the world goes quiet. Where other states adapt to resonance, exploit it, or suffer beneath it, Torral seeks to reduce it. This is not containment in the Aurex sense, nor healing as imagined elsewhere. Torral does not attempt to solve the world’s wounds. It attempts to dull them.
Sound fades here. Magic weakens. Strong emotion dissipates quickly, leaving behind a pervasive stillness that many find comforting and others find unbearable. Torral exists as a buffer, a silent border between more volatile regions and the wider world.
Geography
Torral occupies a cold northern promontory battered by winds from the Smithsoll Sea. The landscape is deceptively uniform: flat stone expanses, low hills, and long stretches of fog-laden coast. Natural landmarks are rare and often intentionally erased to prevent emotional anchoring.
Resonance-suppressing structures are embedded throughout the land. These nullfields flatten magical fluctuation and dampen sound, creating zones of near-total silence. During longbright, Torral appears washed-out and pale. During deepglow, moonlight from Tasserin and Cassanda reflects softly, creating a muted twilight devoid of sharp shadow.
People & Culture
Torral’s people choose restraint as survival.
Humans — Administrators, caretakers, and record-keepers.
Earthkin — Builders of nullstone and stabilizing structures.
Halflings — Messengers and routine-maintainers.
Elves — Long-term observers monitoring emotional drift.
Orcs — Wardens and boundary enforcers valued for discipline.
Personal expression is subtle. Clothing is practical and muted. Art exists, but favors texture and form over color or sound. Many residents keep quiet journals, written to prevent memory erosion.
Governance & Silent Authority
Torral is governed through consensus and routine rather than command.
Capital — Stillwatch
Stillwatch is a low-profile city built around a massive resonance-dampening monolith. Structures are squat, acoustically softened, and spaced to prevent crowding. Bells do not ring here. Announcements are made through visual signals and scheduled gatherings.
Stillwatch serves as Torral’s administrative center and the primary monitoring site for silence stability. Decisions are made cautiously, with long deliberation periods to avoid emotional escalation.
Hazards & Suppression Failures
Torral’s dangers come from absence rather than excess:
Silence Cascades — Expanding zones where sound and magic cease entirely.
Memory Attrition — Gradual loss of emotional clarity and urgency.
Null Zones — Areas where spells fail and Echoes destabilize violently.
Emotional Atrophy — Loss of motivation, identity erosion, and apathy.
Echo Ruptures — Sudden violent manifestations when suppressed resonance breaks free.
Whiteout Drift — Fog events that erase orientation and short-term memory.
Economy & Exchange
Torral exports resonance-dampening materials, nullstone, griefglass suppressors, and trained silence-wardens. It imports most luxury goods, as excess stimulation destabilizes the region’s balance.
Relations & Reputation
The Bastion of Aurex — Ideological kinship, though Aurex favors control over diffusion.
Velkar Spires — Philosophical opposition regarding engagement with resonance.
Sunlash Coast — Refuge and recovery destination for those escaping loops.
Lexharrow — Source of concern over excessive emotional suppression.
Torral is respected as a refuge, criticized as stifling, and feared for what prolonged silence can do to the soul.
Ancestry Distribution
Predominant
Humans, Earthkin
Significant Minorities
Halflings, Elves, Orcs
Transient Populations
Refugees, healers, containment specialists, and the emotionally exhausted
Fauna & Phenomena of Torral
Fog Elk — Creatures that move silently through mist.
Null Ravens — Birds whose calls cannot be heard.
Silence Leeches — Parasites feeding on emotional intensity.
Blank Hounds — Watch-beasts trained to detect resonance spikes.
Echo Absences — Distortions where something should exist but does not.
Silence, Refuge, and Cost
In Torral, peace is purchased through subtraction. The land offers relief from pain, memory, and fear, but it takes urgency, passion, and sometimes identity in return. Torral does not ask whether this trade is worth it. It simply offers quiet, and waits to see who chooses to stay.