Intro to the Lands of Trid

Trid lies across the western regions of Lyolm, a continent spanning the eastern hemisphere of Ammonkis, itself a small, but lush, world of varied life.

The year is 1026 AH, the Age of History, and the Exalted Autarch has ruled the Empire of the Ruby Dias in the name of Elu the Lawgiver for just over three centuries.

The Autarch protects his subject nations, which prosper as a result, though the price is total obedience. For all the Autarch’s benevolent works—building roads, opening trade routes, supplying troops, establishing order—there are those who whisper that people should be free to worship gods they choose, or that an individual can rise above his station—there are even those audacious enough to suggest that people might govern themselves. Where these whispers are heard, they are silenced: Order is the Autarch’s greatest gift, and those who pose questions are like unto the seeds of chaos.

Order is wanting in Central Trid, the northern extent of the Autarch’s Empire. Ownership of the Nepes Frontier is contested by native Illundii barbarians and settlers from the imperialist Theocracy of Ard. Both sides have reached a stalemate, for while the Ard have superior numbers and better weapons, they lack the flexibility to defend against the Illundii’s brutal guerrilla tactics. From the Ardic perspective, victory is best achieved by attrition, for reinforcements and arms from the Theocracy are plentiful. Meanwhile, the Illundii believe that uncompromising resistance is the key to driving the settlers out, and their campaign of terrorist attacks is beginning to wear on Ardic morale.

Author’s Notes

The Lands of Trid

Trid includes all of the Autarch’s Empire and then some. Central Trid is Grid L7 of the map shown above, and is where the action in the upcoming Swords of Telm supplement take place.

The World of Trid has matured significantly since it’s inception (which goes back to the early ’90s, when Trid was hand-drawn on butcher paper). It hosted my B/X campaign for some time, but the original setting didn’t scale well (i.e., I didn’t plan well – the map depicted a continent of “cramnations” and the stereotypes thus engendered).

When I started playtesting Chimera, it seemed like a good time to revise Trid and re-create the world around it. Hence the new map at the top of the page, which started in ProFantasy’s Fractal Terrains and made its way into my world hex template.

For those interested in knowing, Trid is where I found a home for all those campaign ideas inspired by Michael Moorcock and Gene Wolfe. The worlds of Elric and Sevarian seem to be extremes of high and low fantasy, and I’m hoping Trid strikes a balance.

As always, feedback is welcome.

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