World Information & Lore


History of Tremel


Pokémon have wandered Tremel for prior to the dawn of recorded history. Tremel’s written history is very much centered around the infamous Age of Disasters. Prior to the Age of Disasters, written accounts of Tremel were incredibly scarce, with oral history being the main form of record keeping. Historians of Tremel can only theorize why it was only after the Age of Disasters that written history became popular but a common opinion is that it had to go hand in hand with why Pokémon began to congregate into villages, towns, and cities. Whatever truly happened during the Age of Disasters had thoroughly changed how Pokémon lived on Tremel- and beyond.In the centuries prior to and leading up to the Age of Disasters, there were very precious few communities to speak of. Pokémon were nomadic and traveled in tribes or warbands made up of family and friends, moving with prey and seasons in order to survive. When the first calamity struck, Tremel was thrust into chaos: the land was rife with natural and unnatural calamity alike, tearing through the land and families alike with no heed for who or what was harmed in the process.No one is truly sure what caused the first calamity, nor the others than followed; religious ‘mons believe that they were caused by gods, punishing the Pokémon of Tremel for their sins; mages theorize that ambient ley energy swelled and burst, causing a cataclysmic reaction to spark across the land; and it’s not uncommon for the laymons’ to say “it just happened,” and move on with their lives. Though its origins are unknown, its legacy is infamous throughout Tremel.This marked a significant changing point in Tremel, both historically and socially. Pokémon across the south of the continent started forming alliances with one another, tribes that previously fought over the same hunting grounds or water sources pooling their strengths to survive the disasters around them. Together, these larger bands created small settlements and communities where they could weather through the worst of the calamities. Even as the disasters faded, the alliances and kinships forged during this time were not disbanded, leading to the creation of many of the major cities and towns today.In the north, however, individual tribes and bands did not come together as they did the south, choosing instead to flee across the continent in order to avoid disaster as it struck. Though many lost their lives, the spirit and strength of the northern Pokémon allowed them to survive and weather the storm. This led to the stark division of Tremel today: in its current day, the north of Tremel remains unsettled and untamed, while much of its southern regions have changed from their old nomadic and unburdened lifestyle and shifted to rely heavily on communities, with farming villages, market towns, and port cities dotting the landscape.Over the past seven hundred years, four port towns had grown into major cities that now command a great deal of power over Tremel: Fairfort, Kora City, Spearpoint Bay, and Elmheart. The four cities are seen as the centers of their respective regions. Fairfort over the Courier Isles; Kora City over the Blue Plains and Estoran Grasslands; Elmheart over the Spirit Meadows and Sage Lakes; and Spearpoint Bay over the Lexin Desert and Arrogant Mountains. Each city is a center of trade, and houses thousands upon thousands of Pokémon who live and work in and around the cities.Along with these major cities, numerous towns have been founded and grown during the past seven centuries. With them came security, trade, and new homes for ever-wandering Pokémon to settle down in and live slower, safer lives. Though the development of cities and towns happened over hundreds of years, not all of Tremel is open to this way, to what the major cities boast as “civilization.”The old ways of living off the land, traveling in tight-knit groups, protecting one's family, have been almost completely eliminated in the south, but remain the standard of life in the “Wildlands” to the north. Most who live in these lands dislike the south’s disconnection with the natural ways of life, and many in the south find the lifestyle of the “wildlings” to be brutish and dangerous; the way Pokémon should live has been a point of conflict since the Age of Disasters.


The All-Creator and the 1000 Arms


The main religion Pokémon follow within Tremel, in the metropolitan South and the wild North alike, is the All Creator. A god among gods, they were fabled to have created the universe and all elements within through their sheer power- and help from their 1000 Arms.Oral history of the events vary in their order but a general consensus in the stories is that these are the first six arms: Time, Space, Anti, Emotion, Knowledge, and Willpower. The first arms to come into existence and create in the All Creator’s name, they wield an untold amount of power and play a major part in the formation of reality. Casting their respective elements into the new universe, together they built the fabric of space and time, Aura, the souls of the living to be, the laws of natural world, and Ley power.Today, while they are as revered as their master, much still revolves around the All Creator in the end. Every town and city has a temple dedicated to them and teachings revolve around the core ideas of growth, kindness, charity and empathy for those around oneself. Every Temple is headed by a Speaker of the Creator, a head priest in simpler terms, with ones called Servants of the Arms below them.The centers of the faith are the Grand Temple’s, one in each of the four major cities of Tremel. The largest and most influential is the Fairfort Grand Temple, which houses the All Council: a group of elders who determine the future of faith and train the newer generations of Speakers.Grand Temple not only serves as a training location for the faithful, but for the medically inclined as well; each Grand Temple also serves as a hospital and place of higher learning in general. While they cannot compete with the multitude of schools located in Kora City, they provide an ample opportunity for advanced education to all Pokémon. Disciple Marks are also a focus of Grand Temple’s, as the rigorous testing to determine a Pokémon’s abilities in holding these symbols is done at the end of each season.Another aspect of the All Creator faith unique to Tremel is that day to day schooling is provided at all Temples for children and the faithful. All Temples, by decree long ago, must have an accessible library along with teaching basic reading and writing to those of all ages. Today this has been reinterpreted as providing a basic overall education to the young to help them in their future.Finally, every Temple provides a basic service to all Pokémon who can afford it: the ability to channel evolution. The items for evolution are rare and the rituals to perform evolutions that need more than just items or inner strength are complicated to do without training.Each Temple employs an Evolution Master who guards a room with the aforementioned sacred items and the knowledge of the complex rituals needed for a Pokémon to move on to a higher state of power. Pokémon can evolve without their help of course, but it is rare to be able to do so and without harm as well.

Magic in the World of Tremel

Magical energy, or “ley energy”, is derived from the earth. It is a mystical force unlike aura—or “life force”—found innately within all Pokémon, and the source of Pokémon’s moves and abilities.Contrary to life force, ley energy allows for the use of magic, which is a broader and far more flexible power with few counters aside from other forms of magic. For example, an attack-boosting spell cannot be disabled by opposing abilities that might mitigate stat changes. Most major magicks and spells are more powerful than moves and abilities, but clever usage of a move could still counter magic—get creative!


Ley Lines


As ley energy is not naturally found within Pokémon, a Pokémon that wishes to use it must tap into a wellspring of ley energy known as a ley line.Ley lines are an invisible magical force found throughout the world flowing like threads in a web. They are used as sources of ley energy and can be channeled by those trained to do so, so long as they are able to find them. Ley lines can be seen only using special Divination magic, and they appear thicker and more dense depending on how much energy is contained within them. Some locations in the world are naturally stronger in ley energy than others.Ley lines can also be found in places of magic such as the Elmheart Research Institute and some temples, which have been deliberately built upon dense ley lines.See Disciplines of Magic and Spells for examples of the uses of magic and ley energy.


Becoming a Mage


In order for a Pokémon to become a mage, they must acquire an Elmheart Certificate. These can be bought at the Fire Sale for 13,000 A, received as rewards for events, or traded between group members. Upon receiving an Elmheart Certificate, you must pick one of the Disciplines of Magic to specialize in, which should be listed on your application along with the link to your purchase/earning of the item.Spells of the mage’s chosen Discipline cost less Spell Points to use. See Limitations on Magic for more information on Spell Points.How you choose to depict your character’s journey to becoming a mage is up to you. Though it is extremely common in Tremel for mages to have studied at the Elmheart Research Institute, this is not a hard rule at all.

Life as a Mage

Mages are still uncommon in Tremel, and those who officially own an Elmheart Certificate are closely monitored by the authorities where they exist. Reckless use of magic can result in a penalty or a temporary—or in extreme cases, permanent—loss of permit. Faction members irresponsibly using magic will reflect poorly on their faction, and those members will receive scrutiny from their leaders no matter which side of the law they are on. There are no mechanical implications of this but feel free to use these points for your story if you’d like!

Using Magic

While not all mages have an official diploma, they are almost always identifiable through the use of a magical focus; an object through which they channel their powers. Examples of common choices of foci include gloves, wands, staves, or rods. More uncommon choices include things like playing cards or gemstones.As magic is not innately found within Pokémon, a mage only has so much magical energy to spend before they must replenish their reserves. To do this, they must find a natural ley line to tap into or visit a designated site such as a temple or meditation chamber near one. Such places are extremely uncommon outside of Elmheart and its surrounding area, but they are not unheard of. See Limitations on Magic for guidelines on how many spells your character is able to use before they are spent.Mages are also able to use lesser magicks freely. A lesser spell can be defined using these rough guidelines:

  • It does not hurt, harm, or otherwise affect other Pokémon

  • It does not create a force powerful enough to launch or carry an object such as a crate, barrel, or something larger

  • An example of a lesser spell may be creating illusory effects like sparks or producing a light breeze in the area around you

  • An example of a lesser spell may be levitating a small object like a book or berry


Limitations on Magic (Spell Points)


There is a soft limit on how much magic you can depict your mage character using in works such as art and literature, and this extends to activities such as Heists or Missions as well.Mages use an additional stat known OOC as Spell Points (SP). These points determine how much magic your character can use in a single day before needing to regain their magical energy. This means that each time the sun sets and rises in your work, your character regains their magical energy and can begin casting again.Each time your character casts a spell, it uses up a number of SP according to the table below.

Spell LevelSpecialized Discipline?Cost (SP)
LesserYES0
LesserNO0
MinorYES0
MinorNO1
MajorYES1
MajorNO2

Each mage begins with 6 SP as soon as they receive their Elmheart Certificate.Members are expected to track their own SP usage over the course of a work. However, these rules are not end-all, be all, and if you go over your expected usage for story purposes (such as dramatic effect, depicting a character overexerting themself, etc.) there is no penalty for doing so. These are merely a highly recommended and preferred set of guidelines for figuring out how much energy your mage has to spend when depicting them in work.

Increasing SP

The maximum SP that a mage can use per day can be increased through the following methods:

  • For each Mission Medal held by the mage, add the number of Medals x 2. For example, a mage who has two Mission Medals (4 SP) will have a total of 10 SP. Example: 6 Base SP + (2 x 4 Medals) = 10 SP

  • A mage can increase their maximum SP by completing the Asphodels’s Extra Credit Assignments. These are tasks that periodically appear at Teddy’s Thrilling Tasks, specifically made to allow mages to increase their SP without Mission participation. Only a mage who is not at the current overall SP cap can participate in these assignments, which typically will increase your SP by 1.

The current overall SP cap is determined by the expected amount of SP a character who has completed every Mission should have, plus a buffer for those who put in the extra effort to grow their power.

Disciplines of Magic and Spells

In Tremel, there are 9 officially recognized Disciplines of Magic and Spells (commonly referred to simply as “Disciplines”). A mage can create their own spells as long as it stays within the themes of one of the Disciplines. Spells within the mage’s chosen discipline to specialize in are easier to case for the mage—see Limitations on Magic for more information.

Offense

A discipline focused on attacking others with spells of various effects and elements, large or small, serious or weak. These magicks are often derived from available and nearby elemental sources, but one can draw on minor conjuration and transmutation as well. Despite this, anything that creates a harmful effect is generally classified as an Offense spell. It is very heavily regulated due to the risk it poses to others.

  • An example of a Major Offense spell is channeling a large fireball or creating a rain of many ice shards.

  • An example of a Minor Offense spell is a small bolt of lightning, only powerful enough to singe; or an explosion with a force powerful enough to harm objects, but not grievously wound a Pokémon.

Defense

A discipline focused on defending oneself and others against all manner of spells, either at the moment or ahead of time.

  • An example of a Major Defense spell is a protective barrier that mitigates damage for minutes or even an hour at a time; or an invisible, mental shield that protects one’s mind from being read or controlled.

  • An example of a Minor Defense spell is a thin layer of magic applied to one part of one’s body that reduces damage when walking over harmful terrain—such as allowing one to walk on hot coals by coating the soles of their feet.

Transmutation

A discipline focused on the manipulation of objects and Pokémon in reality by bending the physiology of their target. Unofficial use is illegal in Tremel due to the risk it poses to those affected.

  • An example of a Major Transmutation spell is enlarging or shrinking either a part of one’s or one’s entire body; or causing one to become physically stronger through artificial means for several minutes. You may also change one object to another object of a similar size temporarily—it may revert after a number of hours.

  • An example of a Minor Transmutation spell is allowing a Pokémon to see in the dark if they are normally incapable of doing so; or temporarily increasing a Pokémon’s agility or strength for up to one minute. You may also change a piece of a large object, or the entirety of a small object no larger than a book.

Healing

A discipline focused on temporarily accelerating one’s natural healing processes or allowing miracles of healing to take place. Healing can be applied to both Pokémon and other organic matter that has a life force to manipulate.

  • An example of a Major Healing spell is allowing one’s bones and limbs to heal or even grow back. It enables recovery from a near-fatal state. In rare cases, Major Healing magic can revive the dead, however resurrection is illegal in Tremel, and is seen as an affront to the All-Creator. Any mage caught using resurrection is severely punished.

  • An example of a Minor Healing spell is healing bruises, small cuts and wounds (no deeper than a few inches); temporarily alleviating pain; or healing bleeding and internal trauma—so long as it is not fatal or near fatal. This also encompasses the healing of damaged plants.

Divination

A discipline that allows one to divine the past, present, and future, as well as the world around them in different ways.

  • An example of a Major Divination spell is forcing a vision. Visions from the past can appear from several years ago, visions that look into the future are often vague and subject to change due to the ever-changing nature of things. Visions from the present allow one to view locations, landmarks, or even other Pokémon from several miles apart. Major Divination magicks can even encompass seeing through other magical illusions or invisibility.

  • An example of a Minor Divination spell is viewing locations, landmarks, or even other Pokémon from up to one mile away. Another example is being able to see ley lines around oneself—the denser the ley line, the more visible it is.

Illusions

A discipline focused on creating dazzling and distracting fake effects, events, and imagery. Imagery can be of false Pokémon, actions, and even conversations so long as the voices are well-known to the mage. Bear in mind that only extremely powerful illusions can be given a temporary, physical form. Objects and Pokémon that are disguised by illusions occupy the same space as they would normally (i.e. a Wailord that makes itself look like a smaller Pokémon not physically become smaller, and others may bump into an ‘invisible’ space where the Wailord’s real body is).

  • An example of a Major Illusion spell is applying a full-body disguise to oneself and producing a speaking voice that is not their own; or producing a visual effect that spans several meters in length.

  • An example of a Minor Illusion spell is changing the appearance of certain parts on one’s body to appear differently such as the colour of their fur, the appearance of a false wound, or appearing as having someone else’s head.

Conjuration

A discipline focused on the conjuring, movement, and placement of objects and Pokémon.

  • An example of a Major Conjuration spell is moving multiple Pokémon or large objects via teleportation, short-ranged or long-ranged (no more than a few miles). Another example is summoning and calling on a Pokémon or object from afar, bringing it to one's side so long as they are aware of where their target is before the conjuration. They can also levitate Pokémon larger than them within reason (i.e. a Joltik is unlikely to be able to levitate a Wailord fully, but they may be able to move them slightly).

  • An example of a Minor Conjuration spell is levitating small objects, or other Pokémon of a similar weight to the mage or less. Another example is summoning small objects within view or short-range to one’s side.

Enchanting

A discipline focused on creating magical effects attached to objects that can be used over and over. Enchanting can utilize other magicks such as Offense or Transmutation, however anything that imbues another object with magic is categorized as Enchanting. It is commonly used by magical blacksmiths and armorers.

  • An example of a Major Enchanting spell is imbuing a sword with electricity that persists for up to hours at a time, or making a large object like a cart and its contents lighter to allow the puller to move faster.

  • An example of a Minor Enchanting spell is imbuing a mundane household object with the ability to carry out its own tasks, such as a teapot that pours itself on command.

Psionics

A discipline focuses on the communication with living beings around them as well as delving deep into the mind, understanding what is within and potentially even controlling it. This also allows for the control of organic matter that does not necessarily have a mind, but has life force that can be manipulated. Unofficial use is illegal in Tremel due to concerns of privacy and potential for abuse.

  • An example of a Major Psionics spell is reading the deep inner thoughts of another Pokémon, including delving into their subconscious. Major Psionics also allow for mind control and influence if the target has a mind and is weak-willed enough. Another example is to cause a large tree to bend its branches in a certain way.

  • An example of a Minor Psionics spell is reading the surface thoughts of another Pokémon, and communicating with them telepathically. A non-psionic can respond through the neural link, however their responses are often garbled and hard to understand.

Places in Tremel


The Continent of Tremel


A land of verdant plains, tall mountains, beautiful rivers, crystal clear lakes, rustic forests, and quiet tundra. Among all of it, plenty of villages, towns and cities for Pokemon to live and thrive in. The large sprawling landmass has been home to many Pokemon unto millennia but that isn't without conflict. Periods of conflict have bubbled every so often on this beautiful land and sadly, it seems to be the case once more...

Cities


Fairfort


"A grand city, a port for all. Trade and commerce, fine arts and beautiful buildings, many tall. Come one, come all. Fairfort, the fairest city of them all."

- Rugen, Traveling Bard

Home to the Merchants Trade Guild of Fairfort, simply known throughout Tremel as the Trade Guild, Fairfort is the largest settlement on Tremel. Boasting a populace of at least three-hundred thousand Pokemon, it is the main gateway onto Tremel thanks to it's large and heavily used port and is the largest city in all of Tremel. Highly urban, the city is dotted by parks and regal homes in the north with more modest housing in the south. Ringing around the ports is where one can find the poorest of Pokemon in the city, living in somewhat squalor buildings and less than clean streets. Efforts by the Trade Guild to rectify this have not gone over well, to the point of being called a waste of Auran by some but Rene, the current leader of the Trade Guild, refuses to stop trying to solve problems.


Elmheart


"A brilliant city, rivalled only by Kora City to the west. It's a quaint rivalry of the academics though Elmheart's breed focus more on natural sciences while Kora City's focus more on the artificial and mathematical. The amount of trees that make Elmheart home compared to Kora City are a nice reminder of the difference."

- Avos, Historian

Known as the City of Heart's Rest, Elmheart is a welcoming city full of bustling markets, tradesmon, and specialty goods. Tremel's foremost magical school, the Elmheart Research Institute, is located here and is where Pokemon with inclinations in magic head to learn more. Partly due to a long and storied dispute with academics in Kora City and partly due to Elmheart resting on a Ley Line intersection, it's the perfect location for all sorts of magic to be practiced- and magical items to be made and sold.


Spearpoint Bay


"It's impressive how much one can make of rough gem in a hostile environment. It took a lot of work but this city is certainly a unique jewel on Tremel."

- Celeste, late leader of the Merchant’s Trade Guild of Fairfort

Gateway to the Lexin Desert, this port city is also the only major settlement throughout the Lexin Desert thanks to it's rather inhospitable conditions, mixed with the Lexin Wayfarers making sure settling down is harder than it already was. The desert, despite its dangers, still attracts those who seek fortune through treasure hunting and those who wish to cater to that desire. With this, the Trade Guild has a sizeable influence in Spearpoint Bay and in turn, a deep-seated rivalry with the Lexin Wayfarers.


Kora City


"This city is so hilly, it forced Pokemon to be innovative and creative getting around. First with pulled wooden carts. Then putting those carts on a track and pulling them. To turning them from pulled by hired help to a long braided cable of steel that moves along thanks to the help of Magnemite and Magneton."

- Ynette, former Archivist of the Emerald Enforcers.

A port city nestled in a mire of hills and plains, Kora City is home to the Emerald Enforcers and a handful of organizations geared towards learning, research, and archiving knowledge. Thanks to this, Kora City has been the "City of Knowledge" for the longest time and with new interests and innovations occurring within this tinkering city, it's not one it will lose anytime soon. Just recently, the city has installed a "cabled wheelcar network" to help facilitate quick movement up and down its many hills and winding streets.

Towns and Villages


Ovet Town


"It's nothing special on first observation but it is an important little town. It marks the end of trading roads, thus the edge of our influence. Unless we begin trying to turn one of the smaller villages north of here into a major town, this is it for the Enforcers. Farthest north we'll mostly be."

- Kalles, late Leader of the Emerald Enforcers

The northernmost major town in Tremel and last step before heading into the wider Blue Plains and the Wildlands beyond them, this town is a bustling and well protected place surrounded by picturesque farmlands and friendly Pokemon. It's town market is always filled with passerby's coming from and going into the Wildlands and is flanked by outposts by both the Trade Guild and the Emerald Enforcers. To many, this town is the start of adventures and that isn't changing anytime soon.Of course, there are small villages strewn throughout the Blue Plains north of Ovet Town but none have as much population, influence, and good connection to the rest of Tremel to make them worth defending, at least in the eyes of past leaders of the Enforcers, or investing into in the eyes of past leaders of the Trade Guild.


Wy Falls


“As it stands, one of the prettiest towns I’ve ever had the pleasure to stay in. Hot springs and cool waters, a fast river and tall falls. A pretty painting indeed.”

- Rugen, Traveling Bard

Set against the beautiful and powerful waterfalls of the same name, the town of Wy Falls sits along one of the most important trading routes on the continent, the Blue Road. As such, a large trading market sits in the center of town along with a large Trade Guild office. Surrounding this square is a number of inns and taverns that Pokemon traveling along stay, eat, and revel in.Even the road in and out of town is strung with inns of varying sizes and quality though the largest and most impressive is the Sister Bridges Inn, on the western side of the Wy River across the namesake pair of bridges.As any other town and village in the Blue Plains, farms dot the landscape outside of the town itself and sit as the center of community for the area, with a Temple of the All-Creator as a focal point in the town.


Lure Town


“Wood is one of the most precious resources on this continent. As such… this town needs some of the best defenses against Outlaws.”

- Emerald, First Leader of the Kora City Enforcers

Lure Town is a small, rustic town sat against a great forest of the same name at the base of the Humble Mountains. To many across the continent, it is nothing special- just some town with a focus on forestry and woodcutting. To those with the knowledge, it is an important landmark that must be defended for its resources. As such, the town has a large outpost of Emerald Enforcers and a wood palisade surrounding the outskirts of the town.Wood heats the homes across Tremel. Wood is used for construction of those homes. Wood is used to craft furniture, create paper, and build grand ships to ply the Grand Ocean. Much of the wood in Tremel comes from Lure Forest, only rivaled by Estor Village and Little Woods but far ahead in sheer volume.


Sage Lakes


“A spiritual place this is. One could attempt to speak with the All Creator here; that he and his Arms love to visit these waters to rest and relax.”

- Meiden, late Grand Speaker of the All Creator, Elmheart

A town spread along the shores between two great lakes within the Spirit Meadows, it serves both as a major hub for the many farms and farming villages in the region and as a place of spiritual pilgrimage for those who need to cleanse their soul, divine direction in life, or simply need peace in their life.While not one of Tremel’s major cities, it is said that Sage Lakes is well on its way to such a status as it is currently the fifth most populated settlement on the continent after Spearpoint Bay. Its farmers and trading market are large and busy much of the day, the Trade Guild has a large office in the town and Rene himself has previously announced intentions of building warehouses in the town, signifying its growth even more by the leader of the large organization.The Temple of the All-Creator in town is the focal point and one of the largest in Tremel. Rivaling the Grand Temple in Fairfort, this Temple is used as a meeting place by the All Speakers at times when Fairfort is not available for various reasons- typically, weather being the main one.
Since being appointed to their position, the current Speaker of this Temple is trying to attain the status of Grand Temple; it is seen by many Pokemon that the moment it receives this designation, Sage Lakes will be forever more not a mere town, but Tremel’s fifth great city.


Charm Valley


“Among the hills and mountain peaks of these arrogant mounds, this valley sits as a place to gather and rest. Spiting the great peaks with its tranquility and fertility. Funny that it’s the starting place for those who dare climb those very peaks.”

- Kalles, late Leader of the Emerald Enforcers

Sitting in the billowing peaks of the Arrogant Mountains and hills surrounding them, Charm Valley is a center of relaxation, tranquility and recreation. Like other towns and villages in the Spirit Meadows region, Charm Valley is mostly focused on farming though it has a focus on mining as well though neither of these aspects truly define Charm Valley.What defines the town is said recreation, that being climbing the Arrogant Mountains. Many terrestrial Pokemon have attempted to climb up its bountiful, tall peaks. Some for the sake of legacy, some for the sake of science, some for the sake of faith and some for the sake of thrill.Outside these efforts to climb the various peaks were prosperous amounts of trade. Sitting at a point between Kora City, Spearpoint Bay, and Elmheart, the town was a center of trade as traders and merchants needed a place to rest and sometimes, peddle their goods to other traders to expand their selection.


Port Luna


“They’re a town of fierce ‘mon them. Scrappy, lil’ go-getters really. They want the position Fairfort is in an’ boy are they trying… Hey! They got great food, that’s one thing they got better than Fairfort.”

- Captain Lexos, late Quartermaster of the Trade Guild

Among the port towns in Tremel, there is no other than Port Luna with a more ‘scrappy’ and ‘rough’ reputation. Though in reality, it is just another port town, the residents of said town are known for their penchant to work. Always working hard to keep their town clean and supplied with food for itself and for trade. Always working to rival itself to Fairfort.Of course, there is one aspect of Port Luna's tenacious behavior that outshines Fairfort in a way that’s hard to compare- cuisine. The humble port town is well known across Courier Isles and Tremel for its great chefs, amazing restaurants and taverns, and incredible hospitality. The wealthy of Tremel, and especially Fairfort, visit frequently- enough so that a daily ferry service runs between Port Luna and Fairfort.It is something the town is proud of and hopes will continue to help it grow- and shape its rivalry with Fairfort for years to come.


Little Woods


“Lure Forest may have wood but the best trees are grown in and around Little Woods. Why do you think pirates always fail against our great fleet? Because they’re idiots? No, it’s because our ships are unbreakable as the will of our crews.”

- Celeste, late leader of the Merchant’s Trade Guild of Fairfort

A fixture town of the Courier Isles sitting south of Fairfort, in the center of the Southern Island. Sitting within the woods of the same name, the town, like Lure Forest, is fixated on the trade of forestry- supplying the Isles and especially Fairfort with much of the wood and cut lumber necessary for everyday life and for the building of ships in Fairfort’s dockyards.A quiet town, not much happens and thanks to being in the Courier Isles, is sheltered from the usual issue of Outlaws, with Outlaws largely being rare on the Isles thanks to the influence of the Trade Guild. As such, the town is a peaceful, tranquil place and considered a great place to raise children on the Isles.


Redport


“‘Tis easy to forget about little ole’ Redport but some of the best sailors in Tremel came from that lil’ town. Heck, I came from that town!”

- Captain Lexos, late Quartermaster of the Trade Guild

A small port town on the Night Peninsula, it was not unusual compared to other towns and villages along the coasts of Tremel. What was remarkable compared to other towns however, was its impressive cast of experienced sailors who could be hired to captain or pilot ships where needed. For many without the know-how of why so many sailors from Redport were so experienced, it seems almost like magic.In reality, Redport’s location left it in a less than peaceful place, with storms constantly rolling over the town and port; subsequently the waters in the open sea outside the port as well. Along with this were the numerous coves dotting the coastline within the Red Bay, the bay Redport sits in, where many a pirate group made their home. This meant that those who take up sailing in Redport were quick to sharpen their “teeth”, so-to-speak, among the variety of dangers.Even those who hail from Fairfort fail to compare with the quality and tenacity of sailors hailing from the little port town of Redport. For this, these sailors fetch a high price to hire and generally are given an established rank in the crew from the get-go. Many of the Trade Guild’s greatest Captains, Quartermasters, and Commanders hail from this small, forgettable town.


Luster Point


“Rarer a point farther south than this place than Gail Town. Shining with its own luster, no better found.”

- Rugen, Traveling Bard

A town known for its “luster,” Luster Point is one of the southernmost settlements in Tremel, aside from Gail Town, and is famed for its gems and pearls. North of the town is a number of mines dedicated to precious metals and where much of the gold in Tremel happens to be extracted. In addition, the largest minting office on the continent is located in the town, bringing it as much business as the Auran that is stamped every day.Naturally, the Trade Guild has major offices and influence in the large town, itself owning a mine outside the town: Lull Mine. Alongside this, the town houses a small number of Guild warehouses to store goods before they shipped onwards, rare for most towns as it is usually reserved only for the major cities.Thanks to its location, industry, and bustling port, Luster Point is behind Aim Mills in population and is the largest settlement on Night Peninsula. Like Aim Mills and Sage Lakes, it is clear that in the near future, Luster Point will become one of the major cities of Tremel- it is only a matter of when, not if, this happens.


Juco Village


“Its name origin is lost to history. All the folk ‘round here suppose that it’s named after the first ‘mon to plant a stick here and say, ‘well, this is where I live now’ and for some reason, others decided to live round them too. Must’ve been a good guy that Juco.”

- Ynette, former Archivist of the Emerald Enforcers.

A typical farming village sitting along the west branch of the Aim River, it is mostly unremarkable aside from its rather unique name that does not match any land features in the area. Much debate and research has gone into figuring out how exactly this small town attained its name and so far, popular mythos is that the town was named after the founder of the town.Though historians deny that this is the most likely reason, with popular academia though that it’s named after an ancient city, the townsfolk themselves stick to the mythos that names their town- mostly out of pride.


Estor Village


“The grasslands are named after this town and really, it fits. No place rougher and meaner on this continent aside the Lexin Desert and the Wildlands beyond it all. It’s all almost lawless, except for the Enforcers who desperately try in vain to keep the peace.”

- Avos, Historian

What may sound like a pleasant place in name leaves much to be desired upon arrival. A rough frontier town, one that those who visit would describe more as lawless than anything else, that escapes the grasp of the Emerald Enforcers no matter how much they have tried over the years to create some order in the town.Sitting on the west branch of the Aim River, it is a place for the various farmers, framhands, and others roughing it out in the Estoran Grasslands to gather and to sell their crops downstream. Despite the roughness, the town does have a small Trade Guild office which doubles as a bank and is a frequent target for Outlaws and Pokemon under the influence of spirits.


Hagen Point


“Charming little town. If one visited Estor Village first, you’d think all the locales in these grasslands were from Distortion. This little fishing town spins another yarn, that it could all be so much better. Friendlier. Creative. Too bad the Outlaws don’t care about ‘nice’ all that much.”

- Rugen, Traveling Bard

A complete opposite to Estor Village, Hagen Point is known for its friendly natured locals and calm, slow atmosphere. A relaxed quiet life is in store for anyone that visits and elects to stay in the town.Out of the way from the hustle and bustle much of southern Tremel is mired in, Hagen Point happens to be a favorite locale for artists, musicians, writers and other creative types. As such, the largest art gallery on the continent is located here and there are plans to build a large library and museum in the town as well.Of course, such plans would bring more and more to the town but those living there aren’t too fussed that other Pokemon may move in. The more the merrier and they hopefully will adopt the same lifestyle those already there live every day.


Aim Mills


“It has excellent access to the Grand Ocean, the Estoran Grasslands and Humble Mountains. No better place for us to plant a tree and seed the peace of future generations than in this town.”

- Emerald, First Leader of the Kora City Enforcers

A large town sitting on the bottom of Avan Lake, along the river of the same name, it houses a large complex built by the Emerald Enforcers to keep the peace within Estoran Plains and Maiden Peninsula. It also doubles as a training facility for those who attain enough experience within the Enforcers to become a high-ranking member.Along with the Emerald Enforcers having a powerful presence in the town, the Trade Guild has a large set of offices and shops in the town to help support said presence of the Enforcers. With good access inland and to the Grand Ocean, it also doubles as an excellent upstream port for the Trade Guild to disperse goods across Tremel with ease.With the two major guilds in the town, it is, as a result, one of the largest towns in Tremel. Sitting behind Sage Lakes in population, Aim Mills continues to grow in size every year as and is poised to gain a status of being a major city in Tremel one day after Sage Lakes attains the same- and with the distinction of being the first major city in Western Tremel to boot.


Amiro Village


“Quiet, quaint, calm. Cozy little place and to think, much of the cloth Pokemon across Tremel depend on is woven here. Of course, it won’t stay that way for long after we’re done here. A shame, I’d love to retire here one day.”

- Celeste, late leader of the Merchant’s Trade Guild of Fairfort

If one ever bought cloth, yarn, wool, silk or any other sort of fiber or the end-product of such, it is likely that it first came from Amiro Village. Sitting along the center of the Aim River on the Maiden Peninsula, the town is surrounded by verdant meadows and fertile soil. While berries, fruits, and vegetables have been grown in the past, the excellent climate brought in Pokemon from abroad to the Grand Ocean who took advantage of these advantages to start growing fibrous plants.Within decades, the textiles trade in the town grew after the first seeds were planted, eventually attracting the Trade Guild to the still quiet town. Once they had set up trading routes and proper offices to manage trade in and out of town and the surrounding region, Amiro left behind its status as “village” to be more a larger town. Today, it is one of the ten largest towns in Tremel.In its current state, it is a bustling town centered on its textile trade and using the power of Aim River’s current to speed up production faster than ever before with new innovations within the past few years. As with many of the other towns, a Temple of the All Creator stands in town, next to the market that many in and around town depend on for everyday goods.


Gail Town


“This quiet port town hides a great secret under the cliffs to its south. We had to put all the Outlaws we arrested somewhere. Where better than as far away from the rest of Tremel as possible…”

- Kalles, late Leader of the Emerald Enforcers

Whenever one talks about Gail Town in much of Tremel, rarely is it in any other context besides one: the Prison. Rather succinctly known as the Howling Cliffs Prison, Outlaws that are captured and punished with prison time are brought here- far away from the rest of civilized Tremel.This serves a dual purpose: if a Pokemon manages to escape, they will be easy to track as there are only so many ways out of town (north towards Amiro Village or out into the Grand Ocean on a ship) while those coming into town can also be tracked in case they are around for nefarious purposes.The people in the town itself rarely acknowledge the Prison, despite a good chunk of those living there also working there if they aren’t working in the port or on one of the various fishing boats that sail out every week. It doesn’t help that visitors are rare and those that do visit are usually Enforcers with what is darkly joked as “cargo” for the nearby Prison. As such, the town can feel cold and at times, hostile, to newcomers and visitors.

Geographical Locations


Blistling Hills


“A place where the wind blows, whistling, singing, screaming. Those that make their home here, are one with these howling winds.”

- Rugen, Traveling Bard

A collection of hills that once were a part of the Arrogant Mountains but the passage of time and movement of lands has not only split it apart from its former family of peaks but has eroded the mounds down to a collection of large hills and small mountains.The main windstream passing eastwards over Tremel, blocked by the Arrogant Mountains, travels over the Blistling Hills, bringing a large amount of rain, warmer than usual temperatures, and heavily eroded the former mountains to their current state. What is left can be considered a dense, temperate rainforest dotted with small rivers all running towards the Grand Ocean.Pokemon who live in this region frequently come in contact with those who live and travel around in the Lexin Desert, trading goods and food as they do. The Wayfarers have a solid reputation in this region as well, thanks to the Trade Guild’s multiple attempts at trying to set up a base of operations in the region.


Courier Isles


“Lots of places to live on this bloody continent, lots of places... Yet for some forsaken reason, a good lot of Pokemon want to live on these islands! Why!? Can’t be the weather- it’s always raining!”

- Captain Lexos, late Quartermaster of the Trade Guild

If there is one thing Pokemon across the north and south of Tremel agree on, it is that the Courier Isles is the cosmopolitan part of the continent and subsequently, the place to be.Well settled, with many small villages dotting the islands and the city of Fairfort acting as the anchor for the whole of the Isles, it is hard to far from the safety of civilization. Outlaws are rather uncommon on the Isles though not entirely unheard of thus rarely do Pokemon on the Courier Isles depend on the safety of the Enforcers like much of Tremel’s mainland.The relative safety and prosperity of the Isles attracts many Pokemon from the mainland and across the Grand Ocean and as such, continues to help grow the Isles. Fairfort, naturally, benefits from this growth as well. Overall, Pokemon from the Courier Isles are generally seen to be slightly naive but smart and creative- and ruthless when it comes to commerce.


Humble Mountains


“These amazing mountains… They provide much of the water for Tremel. In the north, in the south, to the plains on its east and west- no better name describes them than Humble.”

- Avos, Historian

Containing the highest peaks of Tremel, the imposing central Humble Mountain range is the source for much of the freshwater throughout Tremel. The Wy and Aim River’s both source their water from the packed snow of the mountaintops as do many other rivers and lakes along the way.Due to the amount of water coming down off the high peaks of the mountains, the surrounding base is fertile with verdant packed forests of tall oaks, evergreens, aspens, and birch trees that help make up the large and imposing Lure Forest and Trick Forest- both of which happen to be a great source of wood for Tremel and a base of operation for the Blue-Spirit Outlaws.


Arrogant Mountains


“They steal the rain. They leave lands dry and thirsty. They bury those who travel in terrible storms of snow. They are nothing but Arrogant… proud of their stature and height even if the Humble stand taller. That is what those who live there say and it’s all true.”

- Ynette, former Archivist of the Emerald Enforcers.

No place crueler, no place more dangerous, no place said to be harsher for life. That is what Pokemon across Tremel have to say for the Arrogant Mountains. Despite its peaks only barely matching the mighty peaks of the Humble Mountains in height, the Arrogant Mountains stand tall as a natural barrier that deflects rain away from a large portion of the eastern coast of Tremel- creating the Lexin Desert in its shadow.Those that cross the mountain range normally travel via the Charm Road that leads one through the town of Charm Valley and onwards towards either Spearpoint Bay or Elmheart. There are those, though, who attempt to climb these mountains instead of transiting past them or those who traverse the dangerous crossings to avoid the eyes of the law. These Pokemon play a deadly game without the proper knowledge, especially as those who make the mountain range home are not always so welcoming.Blizzards are common in the heights of the mountain, many of which leave the roads (and Charm Valley) buried for days at a time. It’s due to this that shipping goods over water has become such an important avenue for trade to the eastern shores of the continent.


Eastwoods


“All Creator knows what goes on in the Eastwoods. Dark practices maybe or daily life. Who’s to say? The ones who live there are secretive… or rather, secretive towards us.”

- Meiden, late Grand Speaker of the All-Creator, Elmheart

The Eastwoods, sister to the Westwoods, is a large expanse of dense woodland and taiga at the northern reaches of Tremel. With humid, hot summers and desperately cold winters, it is not the most forgiving places to live yet it is home to many Pokemon who survive and thrive in such conditions.Out of the purview of the cosmopolitan South, the Eastwoods are considered the prime example for the so-called ‘Wildlands’ and its harsh, untamed nature. Those who live in these lands scoff at such ideas and notions, thinking quite little of those who come from southern Tremel. Thankfully, while there is much ire to be had, relations between various groups within the Eastwoods is mostly peaceful and much the same can be said with Pokemon as a whole towards outsiders. While not particularly welcome, outsiders are still given minimal hospitality- part in hope that they go away and leave them alone for good.


Westwoods


“One can head to the Eastwoods and come back with tales of terrifying encounters and close calls. Rare those who have headed to the Westwoods come back… and what tales we have heard are from the rare Pokemon that have left or escaped… Those tales tend to be rather short.”

- Avos, Historian

The Westwoods, sister to the Eastwoods, is another large expanse of dense woodland and taiga. Unlike the Eastwoods, however, the Westwoods are twice its size and are colder for much more of the year. Harsher, the Pokemon that live in this land are far more hostile and it is estimated that the various groups that call this place home are constantly mired in vicious competition for resources and safe places to shelter.Outsiders are generally shown the same hostility and as such, the Westwoods is the only place in Tremel where it is advised to all Pokemon never to visit- not unless one has nothing to lose and a death wish…


Blue Plains


“The large expanse of grass, sometimes said to be blue from the sheer amount and the sky’s light reflecting on it all, is an important part of the continent. Farms, farms all the way north- risking their safety to grow food.”

- Celeste, late leader of the Merchants Trade Guild of Fairfort

The largest of terrestrial features within Tremel’s shores, the grand expanse of the Blue Plains leaves one looking upon an ocean of grasslands- or more with the times, farmlands. Much of the staple foodstuffs grown in Tremel are done so here: wheat, corn, potato, cole crops, and all sorts of leafy vegetables.As such, the land is dotted with small farming villages throughout though the only major towns, Ovet Town and Wy Falls, are at the south end. This creates an issue where the farther north one gets in the Blue Plains, the larger and larger the farms become as land is much more easier to acquire but the danger increases twofold as well. Those from the ‘Wildlands’ and Outlaws see these disparate farms as prime targets for theft and worse.As such, many who hail from the Blue Plains are hardy, self-sufficient and known to be quite creative in their solutions to problems. One has to be when the nearest settlement could be days away.


Estoran Grasslands


“A rough land, a tough land. It’s as harsh as the town it’s named after yet there are those who leave for it, trying to find a new life. By the All-Creator, I hope they find it.”

- Kalles, late Leader of the Emerald Enforcers

The second largest fertile region within Tremel, the Estoran Grasslands are known to be less accommodating to all crops leaving it mostly to wheat and corn fields as far as one can see. Less populated and with even less control of order in the region, it is considerably more lawless than the Blue Plains.Several Outlaw groups make their names in the Grasslands, though notably none are part of the eponymous Blue-Spirit Outlaws. Part of it is because of distance from the core of the continent though a bigger part is simply due to the convoluted web of alliances and rivalries that plague the various groups in the land. This is part of why, despite having plenty of Outlaws, the Estoran Grasslands is not entirely lawless and overrun with crime.The Enforcers have done their best to try and bring something close to order in the Grasslands but after years of deteriorating service, their effect had been rather limited in the past decades. With the recent change in leadership, things have shifted in a more positive direction but it is yet to be seen if it continues as time goes on.


Spirit Meadows


“The Blue Plains may have a significant number of farms but the heart and soul of Tremel rests here. Whether it is Sage Lakes, Charm Valley, Redport, or Luster Point… those that live here bask in good weather and good spirits.”

- Rugen, Traveling Bard

The smallest of the fertile regions within Tremel, Spirit Meadows is known for its pleasant weather and temperatures for much of the year and highly fertile soils. If one can imagine it, it is grown in Spirit Meadows. This includes fruits of all kinds and most importantly, barley and grapes. Breweries and viticulture are prized industries in the region, alongside the myriad of fruits grown.Subsequently, Spirit Meadows is the most prosperous of the three and the most populated. With villages, towns, and even two cities dotting the region (Elmheart and Kora City), it is hard to find oneself far from a community of any kind. Trade is common and Outlaws just as so. That said, with the Spirit Meadows being the home region of the Emerald Enforcers, peacekeeping is at its strongest and crime is normally low with only the Courier Isles beating it in lawfulness.With good weather and a peaceful day to day, those hailing from Spirit Meadows are usually quite friendly, sociable, and charitable- to friends, family, and strangers.


Lexin Desert


“This desert, it is… a harsh place. Bringing order and peace here will take a long time, longer than my own lengthy time. Those that live here are rather hardy but rather stubborn and look at those like us as ‘invaders’ instead of help and allies.”

- Emerald, First Leader of the Kora City Enforcers

While much of Tremel consists of expansive grasslands, rolling hills, and crowded woodlands, the Lexin Desert stands as the continent's most extreme locale in contrast to all else. Longer than wider, it is trivial to assume that the desert is easy to cross its width but many a trek has tried and few ever make it all the way to Spearpoint Bay, the usual destination. The harsh sun, blowing winds coming off the Grand Ocean, and immense dunes of sand to cross craft a terribly harsh route to traverse for anyone attempting to cross.In spite of the hostile nature of the desert, there are a number of small villages and towns within the desert though a majority sit on the coast along a trade road known locally as the Sand Trail that heads up to Spearpoint Bay. Outside the settled communities, locals are part of numerous traveling groups that have lived for many generations, moving location to location as the year moves along.Those that reside in Lexin Desert are known to be set in their ways, sometimes stubborn, but hardy and hospitable to strangers of all kinds- so long as they don’t cause problems that is.


Grand Ocean


“A grand expanse of water, stretching across the planet and hugging the land all around it. In the past, it was seen as a mystery- a danger. Today, we see it as a passage for goods, ‘mon, and most specifically: Money.”

- Celeste, late leader of the Merchants Trade Guild of Fairfort

A majority of the waters in the world that touch every continent forms the massive span of sea known as the Grand Ocean. Unbroken and unyielding, it is a truly massive feature of the planet Pokemon throughout call home and is seen as a blessing, a curse, and as a resource. In the long past, it was an obstacle and a force to be reckoned with, bringing powerful storms and destructive floods upon the unprotected shores across the world. Today, with knowledge and understanding, Pokemon have learned to create safe havens around their coastal towns and cities, taming the choppy waters with breakwaters and artificial isles to disrupt the churning currents.A need to cross the Grand Ocean bred innovation when crossing on the backs of larger Water-types was seen as inefficient and slow. Ships, first powered by rowing and presently powered by wind, started small and weak to the forces of nature that appear over the Grand Ocean. Today’s ships are far bigger, hardier, and able to carry vast amounts of cargo while plying the open water with a sense of ease- relative to the puny vessels of the past. Even the best built ship can still sink or fall vulnerable to piracy but these treats have not stopped the growing number of ships on the Grand Ocean, all transporting goods and Pokemon for trade.The crews of Merchant’s Trade Guild of Fairfort are considered the master’s of the Ocean. Trained by the best and crewing well designed and engineered ships of the line, their fleet of merchant vessels are not only fast and secure but can put up a fight that can best pirates time and time again. The Grand Ocean plays no favorites but some are more equal than others…

Additional Questions

How long has Tremel been settled?

For as long as the written record has existed, which is estimated to be at least a millenia at minimum.

Is Tremel the same world as in the PMD games?

No, it is in its own world.

How do they track time? What year is it?

They use a 12 hour count and it is 750 A.A.D.; After Age of Disasters.

What is the Age of Disasters?

An age in the early written record where it has been reported, in many differing accounts, that a plethora of disasters befell much of the settled world. It is unknown the extent of the disasters and their damage but it is assumed by historians to be worldwide and devastating.

What sort of religion exists in Tremel?

Most Pokemon in Tremel worship the All-Creator and their 1000 Arms, said to be individual entities who did their bidding. These entities, the Legendary and Mythical Pokemon we know today, were the ones to create the world in their stead. Most of their names have been lost to history, a few are worshipped by cults alone due to their “dangerous” nature and a smaller number still are recognized and prayed alongside the All-Creator.The All-Creator to the Pokemon in this world is unknown and assumed to melt their minds if they ever gazed on them. To us, it is Arceus.

Can I create personal locations within Tremel canon?

Yes, so long as it does not conflict in location with any of the major cities and towns, as well as other major locations on the map.

Why are most settlements in the South, Southeast, and East?

Much of the northern inlands are dominated by sporadic farming communities, nomadic groups, clans, tribes, and other such who are less friendly with the idea of towns and cities. Due to this, Ovet Town is the northernmost town within Tremel and is considered the starting point into the Wildlands.

Can I use Legendary/Mythical Pokémon in my stories?

Yes, but only in spiritual sense. They are considered gods in this world and have never been physically seen in written or oral history as far as most Pokemon are aware. Visions can appear to some Pokemon, inspiring them while in other cases, cults appeal to their chosen god for a message and receive answers.

Can my character identify as they please?

Yes, your character can be any gender and/or sexual identity you please. Pokémon in Tremel don’t really judge, and we do not abide by rules or canon lore that state that certain species can only be of one gender.This includes having Pokémon of a mono-gendered species such as Braviary be female or Froslass be male.

Is there alcohol/drugs in Tremel?

Alcohol is a common drink in taverns, inns, and pubs throughout Tremel. With a content warning on the relevant work, your character can consume alcohol. Additionally, tobacco is known and smoked by the elderly and elite.Characters are not allowed to smoke tobacco in most circumstances, except for when implied off-screen. If your character is displayed/written as underage while drinking, there will be penalties for depicting them doing so.

How technologically advanced is Tremel?

Tremel is a land of late medieval technology and rapid innovation. Major towns and cities are hubs of intercontinental trading, craftsmanship, and research. Education and sanitation have become primary focuses in these places as well, with more and more efforts to keep them clean and expand the minds of the young.

Is magic performed/used/exploited in Tremel?

Yes, but it is rare that a Pokémon is talented in using raw magic and actively practices it.Most Pokémon encounter magic through Orbs, Wands, and Seeds. Orbs and Wands are usually crafted by talented mages while Seeds are considered magical in a raw, if ironic, form.Note that magic is not the same as a Pokémon's innate capabilities. Moves and Abilities use a separate source of power: Aura. Magic does not use Aura but the two can interact, sometimes to good effect, sometimes to bad effect.Those talented in magic are generally mistrusted by the general populace, but tolerated so long as they don’t cause mass destruction. Pokémon still remember the Tragedy of Kanver Town.

What is the Tragedy of Kanver Town?

Pokémon on both sides of the law would rather not speak of it.

Do everyday Pokémon use Moves?

In most situations in the current day, most Pokémon are not well trained in battling. Seldom do common Pokémon use their moves outside work or sport.

Are there other creatures besides Pokémon?

Yes. Fish are abundant in the oceans, from tiny anchovies to massive whales to scary sharks. Small bugs are common too, usually referred to as “micro-bugs” so as to not mix up with Bug-type Pokémon. Frogs can be found throughout the region, and all other types of small creatures.Fish is often eaten by typically carnivorous Pokémon as an alternative to meat. Cannibalism is strictly forbidden in Tremel, and is not tolerated by the factions and their leaders.

Are there Feral Pokémon?

Yes. Few live near the major settlements of Tremel but are numerous in the Wildlands and the two mountains chains. They also can be found in Dungeons all across the continent.Feral Pokemon can range from animalistic to intelligient and perfectly capable with socializing with "civilized" Pokemon.

Do humans exist in Tremel?

No. Pokémon only know themselves, fish, micro-bugs, and that the gods exist but nothing else. Humanity never existed in body in this world.Nothing is stopping you from making your character a former human, reincarnated strictly without their memories about humans and/or their past life. However, our preference is that you do not make this a pivotal point in your character's backstory as humans are non-essential to the lore of Tremel.

Can my character be born of their father's species?

Yes, but this is an uncommon occurrence in the world and if it happens, the child is considered a gift from the All-Creator.

What are the Wildlands?

A moniker for the northern part of the continent without major towns and cities. It is considered somewhat dangerous to make passage in this region of Tremel alone due to it being the favored resting area of Outlaws. The Blue-Spirit Outlaws and Lexin Wayfarers are commonly seen in the southern edges of the Wildlands.