PLAYER’S GUIDE TO THE TREASURE-TRAP SETTING

Intro and justification

At the OGM for the third term of the 2002-2003 year, we (the incoming ref team) said that we would be devoting no small amount of our time and attention to the mammoth task of organising and codifying TT’s setting. Over the summer, the Outer Planes were pinned down, the Races of the game world were described, just how the various forms of power work was figured out, the various magical materials were given origins and purposes, a Timeline for the game world was pieced together covering everything from the creation of the world to the present and the world itself was mapped. Some of this detailed setting information is available IC at the moment, some is slowly trickling out to the characters and some (like the Timeline) remains safely in the Ref Folder.

So, that has the highly detailed “this is the absolute truth” end covered. But that doesn’t help the new player trying to figure out where his character is from. It doesn’t help the player with a character from Durholme who hasn’t ever been told the basics about the city. A character doesn’t need to buy a book on all the races from the Keepers in order to know what a Tomtem is.

A certain baseline of information – what everyone of any education in the setting knows – is needed.

Hence this document.

This guide’s second purpose is to be – by popular demand – an aide to the non-Interactive ref who is contemplating writing an adventure and has nothing to “hook” their story on. If the characters are seeking an ancient artefact in a crumbling ruin, it helps to know who built that building, how that artefact might have been made and how old it is. And what country it’s in at the moment. And what races might be around.

Final point before we begin – This is not all the information available. The Ref Team remains ready, willing and able to describe anything in more detail should anyone want to know – a player wishing to come from one of the more obscure countries can have a info-dump on that nation, and adventure refs inquiring about the dating of something pertinent to their adventure can be enlightened. We’re not the Keepers. We don’t charge people for asking.

Credit Where Credit Is Due

TT is a shared game, and an almost unique thing in LRP – an ongoing campaign that has run for over a decade, in which the majority of participants cycle every three years. This has downsides – continuity is a nightmare, and the sheer amount of past detail finally necessitated something like these setting documents being written – but upsides as well: over the last twenty and a half years, some of the most creative minds in LRP have worked on TT’s gameworld.

So, a short and sadly in no way comprehensive list of everyone whose ideas, plotlines and backgrounds these documents attempt to manhandle into a cohesive whole:

Rod Millard, Tracy Selby, Adam Butler, Mark Potter, Owen Lewis, David “Gimbi” James, Gareth Bowen, Dave Selby, Sally Sharp, Jason Marchant, Andy James, Nick Bradbeer, Si Wright, Rob Pike, Ash, Toni Badnell, Rafe Richards, Rich Whitaker, Rich Steed, Dave Jones, Jen Tuer, Rosey Farish, Ben Hodgeson, Gareth Marklew, Andy Knighton, Daniel Williams, Si Childs, Ian Clay, Nathan Courtney, Ian Macredie, Al Macloed, Marios Richards, Zoe Robinson, Dave McKee, Matt Heath, Mark Potter, Sam Clayton and Steve Lewis.

There are doubtless many more that deserve to be up there.

WHAT TT IS NOT

TT is not The Lorien Trust.

Our world is flat, not a giant space dragon egg. “The Void” does not exist and – this is the biggie – TT rituals do not work anything like LT rituals. To the point of probably killing the character of anyone that makes that mistake.

TT is not D&D

Drow in TT are Darkness Elves, not spider-worshipping Goth rejects, and most of them aren’t Matriarchal. TT Gods don’t work like FR Gods and (bar a few name similarities) aren’t set up the same. Same goes for the races. TT Orcs are not D&D Orcs. The Outer Planes work nothing at all like the ones in D&D.

TT is not Medieval Durham

The Palatinate in TT is not even the same shape as the real-world Palatinate (it’s a metric butt-load bigger for a start).

TT is not Warhammer

Just as TT Orcs are not D&D Orcs, they definitely aren’t Warhammer Orks. And Vetch are NOT Skaven.

TT is not the real world

Urth is flat, not a globe. It’s geography – while broadly similar to the real world – is not a 100% match to our world. For starters, it’s quite a bit smaller. America does not exist. Australia does not exist. Africa has had the long bit hacksawed off.

WORDS AND TERMS

Aaracockra – Chimerae of Air, formed when a Qweniar child suffers something wrong in the formation of it’s Elemental soul. Resemble Qweniar crossed with Eagles, and live side-by-side their more usual Elven cousins in Air Elf communities.

Abyss – The mysterious and never-visited realm deep in Limbo that Demons come from. Often confused with Gehenna and/or Oblivion, but actually entirely separate.

Age of High Magic – The period in History stretching from –13 DR to 135 DR, in which the Mathmagician’s Cabal was active and Human civilisation reached what is considered to be it’s peak.

Age of Strife – The current period in history, in which the world is threatened on a near-yearly basis and calamities that would have come centuries apart in earlier times crash over the world in rapid succession.

Agypt – Human and Catkin Country based in the only remaining fertile area of the Sahara, along the banks of a river. Agypt was once the home of several Dragon Lords, and the country is dotted with their abandoned temples and complexes. Physically resembles Egypt.

Albion – 1) The Kingdom of Albion, formed towards the fall of the Roma Empire and destroyed by Orcish invasion in 136 DR. 2) The island on which the Kingdom of Albion stood, and with which TT is mostly concerned. Physically resembles Britain.

Alchemical Metal – A sort of “artificial Runemetal” made by alchemical processes acting on Silver. Not as capable as Runemetal in terms of spell-storage, but a close second for those that just can’t lay their hands on an ancient Atlantean artefact.

Alchemy – The art (and proto-science) of making “supernatural” effects by means of chemicals, barely understood ingredients and so forth. Most commonly used to produce Healing Potions, the only readily viable alternative to spiritual healing miracles.

Alkar – Common name for a Light Elemental.

Ancient Empire – The first entirely Human civilisation, and the longest-surviving realm on Urth. Physically resembles China.

Andalucia – A country of Elves, dominated by the Qwenia in a caste system and mostly made up of Light Elves and Earth Elves, that sits on the eastern side of Catalonia in the nearest area of dry land to the now-vanished Atlantis. Physically resembles Portugal.

Andrast – Northern Country in Albion, East of the Palatinate. Andrast has been invaded too many times in the last decade and is now a shattered, ruined kingdom barely able to feed it’s population and given over to Orcs and Vetch in large areas. Physically resembles Cumbria, the Lake District and the Pennines.

Arcadia– Outer Plane that lies “beyond” the Dreaming in some way. Home to the Fae.

Astalon-Ziorbina – Goddess of Law, member of the Mace Pantheon. “Ziorbina” is the Goddess’ real name, “Astalon” being her (male) predecessor that was killed and replaced by a Demon just under a decade ago. The Goddess elected to use her forebear’s name to smooth the transition for his (now her) followers, and it stuck to the point that now all but pedantic Ishmundi call the goddess “Astalon”.

Atlantean Rebellion – 1) The Rebellion of the Elves and Dragons against the Val’ha’ruh, which culminated in the Ritual of Elemental Soul. 2) The separate, and later, rebellion of the Elemental Elves against their own king (whose particular subrace depends on which subrace is doing the telling) which culminated in the destruction of Atlantis

Atlantis – Homeland of the Elves and Dragons, an island-continent that was once to the West of Andalucia, in the Atlantic Ocean. Destroyed several millennia ago during the rebellion of the newly-Elemental Elves against their King.

Azrael – God of Death, member of the Sword Pantheon. Azraelites like to explain the difference between their God and Humact (with whom they have a mostly-friendly rivalry) as the difference between Death itself and Dying.

Bast – Goddess of Cats and Instinctive Behaviour, Member of the Sword Pantheon. Formerly subservient to Malar, Bast has emerged as the only “nature” Goddess left alive and has been busily extending her influence while emerging as the most rebellious of Vivamort’s “underlings”.

Bayazid – aka “The Scarlet Witch King”, the inventor of Necromancy and immortal Mathmagician-turned-liche who, after appearing and disappearing several times over the last few centuries, now rules the Highlands in the very North of Albion.

Beastkin – Human/Animal hybrids, created by a wide variety of means, some of which breed true and form small communities.

Bellaruss – Large Human Country in the North of the great Western landmass. Physically resembles Russia.

Besheba – “Dragon Lord of Urth Magic”; The Val’ha’ruh whose death marked the turn of the tide in the first Atlantean Rebellion, and whose spirit was bound into the Ring of Power.

Border Lands – Collective name for Durholme, Galantri and Andrast, as they form the “Border” between Greater Albion and the Pictlands.

Brigit – Goddess of Home and Protection, one of the Triplicity.

Burning Lands – Desert Realm, inhabited by Pyrokin. Physically resembles the Arabian Peninsula.

Cabal – The name the Human Mathmagicians in the Age of High Magic used to refer to themselves.

Cardyll – City-State in the South of what was Cymrija. Now part of the Kingdom of Greater Albion. Physically resembles Cardiff.

Carlisle – City-State in Andrast. Physically resembles the real-world city of the same name.

Catalonia – Human Country, dominated by a strong hereditary monarchy and worship of Mallan and the Light that takes up the large landmass west of Andalucia. Physically resembles Spain.

Catkin – Technically a Beastkin race, but have much greater numbers than usual and a known origin – created by Bast, goddess of Cats, as her favoured children – so are usually regarded as a separate race.

Centaur – Chimerae of Earth, formed when a Tomtem child suffers something wrong in the formation of it’s Elemental soul. Resemble Tomtem crossed with horses, and form their own forest-dwelling communities.

Chimera – An Elven child that, through some unknown means, has gained the lower body of an animal. Chimerae are treated differently by different Elven subraces, but are usually cast out of their parents’ communities and left to fend for themselves. No Chimera-form exists for High Elves, as the poor creatures that result cannot survive.

Circle – Incremental measure of a spell matrix’s complexity. In other words, the in character word for “level” when discussing spells (e.g. “Blackflash is a second-circle spell…”)

Circle of Balance – Twelve minor Gods, organised as six groups of “dualities” or opposing principles, that together form a collective God of Neutrality. Members of both Sword and Mace Pantheons.

Citadel Guard – Subset of the City Guard charged with guarding the Citadel and with being the Margrave / Seneschal’s Bodyguard.

City Council – The governing body of Durholme, made up of the heads of all the Guilds and chaired by the Margrave or Seneschal.

City Guard – Durholme’s small army of professional soldiers, supplemented by the Militia. Garrisoned along the Bailey.

City Watch – Durholme’s “Police”, loyal to the Prince Bishop (as opposed to the Margrave / Seneschal) and made up of volunteers.

Cold Iron – Not actually a type of Iron, but a white metal found in meteors. Heavily anti-magical, Cold Iron drains any Elemental or Astral energies it is in contact with away – it snuffs out spells, physically damages Fae and Elemental Elves / Dragons and is said to have adverse affects on ritual magic. Named “Cold” by the Dwarves because it’s melting temperature is so high as to be essentially unachievable (especially as you can’t use magic to heat it), meaning it can only be shaped by the long, slow process of beating and twisting it to shape by hand.

Cornish Princedom – Barbarian nation in southern Albion. Now part of the Kingdom of Greater Albion. Physically resembles Cornwall.

Corrigan – Current Margrave of Durholme, succumbing to old age after a long and distinguished career.

Crofter – God of Stoicism and the Lower Classes. Popular among the peasantry, and in agricultural areas that are frequently attacked by the various armies tearing up Albion. Member of the Sword Pantheon.

Crown – Durholme’s old (now out of circulation) currency. Abandoned in favour of the Wessex Schilling when the Devastation of Furnock wrecked Durholme’s economy.

Cymrija – A collection of feuding Princedoms in western Albion, now part of the Kingdom of Greater Albion. Physically resembles Wales.

Dark Ages – The period in history stretching from 136 DR (the Orc invasion that toppled Albion) to the near past.

Dark Dominius – Demon Lord of Tyranny and Political Machination. Killed by the Dragon Lords.
Demon – Magical/Spiritual Entity from the Abyss, usually (but not always) harbouring a deep desire to destroy the Prime Material. Summoned by Demonologists due to their habit of granting powers to their followers. Some Demons take up residence on Planes nearer to Urth than their native Abyss, and appear to be more “socialised” – the longer a Demon stays away from it’s home, the more like a “real” being it becomes.

Demonology – The study of Demons (as opposed to Demonidolatry – the worship of Demons – though almost no-one knows the difference)

Devastation of Furnock – The event in which the Demon Furnock razed Durholme to the ground in a firestorm. Durholme – once a mighty power in the North – has never managed to fully recover and the rebuilding continues to this day.

DR – Durholme Reckoning. The dating system used by countries in Albion, which takes as it’s zero date the building of the Mathmagician’s Tower.

Dragon – Giant flying intelligent reptiles, which come in True and Elemental varieties. All Dragons are extremely rare, cunning and powerful.

Dragon Lords – Common name for the Val’ha’ruh, taken from their control of True Dragons.

Dreaming – The Metaplane in which sentient minds rest when asleep. Gateway to Arcadia and other, stranger realms of thought, memory and folklore.

Drider – Chimerae of Darkness, formed when a Drow child suffers something wrong in the formation of it’s Elemental soul. Resemble Drow crossed with Spiders, and are kept by their parent communities in “Driderpits” on lower levels of the Underdark.

Drow – 1) Elemental Elves of Darkness. Underdark-dwelling and highly fractured along the lines of “Houses”, each devoted to a different Elemental Titan. 2) The Elvish word for “Unclean”.

Durholme – City-State in North-East Albion built around the Mathmagician’s tower, now rebuilding after being virtually destroyed in the Devastation of Furnock. The primary setting of TT, Durholme is technically a Theocracy of the Circle of Balance led by the Prince Bishop, but in practice is governed by the Margrave/Seneschal and his or her City Council.

Dwarf – Race of short-statured master artisans from Roma, and former overlords of Urth, now in severe decline after the collapse of their Empire.

Element – One of Six Energies that make up the physical universe. Light, Darkness, Earth, Air, Fire and Water. All six mixed in equal proportion are sometimes referred to as “Grey”, but this is simply a shorthand and not a true Element.

Elemental – A being native to one of the Elemental Planes, classified in increasing order of size as Sprites, Imps, Small Elementals, Medium Elementals, Large Elementals, Huge elementals, Elemental Colossi, Elemental Titans and Elemental Lords. The smaller Elementals are barely sentient, the very largest are equal to any God in power and intelligence.

Elemental Dragon – A Dragon who fought on the side of the rebels in the first Atlantean Rebellion and took part in the Ritual of Elemental Soul, transforming into one of six subraces (one for each Element), or the descendent of such a Dragon. Elemental Dragons make up the minority of Dragonkind.

Elemental Elf – The Descendent of an Elf who fought on the side of the rebels in the first Atlantean Rebellion and took part in the Ritual of Elemental Soul, transforming into one of six subraces (one for each Element). Elemental Elves make up the vast majority of Elvenkind.

Elemental Lord – The Elemental Planes of Earth, Fire, Light, Water and Air are all ruled by one Elemental Lord – the single largest and most powerful Elemental on the Plane. The Plane of Darkness is ruled by thirteen competing Elemental Titans, after the Lord of Darkness was killed in the Atlantean Rebellion. The Elemental Lords are Grome (Earth), Straasha (Water), Elbereth (Light), Kakatal (Fire), (Air). Notable Titans of Darkness include Nox, Elistree, Lloth and Vardun.