Tramarie

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 5

Tramarie is not exactly a small town.

Yes, it had less then 5000 people living there, and it was
not more then half a mile across. It does not have many markets or inns. In fact, it had exactly one of
each of these, bigger than any you might have ever seen anywhere. Taverns, in the other hand, are
surprisingly abundant. They say you can not turn a corner in Tramarie without spotting a new tavern.
The churches in Tramarie could barely be called Shrines, but it does have a monastery towering on the
west, higher than all other buildings and with a single brass bell no top.

There are cities with twice as many people that have walls half the size as Tramarie. The small
stream of water across the city is not deep enough for a canoe, at least half of the year, but the city still
has so much food it exports the best crops around. The buildings are very good quality, tall and sturdy. It
has water reservoirs, aqueducts, sewage system. Even warm water is present through stone enclosed
aqueducts. The streets are all parallel, with lamp post of eternal light. Each block is a square filled with
square buildings. The wall is a perfect square, perfect level. You could lay a barrel at any point of the
wall and it would not roll.

There are barely any children playing on the streets. They usually spent most of their time in the
monastery, where the main school operates. The wall and the single gates are always well maned, and
the guards in the city always have an easygoing posture, as if they don`t find any trouble to be on shift.
Any persons who yielded a sword on their life and tried to stick the pointy end at someone else could
see that the guards are well equipped with the finest quality of weapon and armour. Only the most
insane of all the fools would think to attack this city.

There are cities build close to forests, mines, rivers, clay pits or oceans. Tramarie had not of that.
Yes, there are harvestable wood to the north, but the city is located in the middle of Elven lands, and
they don`t take kindly on the ones that thrive on destroying the forests. Outside the wall, in front of the
pure iron gates, a clear road is visible, made of smooth stone, and it stretches for 2 miles until it
intersects with the King`s roads. There are fields on both sides of this road that runs for a whole mile,
growing some great looking goods.

The city itself is barely 100 years old. The oldest building on the city is far older than that.

Once upon a time, in the middle of this field, there was a single wooden hut. It belonged to an
Elf named Aardinarius. He was an astronomer first, so he said. Loved the sky, the moon and the stars. He
picked that place because of the clear skies all year around. On the rare occasions that a single cloud
would block the night sky, he would simply remove it. Aardinarius was a very accomplished wizard.

Many came to seek him for mentorship. He dismissed them all. Some came to challenge him. He
was not afraid to unleash his power against his challengers, but he did not have to bury that many
bodies, party because he would vaporise his foes, but mostly because he was kind and would only kill
those evil whom were after blood and renown.

One day, a very young Elf came to the hut. She had beautiful hazel hair and eyes blue like the
clear skies. He took that one as an apprentice. Maybe because he grown soft and lonely when reached
600 years, maybe because she was the fairest of all elves. But most likely because she was her
granddaughter. Her name was Tramare and Aardinarius taught her for 100 years until he died. She
buried him in front of the hut during a clear sky’s night.
Differently from her teacher, Tramare wanted to share her magic knowledge. She took in
whoever came to learn. At first, only elves were aware of the new teacher at the tiny hut, but soon
some students went into the world and word got around. Suddenly, Tramare saw herself surrounded by
a small community of huts and tents built by elves, dwarves, humans and halflings. She would teach
them all, not only magic, but also philosophy, astronomy and would always try to instigate goodness on
them. The place became an informal school for the arcane arts.

300 years had passed, and then came Glagim. A human from a far land. A man with gentle hands
and gentle eyes. He came to learn about the skies and the stars, but fell in love with magic. But the
mastery of even the lowest level of magic took roughly 10 years, and Glagim hair was white as snow, his
movements were slow as the moon across the night sky. Tramare loved Glagim like she loved her
grandfather. Glagim`s eyes regarded Tramare with the same kindness as Aardinarius once did.

He died peacefully. Laying his head over her lap. Under a clear night sky. Sitting by the tree that
had grown over Aardinarius resting place. He never managed to learn magic.

She took on herself to prepare Glagim body. She cleaned him and dressed him in white linen, as
elven traditions. But human like their dead to be burned, so she built a pyre with branches from the very
tree from where he died under, and then regrowed it with magic. His ashes were dusted over the tree
roots and she wept for her grandfather and her friend.

She decided that she need to learn more of the ways of the world so no friends would miss the
opportunity to learn due to their short lifespan. She entrusted her wisest students to teach the others
and said her farewells, promising to be back.

She travelled to human lands. There she learned, loved, cried, and fought. She got wounded and
healed, she killed and mourned, she partied and fell the weight of injustice of the world. But more than
all that, she adventured.

She came back three years latter. She would say to anyone that she grew stronger in three years
of adventure then in 100 years under her master. She learned more about herself walking 2000 miles
then all her years as a teacher. She came back to find the hut well preserved surrounded by an
impressively organized village of wizards.

Some students brought their families, other made their own among themselves. Some elven
druids settle in to help the small village coexist with the surrounding nature. Some clerics came to teach
about the gods and started to build small shrines. They were brewing their own beer, growing their own
food. But most important of all, they were doing all using magic.

Her students had the idea to use magic to shape stone in an efficient way. They used it to pave
small streets, to divert a headspring close by to form a small stream across the village in order to water
crops. The used magic to create the material and shape to their will. The farmers were wizards, so was
the stonemason and the carpenter. The clerics brought extra food and water, so did the druids. The
cocks would create their own fire, the butcher would keep food fresh using magic. There was not a
single thing that was done normally with it could had been done with magic.

Tramare came back with a plan. She wanted to use adventure towards the growth of her
students. She also came back with three friends. Wilbur, a human paladin for justice. Liro, a half-orc
monk, wisest woman she ever met. And Kiokz, gnome artificer, who is still alive and working for the city
until this day.

Together, and with the cunning of the wizards, the created the city that was first named City of
Aarvantis. Although it looks small, it is fairly wealthy considering the population and size. It has not
political ties with reigns of the continent. With the blessings of the elves, the city declared its boarders
and it`s recognized as a single city nation.

All over the world, the most talented candidates who wish to join the adventuring world request
sponsorship from the city. If accepted, they are trained as adventures and they are sent into the world
for quest under Aarvantis supervision. The city created ties with adventuring guilds all over the
continent and have access to guild contacts all over the world.

After Tramare passing at the age of 712, she was buried under the roots of old tree. The tree
itself is taller than any other building in the city, other than the bell tower, and it is sustained by magic.
The tree was named Tree of Aarvantis, and the city was renamed Tramarie.

The city still thrives under the supervision of the council, formed by the wisest adventures and
teachers. The city works using the manpower of adventures to provide for it`s needs whenever they are
resting in between quests. The city sells a great amount of magically produced or enhanced goods, and
distributes these around the world, either via teletransportation or via merchants that visit the city
everyday.

The city takes its laws very seriously. No willful evil acts shall go unpunished in Tramarie
territory, and death is a possible consequence. Negligence and aggression are not tolerable, and exile
may and has happen to those culprits. Wilbur, the paladin, created the justice system and created
multiple guaranties for its correct maintenance. On the city hall, there is a permanent Zone of Truth
enchantment. All conflicts are resolved within the truth. All new adventures are required to profess the
Wilbur`s Oath upon joining the guild and every year thereafter.

Other then evil acts, the city stipulates a very controlled register of entry on the city. Entering
the city requires registry papers, which can be done at the gate. Entering by flying or teleportation is
prohibited and heavily punished. There are a few teleportation circles inside the city, but its use is very
restricted. Teleportation within the city is also prohibited.

Any spell that might damage other beings are consider an act of aggression. Even self-defence
through damage-dealing spells is frown upon. The most restricted magic is enchantments. The act of
interfere with toughs and emotions of other beings is counted among the most malicious available. The
legit use of those spells is considered so limited that any wizard who holds that’s spell on its grimoire are
requested to testify their use under the truth every week.

Adventures that are accepted in the guild have to split their time between questing for the city
and contributing on the city maintenance. Spellcaster have a large array of jobs to spend their time with,
while is normal for monks, fighters, ranger and rogues to man the walls, gates and prisons. Bards work
the taverns, sometimes was entertainers, sometimes as bartenders. Clerics and paladins work the city
hospital. Druids works the fields and so on. The families of adventures sometimes live in the city and get
to work on other activities for the city. Bookkeepers, scribers, cooks, janitors, teachers, nurses. And
thus, the city operates smoothly.
And, on top of all that, wizards. That is the greatest export of Tramarie. Good, efficient wizards
are rare around the world. The ones that adventure by themselves often find themselves in great peril
or having to deal with hostile cities that considerer the arcana to be “dealing with devils”. But
there are rich Lords all around the world. And every Duke or at least a rich Count want a personal
wizard. Specially after the merchants spread gossiped about the streets of paved stone, of lamps with
eternal shine, and stone aqueducts of warm water. It is very frequent that rich and powerful people
would hire powerful wizards to cut ties with the Guild and live within their state. Many wizards took that
offer, and the guild stipulated prices for this particular service. Although not common, one or two
wizards leave the Adventurers Guild every year and resulting gold flow greatly aids the city budget.

The same happens in smaller scale with other adventures. Some lords look for generals, or spies,
or musicians of great talent. Sometimes they need a permanent cleric for healing or resurrecting. But
most of the times, contracts are made for quests and the adventures may return home.

The adventures are also well equipped for the tasks. Other then traditional gear, adventures
often leave town with city owned magical equipment. Of course, the guild usually takes a large cut of
money earned and treasure found. The adventures can keep magical item for themselves with they find
them, but 40% of the estimated value of the found treasures and items are to be reimbursed to the
guild. Also, the guild keeps 60% of all contracts.

That is only fair, since the guilds treats, feeds, clothes, equips and give you a place to live and
rest. The city also pays you for your services during downtime in the city. But, most of all, the guild keeps
particularly precise tabs on gold reserve dedicated exclusively for the resurrection of each adventurer. It
also has a general reserve for the resurrection for public demand.

Welcome to Tramarie, adventurer. The Guild will take care of you.


Character Creation

4-5 players must create a non-evil character of any standard PHB race and class. Stats are point-buy.

One of your stats MUST BE 16 or more after racial bonus. Use https://chicken-dinner.com/5e/5e-point-
buy.html to calculate your stats.

Your character can be someone who:

-was accepted to became an adventurer under the city supervise, and moved alone to the city and
became and adventurer there.

-grown in the city as a relative to an adventurer and qualified to became an adventurer under the city.

-a level 1 adventurer who had his request to join the city adventurer guild approved. (Must be 10 years
older than minimal adult age for the race if it is an arcane caster)

Wilbur oath
“I vow that I will not commit willful acts of evil within this country or while questing under this guild.”

Every year, under truth, each adventure shall reinstate “I have not committed willful acts of evil within
this country or while questing under this guild since the last time this testimony was asked”

This testimony might be requested under other circumstances.

You might also like