Orea: The World & Its People

steeldragons

Steeliest of the dragons
Before getting into geo-political regions, races/cultures and other specifics, a few general notes on Orea, the world of the Steel Dragons:


  • Orea, as a world, should be considered a “high magic/high fantasy” setting. While there is some limited gear/clockwork (such as for grandfather clocks and the lift system of Brightmoon) and steam/hot air technology (such as for R’Hath’s flying ship), most people that need to keep track of time still use hourglasses. But for the most part, what we would consider worldly conveniences are generated and/or powered by magic.
  • Orea was conceived to be a campaign setting. My intent was for a defined world in which the system of play was not relevant. That said, I grew up playing what is now called OD&D, AD&D (1E, 2E) and fell out of it somewhere between 3 & 3.5. I have no materials for 3 or 3.5 play…in fact, I don’t believe I even own any 2E books, actually. And 4E, from everything I’ve read, is completely foreign to me and my understanding of what a D&D game is supposed to be. So, I guess, it would be most accurate to say that Orea, as a world, was created really as an “old school” setting but I see no reason players and DMs of any edition won’t be able to use and enjoy it.
  • Magic in Orea functions as it does in other worlds: arcane (mages), divine (clerics), and what I originally called natural (druids, shamans, and other assorted mystics). Apparently, somewhere along the line, TSR or WotC had the same idea and introduced/called it ‘Primal” (whatevuh.) Magic functions a bit differently with most spellcasters being considered is what would now be called “memorized” spellcasters, but a lot of them also are permitted “spontaneous” casting for lower level spells. Orea does not have “sorcerer” as a class. Any arcane magic-user might be called a sorcerer, but this is not meant to imply the current D&D spontaneous caster class of the same name. Details on all of this will be coming in a “Magic of Orea” thread.
  • On Orea, Clerics (priests & priestesses) do NOT use bladed weapons. Much as I loved the revamping of divine magic with domains and special abilities related to a deity’s spheres of influence (which I incorporated heavily when making the Orean pantheon and religions) I have never gotten used to the concept of a cleric with a sword…or a bow or whatever. If you want to be a cleric with a sword, play a paladin or multi-class. So…sorry. Clerics use the old school weapons list: you can get a mace, a staff, hammer, flail or morning star.
  • …and speaking of clerics, Orea has its own pantheon. The gods and goddess of Orea are watchful without necessarily being interfering (at least not often). This is born from the failing and destruction caused by their predecessors, who were heavily (even personally) involved with mortal affairs. So it was decreed by the lord of the current pantheon (Astar) that the gods keep their distance, power their chosen disciples (priests), and let the mortal realms fend for themselves. Of course, there are exceptions, but for the most part the gods do not involve themselves in the day-to-day goings on of the realms.
  • Drow….oy, the drow. One of the coolest of D&D creations gone wildy wrong. Dark elves on Orea are called the ShïDaeïri (“Those of the Blood of Darkness”) After ages of war with the elves of light, they were sealed away behind the Giras Thor (greatest of dwarven craft) by the legendary elf-king Drythantalir in the ancient history of the elves. They are little more than folklore to most surface dwellers, if they’ve heard stories of “dark elves” at all. The ShïDaeïri are EVIL. There are not hordes of “exceptions to the rule” swamping from the Underdark to be “nice guys” or “redeem their race.” There is NO such thing as a “half-drow.” There just aren’t. ShïDaeïri are simply and completely genetically incompatible with other races. So, NO drow heroes. NO drow-crossbreeds. If you venture into Orea’s Underdark, you can have all of the drow-mania you like with rival factions and socio-political upheaval and all of that. But in the surface realms, if your average person saw a ShïDaeïri, they’d be terrified, and if a surface elf or other adventurer who knew anything about the ShïDaeïri saw them, they’d be attacked on sight.
  • Barbarians in Orea are a race AND class. They are humans of the indigenous totem clans of the Gorunduu plains. They are called the Gorunduun. That’s a barbarian on Orea. Each clan has a totem animal, a tribal weapon, ability modifications and other abilities specific to their clan as well as the general barbarian traits. A Halfling can not be a barbarian. A wild feral tribal elf, is a wild feral tribal elf, not a barbarian. Half-elves and Half-orcs, if they opt to have their human parent be a Gorunduun and are raised in one of the Clans, they MAY opt to take on the barbarian class.

I think that’s most of the general things for now…ok, onto some fun stuff…

Oh and thoughts, comments, questions, ideas on anything is always welcomed and encouraged. Thanks.
--SD
 
Last edited:

log in or register to remove this ad

Races: Humans

The peoples of Orea are as diverse as the realms themselves. The men of Mostrial are renowned as noble warriors. The Thelitians rule the trade routes from deep within their desert empire. The Rangers of O’Douhn patrol the kingdom of Grinlia from their wooded keep. The elves of Mïralôsta are staunch supporters of their allies, while the ShïStaliiri and Kantiiri are reclusive and secretive. To the north, in the depths of the Naradun Mountains, dwarves work their wondrous crafts of gold and arms while the barbarians of Gorunduu hunt the snow-swept plains. In the south, the druids of Mistwood keep their secrets in shadowed glades while the great freecity of Andril is a beacon for all. For all of the races of the realms, in any of the different nations, the cities and keeps, the woods and hills, or in the dark tunnels and caverns below, adventure awaits everywhere.

Orean Races

Humans

Half-Elves (PCs always considered half-Mïralôstae.)

Elves (in order of most common to most rare – on the surface)
Mïralôstae (“Watchers of the Moon”, high elves)
Kantiiri (“Of the Wild”, essentially wood elves, but swamp, dessert and snow varieties exist and will be fleshed out in the future. For now, think of them as “wood elves”)
ShïCynallae (“Blood of the Clouds”, originally based on the World of Greyhawk’s “valley elves.” They’ve morphed a bit since then…I call them “cloud” or “mist” elves)
Kärolôstae (“Watchers of the Deep”, sea elves)
<NPC very rarely encountered>ShïStaliiri: (“Blood of the Stars”, basically “grey elves” I guess. )
<NPC almost never encountered in the surface realms>ShïDaeïri: (“Blood of the Darkness”, the drow)

Dwarves
Mountain dwarves: Naradun
Hill dwarves: Daegun
Ice Dwarves: the Korokun
Gnomes
Halflings (original Hairfoot-type)

Half-Orcs

Centaurs
Zepharim
Satyrs
Sprites
Goblins

Races of Men

(Note: the humans of the Principalities of R’Hath and the Freelands are really a conglomeration of these other races of men. Their heights, weights, hair and eye color runs the gamut of human possibility.)

Gorunduun: The clans of the Gorunduun tundra are very much the same as they were since the days before the Godswar. They have a fierce reputation as warriors and are also known to be excellent trackers. Each clan is a group of families spread out over a particular territory that may change periodically, dependant on availability of game or wars with neighboring clans. On the whole, the Gorunduun do not venture into realms beyond their territories. . .anymore
The clans are devoted to a totem animal. They are the Lion, the Wolf, the Falcon, the Stag, the Fox, the Bear, and the Dragon. Each clan also has a special tribal weapon that is unique. The clans are each led by a Chief (or Chieftess), a hereditary position whose family holds mythical ties to the totem. Each clan also has a shaman. Unlike the chief, the shaman is not hereditary, being “chosen” by the totem in some way. They have a strong distrust of magic, even clerical. The magics of their shamans instill a fearful respect because of the shamans’ connection to the clan totem. Outside spellcasters will be treated with suspicion if not outright hostility.
The Gorunduun are generally a handsome race. They are slightly larger than other races of men, average heights being over six feet for men, over 5 and a half feet for women. Their hair is generally light browns and blonds, though some have darker shades, the Dragon clan in particular. Eyes are predominantly blue with green and hazel not uncommon. It is custom not to grow a beard until after one is wed and becomes a father.
The barbarians of Gorunduun began as tribes that sought to escape enslavement by the Selurians and, later, the Thelitians. Following the Godswar, they raided into the southern lands regularly until the Thelitians and various Grinlian lords were able to organize enough to fight them back. These raiding hordes were one of the driving factors in the creation of R’Hath by the persecuted wizards of that era. Since the Scourge Wars, the Gorunduun have been mostly quiet and peaceful, except for the Dragon clan who are seemingly always on a warpath, usually with the other clans, but also raiding into other realms. The Gorunduun have been known to trade with the dwarves of Naradun and the neighboring realms of men. The barbarian clans are generally fearful of elves, owing to an innate distrust of magic and their images in Gorunduun mythology as evil spirits.

Grinlian: The people of Grinlia are as diverse as the Thousand Realms themselves. They are generally independent and industrious by nature, or have become so since the unification of Grinlia during the Scourge Wars.
Physically, their heights are similar to the men of Mostrial, with men often growing between 6 and 6 and a half feet. Hair and eye coloring is generally darker than their southern cousins ranging from brown through very dark brown and black, though lighter shades are not uncommon.. Red hair is rare. Eyes are overwhelmingly brown, with blue eyes being the second most common. Green/hazel eyes are uncommon but not odd. Violet or grey eyes are very rare and striking characteristics.
Grinlian surnames often have prefixes, similar to those used in Mostrial, to denote family lineage. The most common south of the Arm of Tyris is ‘Kar,’ “son of.” There is also L’ a contraction from the Selurian “Levarus” or “the house of,” as in L’lorn. O’ for “of the” as in O’Douhn. D’ adopted from the elvin word for “river” or “flowing from” north of the Arm of Tyris, as in D’Ensior. Family names of humbler folk are generally descriptive of the family trade, “So-an-so the Miller, So-and-so the Smith” or a given/chosen name that is descriptive of some trait, practice, or characteristic, as in Elibon Redsword or Aline Sure-eye.
The history of Grinlia, like its people, is a history of a hundred realms. From the days following the Godswar, the lands of Grinlia were ravaged with discord, violence, and chaos. The ancient city of Brightmoon and the white walls of Sanctum were all that stood after the Arm of Tyris reached across half the country, to the feet of the Dragonreach mountains. Petty warlords and self-proclaimed kings battled for supremacy over each other, fighting and stealing land, back and forth, endlessly. This was Grinlia for countless generations. Then, as the Scourge Wars made their way into those realms that are now part of Grinlia, a prophecy was fulfilled and the gods smiled as one of the Gifts of Doron, the Starsword, was returned to the hand of one who would unite various lords and lead them to victory against the dread godson, Aishapra. This was Elibon of the house of Lorn, called Elibon Redsword, hero of the Thorn. After vanquishing the demonspawn, Elibon was hailed as the first highking of Grinlia and so began the royal house of L’lorn. Since then, the realms of Grinlia have grown to include all the lands north of ShiStaliir all the way to the peaks of Naradun and beyond the Dragonreach range, even to the edge of Miralost.
Grinlia is currently broken into six regions: Denil, O’Dounh, Resahd, and East Embrar are each ruled by a Duke/Duchess. D’Ensior is a collection of Baronies ruled over by an Arch-Baron. The king’s seat, Castle Aberol, is located in West Embrar and so falls under the king/queen’s direct rule.
Areas of note in the realms of Grinlia are too numerous to list but some of the best known across Orea include the hovering citadel of the wizard of Towerton, the vast woodlands of O’Douhn wherein the O’Douhn rangers are said to have a mighty stronghold, the cursed marshlands of Dunsmoor, and the “Gem of the West”, Andril’s sister city and the crown-city of Grinlia, the ancient city of Brightmoon.

Mostralian: The people of Mostrial are a hearty and noble race. They are known for their strong sense of honor. A Mostrialian who gives his word is giving his life. They are also reputed to be a strong willed people with a fierce spirit that cannot be overcome. Mostralians are known to be very good with horses and expert calvary men. They are also known to be excellent shipbuilders and seamen. They also have a reputation for being talented musically. Minstrels from Mostrial are honored guests and prized entertainers wherever they go, owing mostly to the fame of the hero of the Thorn, the half-elvin bard, Calidwyn Spellsinger.
Physically, their heights run the full gamut of human possibility but average between 5 and 6 feet, with women generally being in the lower half. Their coloring ranges on the lighter side, from brown through blond with red hair not uncommon. Eyes are generally also light, blue, green, and hazel being predominant.
Family names in Mostrial are very important. Where you are from or who sired you are the most common. Both are preceded by prefixes. Eth, “of,” which can be either “born of/son of” as in Lela Eth Mitar or “from/(native) son of”, as in Talador Eth Eoril. Generally, the family names last only a couple generations, though many upper class and royal families trace their name back to some legendary heroic figure. Great deeds done by a particular person will probably result in their name beginning a new family line.
After the Godswar, Mostrial was the first human realm to achieve stability and eventual prosperity under their great highking, Adrigol. Until the Scourge Wars, the lands of Mostrial extended the entire breadth of Orea, south of ShiStaliir and Thelitia, with the except of the ancient freecity of Andril which is ruled by it’s own council of lords. Since the wars, most of the area east of the river Adrigol has broken off, and is collectively referred to, now, as The Freelands. In the generations that have passed, the people that inhabit the Freelands are no longer viewed as being of Mostralian stock and Mostrial proper is only a fraction of the power it once was. Still, they are valued as allies by Grinlia and Tanku and trade heavily with the desert empire of Thelitia. Mostrial has not had any formal dealings with the dwarven kingdom of Daegun, though some trade does take place from time to time in isolated instances. The elves of ShiStaliir have been reclusive neighbors for the length of Mostrial’s history.
Places of note in Mostrial include Talas Eoril, called “the citadel of the Sea King,” the enchanted and mysterious forests of Hirial and Balwood, and the House of Calidwyn, Orea’s foremost bardic college.

Selurian: The Selurians have almost passed into the realm of legend as none have been seen on the mainland of Orea since the establishment of the Half-Sea Treaty over a century ago. They are remembered as being the casters of the Great Spell and thus blamed as the creators of the devastation and chaos that ensued. In common folklore Selurians have gained a reputation as being devilish monsters.
As a people, Selurians are believed to be isolationists. They exist exclusively on the island remains of their “Empire.” Generally not wanting anything to do with the crude “lesser” men…anymore. They have a haughty even arrogant demeanor linked to their societal belief that they are the original race of men first created by the elder gods. This belief was the cause of their ages old war with the Tanku and ultimately the downfall of their once magnificent Empire that spanned across most of Orea.
After the Godswar, the Selurians rejected the new gods. No doubt another reason for their dubious if not outright sinister reputation. As such, there are no Selurian clerics. They are, however, reputed to excel in the working of magic and are considered, among the learned of Orea, to be the foremost alchemists in the world, possessing knowledge and skill that has been lost to the rest of Orea. Legends tell of great magical war machines. Tales of ships made of fire and armies of dragonriders are still used to frighten naughty children.
According to surviving accounts, they are tall like the Tanku but not prone to be as muscular. Having more slight, elf-like, frames. They are said to have angular features. They have very pale skin. Hair is generally pale grey, white or pitch black. Grey or grey-blue eyes are most common with some instances of black.

Tankuan: The United Island Kingdoms of Tanku are a collection of islands off the south east mainland of Orea. While terrain varies from island to island, generally these realms are tropical paradises. The seafaring peoples of Tanku are hailed over the whole of Orea as among the most regal and noble. On the whole, they possess a quiet reservation and contempletive nature that has given rise to the belief that the Tanku are able to commune with the winds and seas over which they rule.
From the major island of Tanku a highking rules over the other kings. Fighting among the lesser kings is not uncommon, but in general the United Island kingdoms are a lawful well-ordered society. The other larger islands that are recognized as comprising the United Kingdoms are Dalram, Ulba, and Omduppo. But there are countless smaller islands aligned with one or the other of the more powerful kings.
While there are variations in appearances among some of the islanders, generally, the Tankuans (as they are collectively called by mainlanders) are taller than most humans. Six and a half feet is average. They are dark skinned ranging from caramel to dark brown to the Tanku proper (natives of island ofTanku) with gleaming black skin. Hair is dark brown or black and tightly curled. Eyes are overwhelmingly brown or black. The tribes from the island of Dalram are known to occasionally have bright emerald green eyes.
The Tanku are one of the original races of men, first created by the elder gods and the chosen tribe of the moon and water goddess, Arinane. After the Great Spell and the ensuing chaos of the Godswar, the Tanku embraced the coming of the new gods (the current Orean pantheon.) In the wake of the Godswar, the first highking of Tanku outlawed the practice of sorcery, blaming wizards as the casters of the Great Spell that destroyed their formerly immense empire. To this day, the study, teaching or practice of magic is outlawed on the island of Tanku and most of the other islands as well. Magic-users from the mainland are watched carefully, if they are permitted ashore at all.

Thelitian: The men of the Desert Empire, Thelitia, are known for being shrewd. They are always interested in trade, of pretty much anything. The Empire of Thelitia is contained within the desert that most of the Hundred Realms call The Lost Sands. The Empire is ruled by a pharoh-like god-king called The Shadarsha from the ancient city of Theli. He is believed to be the emissary of the sky god, Arsha (the Thelitian name for Astar) who came to save the Thelitians after the Godswar and restore order to their lives.
The Empire is largely supported and built on the backs of slaves. Many Thelitian slaves are a class of their own, families having served as slaves for generations or newly conquered tribes of other desert people, but raiding parties of slavers are a constant source of fear for those peoples wandering through the borderlands of the Empire. The clerics of Thelitia are a caste unto themselves, enjoying near god-like status among all but the royalty.
The physical features of Thelitians vary due to millennia of crossbreeding with slaves from all over Orea. Traditionally Thelitians have bronzed skin with black hair and eyes, with extreme rarities of blue or green eyes. Their height averages at 5 and a half feet for men, a few inches shorter for women with rarities at both ends of the spectrum.
[FONT=&quot]According to the histories, the desert was created by the Great Spell that ushered the beginning of the Godswar. Magical energies are powerful and sometimes unpredictable in the desert. There are countless myths of great magical treasures and hordes of powerful items lost in the sands in ruins of ancient Selurian cities. Current folklore holds that the devastation of the Great Spell fell on Orea at what is called Thole, “the Broken Lands.” This area at the northwest of the desert is considered a highly evil cursed region. It is a harsh barren realm of jagged rock and volcanic activity. A great stronghold of evil kept by the Society of the Crimson Skull is rumored to be somewhere in the Broken Lands but only the most vile servants of darkness know its location. [/FONT]
 

Races: Elves

Elves
ShïStaliiri: The first race of elves created in the dawn of the world by the elder gods are the ShïStaliiri, “Blood of the Stars”. These elves are found almost exclusively in the larger of the two great elvin realms of the same name. The borders of the realm of ShïStaliir have been closed to the outside world since before the Godswar. The history of the “Star elves,” as they are sometimes called by outsiders, is a long and colorful one but for the remembered history of Men, the ShïStaliiri have been ominous silent neighbors. Rare are the number of humans who can claim to have seen one of the Star elves.
What little is known about ShïStaliiri life has been learned from the Mïralôstae, whose own society is based/descended from ShïStaliir. The ShïStaliiri society is broken into a fairly formal caste system of Houses called Eres’kas. These are groupings of a family or families that share some vocational interest or traditional role within the society. From the fabled ancient city of Avanthar, the Staliiri elves are ruled by the Lord and Lady of Eres’ka Staliir Häl, “House of the Radiant (or “Bright” or “Shining”) Stars”, who claim decent from Drythantaliir, greatest lord of elves from the ages before Men.
ShïStaliiri elves are tall and regal. They are described as being of radiant beauty with large slanted almond shaped eyes and chiseled angular features. They can be as tall as most humans, often growing to 6 feet, but more slender in their build. Their hair ranges most commonly from medium blond and pale gold to silver white, but may also be red/coppery. Dark hair colors are rare among the ShïStaliiri. Eyes are vibrant shades of violet, turquoise, and all shades of blues and greens, often with complimentary metallic flecks of gold or silver.

Mïralôstae: The most commonly encountered of the elvin races are the Mïralôstae, “The Watchers of the Moon,” are also the holders of the second great elvin realm, Mïralôsta. In the days of the Scourge Wars, the leader of Eres’ka Mïral, the House of the Moon, separated from the Star elvin nation, against the wishes of their king, to help battle the darkness of the demon godson, Aishapra. As the story goes, the lady Nirastrelyn led her people from the wooded halls of ShïStaliir to fight for the good of Orea. After several dark years of war and roaming they settled in the great wood at the end of the river D’Evand and began to build the now great nation of Mïralôsta.
The elves of Mïralôsta trade regularly with outside nations, including Daenfrii, Resahd, the Embrars, even as far as Brightmoon and the Freeland city of Hawkview, though they are selective of whom they allow to enter their realm. They are particularly good at the making of wines and jewelry. Their leatherwork and fabrics are also highly prized.
Physically, the Mïralôstae are similar to their ShïStaliiri cousins. Features are beautiful and angular. Hair is straight or slightly wavy and generally worn long, to mid-back is common for males, longer for females. Hair color includes the pale golds and silvers of the ShïStaliiri with the addition of darker blonds, and light browns with some redheads. Ebon black hair is not uncommon and generally denotes lineage of House Hunter and House Tracker (both of which joined the House of the Moon in what is known as “The Partng”. Eye color is also the same as those found in ShïStaliir. The Mïralôstae are marginally shorter than the ShïStaliiri ranging from 5 to 6 feet, but tend to be more muscular than their Western cousins, though not as broad or bulky as humans are capable of becoming.

ShïCynallae: According to elvin mythology, in the dawn of the world, there was a battle between the Elder gods Antas and Karos. Each was wounded by the other and from the blood that was spilt, elves were born. The ShïStaliiri rose from the blood of Antas, god of light. The dark elves, the ShïDaeiri, rose from the blood of Karos, the evil god of demons and fire. From the blood that mingled before it hit the earth were born the ShïCynallae, the Blood of the Clouds (or “Clouded Blood”).
This race of elves is viewed with disdain by the ShïStaliiri and has a dubious reputation with the Mïralôstae. They are, in reality, simply concerned with their own personal freedom and peaceful coexistence with the secluded natural surroundings they chose to inhabit. They live in small groups that can be found scattered throughout Orea in isolated valleys and out of the way natural settings. They are also sometimes found alone, wandering the realms seeking to experience as much of the glorious world created by the gods as possible. They are thought to be among the greatest harpers in the Hundred Realms.
ShïCynallae elves are as tall, sometimes taller than the Mïralôstae, often rising above 6 feet. Their hair is generally medium blond through medium brown. Hazel and green eyes are most common, but shades of grey or blue are not uncommon. Generally, their coloring is contrasting, the darker the hair, the lighter the eyes, and vice versa.

Kantiiri: Considered to be one of the lesser elvish races, the Kantiiri, or elves “of the wild,” are looked down upon by the ShïStaliiri and Mïralôstae for their “uncivilized” ways. In actuality, the Kantiiri have a very structured tribal society and rich set of beliefs and customs. They are very reclusive by nature making their homes deep within old forests. Though some communities of Kantiiri are known, the best known of these is in the forest of Ef’Thriel in the Freelands, they are very cautious of outsiders, more often opting to keep themselves hidden. In most regions that purport to have an “elf wood” no elves have ever been seen. A Kantiiri who doesn’t wish to be found in their home wood is almost impossible to find. Even so, from time to time a Kantiiri youth will be struck with wanderlust or sent on a quest for the good of the tribe and roam the Hundred realms beyond their leafy home. They also will trade for metal weapons and objects. This is usually done with someone that shares their woodland home. The Kantiiri do not possess or desire knowledge of mining or smithing. Kantiiri tribes that do not have someone nearby to trade with for metal, simply do not use it crafting more than effective weaponry from wood, stone, and bone.
Part of the perception of Kantiiri as “lesser” elves is that they are simply shorter. Most Kantiiri do not grow above 5 feet, often closer to 4 and a half. Also, the Kantiiri are four fingered (three fingers and a thumb) like the stout races. This led the ShïStaliiri to the sickening belief that the Kantiiri were born from a union between a ShïStaliiri and a dwarf (or gnome or halfling.) Their hair coloring is all over the map, all shades of blond, light through dark brown, red, amber, auburn, even the occasional oddball silver-top. Their eyes are equally unspecific, various shades of blue and brown are common, hazel and green also. A Kantiiri with violet eyes is rare and believed to possess innate magical talent. Depending on the tribe, violet eyes may also be viewed as a curse or bad omen. Another trait attributed to them being “lesser elves” is that they are not as long lived as their “civilized” cousins, rarely living over 500.

ShïDaeïri: From the spilt ichor of the Demon god, Karos the Chaosbringer, rose the ShïDaeïri, the elves of the Blood of Shadow (or “Darkness”). For many years the Elves of the Stars battled with the Elves of the Shadow until finally the great hero Drythantalir drove them and their demon queen, Djarthoon, forever from the lands of light, beyond the depths of the dwarves, into the pits of the underearth. Through powerful magics he sealed the Giras Thor, the greatest of dwarven craft, in the deep of Naradun. And so the ShïDaeïri would never again walk the realms of Orea. So it was written and so it had been for countless ages of elves and men.
In recent years, rumors have come up from the depths of the world, from the deep mining dwarves and adventurers who sunk too far in their search for treasures. Rumors that say the ShïDaeïri not only still exist, but have increased in number and power and, if possible, evil. They rule great cities in the darkest corners and fiery pits of the underearth. There have even been tales of dark elves in the realms beneath the sky, under cover of night.
By legend and recent report, their appearance has not changed. They stand as tall as the Mïralôstae, between 5 and 6 feet. Their skin is the darkest charcoal, their hair purest white. Stories tell of them having eyes of deep amethyst that shine with the blackest inner fire. By all accounts there is no deviation from these traits.
[FONT=&quot]The reality is that the ShïDaeïri have increased over the millennia, in numbers and power and rule over great expanses of the Underworld with cruel iron fists. [/FONT]
 

Races cont'd

Kärolôstae: Another of the “lesser” elvin sub-races, the “Watchers of the Deep,” or Kärolôstae, are the elves of the Orean seas. They are able to breathe both air and water, though rarely choose to do so, preferring to exist in their underwater realms. The wharfs of Orean ports are full of stories about sailors being saved by sea elves and playful Kärolôstae falling in love or seducing human mates. It has also been known for Kärolôstae to trade from time to time with individuals they trust or a particular seaside village they may have a history with. They will provide pearls, sunken treasure, or other undersea rarities usually in exchange for metal goods. The Kärolôstae are known to have a weakness for shiny objects.
According to the sage Belbin, in his treatise Water Races of the Irion Ocean,
“. . .the Kärolôstae live in small communal groups, similar to dolphins in whose company they are often found. As a species they are happy and playful by nature. They possess an innate curiosity for all manner of things, but it is most often suppressed by their caution, fear, and general distrust of land dwellers.” Belbin’s information was gathered from a particular community of Kärolôstae that lived off a reef in relatively shallow waters but was told that there were others of their kind that lived far out to sea, and of a great city deep beneath the waves where a powerful king ruled over all the Watchers of the Deep.
The sea elves are similar in appearance to their land dwelling cousins, but with webbed four-fingered hands and feet. They are small like the Kantiiri, rarely growing larger than 5 feet, but with strong broad shoulders and powerful arms and legs. They have skin that is pale blue or green with a silvery sheen to them. Their hair is naturally curly when dry, but flows freely underwater and can be dark green, through teal to silver/white. Their eyes tend to be slightly larger than other elvish races with colors in all shades and combinations of green and blue, often flecked with silver.
.

The “Stout” Races
Dwarves
There are two major strongholds of dwarfkind: Naradun in the mountain range of the same name in the northern reaches of Grinlia and Dundiran, the dwarf kingdom of the Daegun mountains in the south. There are other dwarven communities and kingdoms, but these are the two largest and most known. Dwarf individuals or small groups can be found throughout the realms of Orea seeking fortune or fame as smiths, craftsmen, traders, mountain guides, swords-for-hire, or any other career that utilizes their substantial talents of battle or metal-/stone-craft.
There is little difference in the two kingdoms. The dwarven clans of Daegun separated from the Naradun in the Lost Ages, following the Godswar, long forgotten by men. There is some bad blood between the dwarven realms, over the civil war that separated the Daegun from Naradun, but that has mellowed over the millennia to more of a brotherly rivalry.
Dwarves are generally solid and strong as the stone and ores they work so expertly. They love the art of battle, the working of stone and metal, and have a reputation for the abundant drinking of ale. As warriors they are without parallel among any of the Orean races. The history of dwarves is riddled with tales of great sieges, ongoing wars, and triumphant battles over the giants, trolls, dragons, and other sinister denizens that share their mountain homes.
Perhaps the most told tale of the dwarves is the forging of the Giras Thor, greatest craft of the dwarves. These great gates were forged to seal the pit to the underworld when the elflord, Drythantaliir, banished the demons and dark elves at the end of the second age of elves. The Gates of Doom have remained shut to this day, hidden in an endless labyrinth, guarded by the king of Naradun and a small contingent of ShiStaliiri elvin mages who travel to the dwarf realm once per century to reinforce the magics that bind the waves of darkness beyond.
Another feat of the dwarves, told and retold in heroic tales, is the ancient stronghold of Nor Tereth, straddling the great falls at the border of Mostrial and the barren lands, the Aerni Kros. The great fortress was also raised in the ancient ages, a mark of alliance between the kings of dwarves, elves, and men. In ancient times, the great horns of Nor Tereth were an immediate summons to the lords of the neighboring kingdoms for aid. Other works of dwarven pride include the “impenetrable” walls of the holy city of Sanctum, the forked tower of Lindril, and Nor Tyrilith.
Dwarves do not normally grow above four and a half feet. They are four fingered. Hair color ranges from pitch black to blond. All shades of brown are most frequent. Their beards are a source of great honor and concern for them. Outlaws, outcasts, and other dishonorable individuals will have their beard shaven off before being exiled. There is no greater punishment for a dwarf. Eye color is overwhelmingly brown. Grey and black are not uncommon.


Hairfeet:
Halflings on Orea, sometimes called Hairfeet, are concerned with the usual joys of hearth and home. The simple joys of family and farming, rural comforts of food and drink are what most halflings value. From time to time, a hairfoot wanders the realms of Orea seeking fortune, adventure, or just a life beyond the simplicity of their villages.
They live in fairly large farming communities called Dales. There are several in the Kiari Hills in Embrar and the Hollow Hills in the Freelands. Their homes are usually burrowed out of the sides of hills and mounds but also utilize above ground dwellings such as stables and inns.
Hairfeet stand three to three and a half feet tall. They have pointed ears and large eyes. Hair color is the same on their feet as their head and ranges from black to brown with blond and red being less common. Eye color is overwhelmingly brown with some occasions of grey or hazel-green.
 

Centaurs

Centaurs of Orea live in numerous tribal clans known as “hyrds”. They generally stand between seven and nine feet tall, four to five feet of horse and roughly three to four feet of human torso. Their general size and mass make them significantly stronger than the average human, including their females. Though they usually only utilize it in defense.
Coloring is primarily all shades of brown with instances of grey, roan, and black. Dappling is not uncommon. Mane/Hair and tail color runs the gamut from white through all shades of grey and brown to black. Palamino centaurs are blond. They are extremely rare and considered great beauties among their people (and often to other races as well). Warriors and shamans are often tattooed with various tribal markings that are supposed to imbue the centaur with enhanced abilities (strength, sight, speed, etc.)or magical blessings.
Centaur hyrds are a loosely tribal society led by a chief/chieftess who will call the hyrd together for religious ceremonies, battle, or other matters of import to the whole. A hyrd will also have a shaman that is generally a fringe member of the society, possibly acting as shaman for more than one hyrd. Some hyrds live in settlements that are stationary, farming and roaming an established territory as that hyrd’s hunting grounds. Other hyrds are nomadic, generally referred to as “plains centaurs.” Hunting and gathering as necessary with the migrations of game. These groups will always seek to avoid other races and civilized areas. Settled or roaming, centaurs are untrusting by nature, particularly of magic, but sometimes trade with neighboring realms. They are very skilled in the tanning and dying of leathers, the flora and fauna of their region and highly sought as guides or trackers for their keen senses.
Most centaur hyrds are known to hail from the Kiari Hills in Grinlia but other hyrds or lone centaurs can be found just about anywhere in Orea. (It may be worthy of note here that the sage Belbin once claimed to have viewed from afar a hyrd of centaurs on the grasslands of the southern Orean Plains that were zebra-striped.) They are usually encountered in "out of the way" natural settings, commonly woodlands. Their general distrust of magic (except among their shamans) make a centaur a rare find in R’Hath. Their disposition towards woodlands and plains means they are not found indigenous to Thelitia, though centaurs have been known to appear in their arena bloodgames.
 

The Kingdomof Grinlia: Part I

The largest and youngest human realm consumes approximately a quarter of the Orean continent. The kingdom of Grinlia has existed as a single sovereignty for just under 1000 years, since the end of the Scourge Wars. It was only then, under the threat of the Scourge, Aishapra, that the various petty kings united under the warrior of the Starsword, Elibon L'lorn. Most of Grinlia’s human lands were integrated into the monarchy under Elibon. Over the centuries through marriage, trade arrangements, and ancient alliances Grinlia grew to its current state.

Non-human inhabitants of Grinlia are generally left alone. They include almost all of Orea's diverse races including concentrations of hairfeet and centaurs in the Kiari Hills. The demi-human population enjoys relative peace and security of life within Grinlia’s borders.

Trade within Grinlia is abundant with various areas of the kingdom specializing in a wide variety of goods. The Arm of Tyris allows easy access for trade or the fast dispatching of troops between the Embrars and the southern portion of Grinlia, mostly contained within the Grand Duchy of Denil, and beyond to Mostrial and even to the Freelands.

[SIZE=+1]
Aberol[/SIZE]
The great citadel and city of Aberol is the seat of the high-king and/or -queen of Grinlia, the descendants of the ancient hero, Elibon, the royal house of L’lorn. Aberol sits on a great hill rising over the lush fields and fertile farmlands where the Whiteway River meets the Arm of Tyris. The lands beyond a day or two’s ride from Aberol are called West Embrar. It is considered to be under the High queen’s direct jurisdiction. In reality, the Queen has appointed ministers to oversee the administration of the land.

The realm of West Embrar extends west from Aberol to the western sea and north to the edge of Naradun. The eastern border of West Embrar follows the White Way river north to the Kiari Hills and beyond the hills along the western borders of the O’Douhn forest. The northern reaches, kept relatively secure by the Rangers of O’Douhn, is still fairly rough and much more wild than the peaceful farming fields and pastoral woods of the southern part of the realm. Much of West Embrar is kept secure due to the reputation of the Queen’s cavalry, The Starsword knights, and fear of the Wizard of Towerton.


[SIZE=+1]Towerton[/SIZE]
The large trading town of Towerton started as little more than a collection of farmers, herdsmen, and timber workers. Today a small city sits on the coast surrounded by farmlands, herdmen, and timber workers, all tightly clustered within view of a great hovering chunk of rock. The community earned its name and vaulted reputation from its most famous (and originally its only) resident, the Wizard of the Tower. The town is ruled by a Council of chosen officials, who supposedly consult with the Wizard regularly, but this is usually only on matters of great importance.

In the dark years following the Godswar, there was a period of severe persecution of any magic-use not of divine origin. They were called the Mage Wars. A secluded wizard found himself beseiged by Zealot forces. The wizard used his powers to lift his tower (and a significant chunk of the surrounding earth) from the ground where it hovers, to this day. Over the ages, as the attitudes toward magic-users mellowed, and the need for protection ever-increased, settlers came to live in the shadow of the Tower beseeching the wizard’s great power to protect them and their lands.

Following the Mage Wars, the lands of Grinlia were still chaotic and treacherous with warlords and petty kings forever conquesting and conquering their neighbors. These gave way to Selurian raiders from across the sea, barbarian hordes, and eventually even the goblinoid armies of the Scourge Wars found their way to floating citadel. So, over the centuries, many of the inhabitants of West Embrar, made their way to the surrounding environs of the wizard’s floating tower and Towerton was born.

While it’s believed by many that the current resident of the floating tower is the original, several mages have kept residence there over the ages, typically passing down stewardship of the tower and now the mantle of “Wizard of Towerton” to an apprentice. As such, the abilities, aid, and visibility of the wizard changed dramatically in the town’s history. Indeed, there have been entire decades at a time in the past centuries when no “wizard” was ever seen or spoken to. The current Wizard of Towerton happens to be a wizard of some power named Urellon. He is somewhat reclusive, but he and/or his apprentice, Torin, make semi-regular appearances in and around the town. He appears, as you would think, an elderly man with a thick white beard, clothed in robes emblazoned with arcane symbols, using a gnarled staff carved with more symbols. Urellon is known and respected by many of the other great mages of Orea. He holds a bitter grudge against the witch-queen of Dunsmoor, who was once his pupil.
[SIZE=+1]
Sanctum[/SIZE]
The City of Light, as it’s commonly called, Sanctum is the center of religion for the current pantheon of the gods of Men, and a symbol for all that is good and just. Aside from Brightmoon and Andril, Sanctum is the only city to withstand the devastation of the Godswar. The great white walls of the city sit on the open lush plains between the Whiteway and Tyrilith rivers. These walls were constructed with the aid of the dwarves of Naradun. They stand over 50 ft. tall and have withstood countless attacks and sieges. They are continuously plastered and painted white so that the whole city seems to gleam from the light reflecting from them for miles around.

Sanctum contains the largest collection of temples, shrines, and organizations for all the gods of good, and most of the gods of neutrality. There is a constant stream of pilgrims making quests to the multitude of holy places. The largest and most powerful of these are the temples of Astar, Celradorn, and Gilea.

Of course wherever there is an abundance of good, you can be sure there is evil trying to bring it down, and Sanctum is no exception. Secret cults and sects of several evil gods working their deceit and corruption can be found there as well. Politics, power mongering, and temple intrigue now tarnish the interior of Sanctum’s pristine outer appearance. Still, on the whole, the city and its surrounding countryside are a lawful and ordered realm, seen as a bastion of the forces of good across much of Orea.

Sanctum sits in East Embrar and is recognized as subject to the Highseat of Grinlia but enjoys self-rule by a council of the high priests and priestesses of the many temples called the Synod. The head of the Synod, the Cleris Suprima, is the high-priest of the Temple of Astar and stands as the lord of Sanctum and holy leader of Grinlia. The current Cleris Suprima is Ellshor Kar Veron. He holds rank as spiritual advisor to the royal family and is viewed by some as second in power to the queen herself.
[SIZE=+1]
The Kiari Hills[/SIZE]
Smack in the middle of the realms of Grinlia, the Kiari Hills run from eastern side of West Embrar and the river Whiteway along the southern side of the great forest O’Douhn and into the Duchy of the same name. While not a realm in and of itself, the Kiari Hills are now home to a number of hairfoot communities in the northern and western sections, including Goldendale, Briardale, and Heatherheathe. The hills are also known to be home to a number of centaur hyrds.

In the distant past, before the rise of Men, parts of the hills were used as burial mounds by the elves that then roamed the lands. Later, adventurous dwarves prospected there and a settlement did blossom for a time. The Lord of these dwarves was Kiar, son of Krom, who lives on in dwarven song. The Halls of Kiar went through periods of war and peace over the centuries, sometimes warring with and sometimes doing work for their Selurian neighbors, who eventually became their overlords. When the Godswar came it drove the dwarves back to the solid security of their mountain stoneholds leaving the hills, and Kiar’s Hall, abandoned for many years.

With the rise of evil in the dark years following the Godswar, the hills were a perfect festering ground for goblins and orcs. These fiends molested the surrounding lands with periods of raiding and pillaging hoarding their ill-gotten gains in hill forts and abandoned strongholds. As the various lords of Grinlia grew in power, the dark creatures subsided. Centuries later with the rise of the demonson Aishapra, goblins and trolls again sprang from the hills, eventually being all but annihilated by the united peoples of Grinlia and the defeat of Aishapra.

To this day, erstwhile adventurers and treasure hunters roam the hills looking for lost dwarven halls, ancient elvin burial chambers, forgotten ruins, and endless tunnels that are rumored to still lie hidden, laden with treasure and ancient artifacts, beneath the hills.
[SIZE=+1]
Bluside and East Embrar[/SIZE]
Bluside is, by far, the largest port and the oldest city established after the Godswar in Grinlia. Bluside serves as a trading hub for goods from the northern Grinlian realms and the rest of Orea and vice versa. Bluside sits on the rim of the Arm of Tyris, east of the great river Tyrilith. The city itself is essentially half port/wharfside and half marketplace. Merchants and traders from all seafaring nations do business in Bluside. Its marketplace is thought to be second to none in western Orea. For travelers from D’Ensior, O’Douhn and Resahd, Bluside is the best way to obtain the special materials of far off Denil, Mostrial, and exotic goods of Tanku and R’Hath. Bluside also serves as the capital of East Embrar and home for the Duke, Batram Embrar, who traces his family back to one of the great kings in the days before Grinlia was united under the High-king.

As a realm, East Embrar extends from the Whiteway river (though the regions between the Whiteway and Tyrilith are generally considered to belong to Sanctum) to the Dragonreach mountains. The “Endless Marshes” of Dunsmoor block East Embrar by land to the southern realms. To the north, Embrar extends as far as the ancient druid wood of Starglen and follows the river Tyrilith to the edge of the Kiari Hills that continue into the Duchy of O’Douhn.
[SIZE=+1]
Duchy of O’Douhn/The O’Douhn Forest[/SIZE]
The Duchy of O’Douhn consists of the lands inhabited by the clans collectively called the Sons of Douhn. These hearty people are noble hearted and strong willed, much like the men of Mostrial. They are, perhaps, the greatest and most loyal supporters of the Highseat of Grinlia. Patrolling the northern borderlands and ever-vigilant of their sinister neighbors in D’Ensior. The Duke of O’Douhn is Destrin O’Kach, brother of the High-queen. He overlooks the wide rolling hills and fields of eastern O’Douhn from the ancient keep at O’Rook, the traditional home of the lord of O’Douhn. The realm of O’Douhn encompasses from the Naradun mountains to the woods of Starglen and the Kiari Hills in the south. The eastern border of O’Douhn is the river Wydeep which runs into the Skyface Sea. East of the Wydeep is the ancient nemeses of the Sons of Douhn, the lands of D’Ensior. Less than two days west of Castle O’Rook begins the great forest of O’Douhn. This massive primordial wood blankets almost the entire western half of what is considered the Duchy. The western edge of the forest is the border of O’Douhn and West Embrar.

The O’Douhn clans made their lives within that forest since before the Godswar. Living lives of relative freedom, constantly fighting against the ever-encroaching Selurians. They constructed villages around and atop the huge Bronzewood trees after the elvin style, many of whom made their home in the O’Douhn forest. They taught the Sons of Douhn how to live with the land, how to make great arts and great war. In time, the great woodland city of Covertgaard rose as the center of O’Douhn society and enjoyed centuries as a monument to the friendship of the O’Douhn and the elves of that forest. Since the Scourge Wars, and the destruction of the ancient hold of Covertgaard, most of the human populace have moved into the open lands or to communities on the borders of the forest like Richton and Shadybough.

Within the forest, however, is where O’Douhn’s real claim to fame lies. From a secret stronghold deep in the wood, the Rangers of O’Douhn train and patrol their homeland, and Grinlia as a whole. They are known and respected throughout the Embrars and Resahd, also by the dwarves of Naradun and even the Miralostae. They are disdained in the realms of D’Ensior, seen as spies, thieves, and interfering outlaws. The Rangers of O’Douhn are reputed as having great skill in woodcraft and animal husbandry along with great courage and valor. The organization of the Rangers as a fellowship is credited to the mythic hero of the Thorn, Corellon Oakbrow, who rallied the O’Douhn forces, scattered in the wake of Covertgaard’s ruin, and organized them in the dawning days of the unification of Grinlia, to aid his friend and comrade, the newly crowned high-king Elibon. Thus contributing to the ultimate destruction of Aishapra.
That was almost 1000 years ago. Today the Rangers aren’t necessarily comprised solely of the men of O’Douhn. In fact, one doesn’t have to be a ranger to be a Ranger of O’Douhn. There are known members of the organization, defenders of the realm, who are clerics of Sylari and Celradorn, bards, rogues, even a mage or two. Membership has also grown to include elves, gnomes, halflings, even an odd centaur or dwarf. Each patrol band is still led by an actual ranger. The current Captain of the Rangers is also an actual O’Douhn ranger named Bronner Twobow. He is a good friend of the Duke’s though his duties rarely allow him time in court.
[SIZE=+1]
The Baronies of D’Ensior[/SIZE]
East of O’Douhn and north of Resahd is the northernmost collection of territories claiming allegiance to the throne of Aberol. This collection of smaller realms are collective called the Baronies of D’Ensior. They include the Barony of D’Evon, the Barony of D’Arongil, the Barony of Farreach, and D’Ensior, home of the Arch-Baron Dereborn. The baronies run from the Wydeep river east, across the great river Tyrilith to the plains and tundra of Gorundu. Its northern reaches are harsh rocky lands giving way to frozen wastes terminating at the glacial Diamond Cliffs. On its south, D’Ensior borders Resahd and has a substantial amount of coastline around the Skyface Sea, which the ships of D’Arongil patrol (and privateer) as their own.

While seemingly loyal and supportive of the crown, the Arch-Baron not-so-secretly plots to get closer to the crown by any means necessary, perhaps even take it for himself. As protection from retribution he has the knowledge that he is viewed by the court, in far off Aberol, as great defenders of Grinlia endlessly protecting the inner realms from the barbarian hordes of Gorunduun. Dereborn is also able to lay claim to lineage going back to the time of the original High-king and strong alliances and pacts that were made at that time and subsequently renewed and reinforced over the centuries through marriages and the like. He is also far enough away from the court at Aberol to scheme and plot unhindered. The Barons of D’Ensior strictly patrol their lands and deal harshly with unwelcome guests. Curiously, these do not seem to include a variety of goblinoids that roam the baronies relatively unhindered by the Arch-baron’s forces and occasionally working with them.

There are often skirmishes with O’Douhn and border disputes with Resahd, though the political power of Resahd’s Duchess keeps things civil. At its southeastern tip D’Ensior borders the elvin realm of Miralosta. The elves, generally not welcoming to outsiders, do not suffer the soldiers of D’Ensior at all, meeting any incursions with force.
[SIZE=+1]
Duchy of Resahd, Castle Bentril[/SIZE]
Resahd is the smallest of Grinlia’s territories, sitting along the Skyface sea and stretching not much further east than the foothills of the Dragonreach mountains. On its eastern border is the elfhold of Miralosta and the great open expanse of the Orean Plains. It is bordered on the north by the Baronies of D’Ensior that are a constant source of concern and irritation. Other than the fortress of the Duke, Castle Bentril, there are no major settlements in Resahd. Farming and fishing villages, and the occasional coastal town, the largest of these surrounding the Castle Bentril. The densely wooded hills and rocky protrusions of the Dragonreach range make the southern regions of Resahd something of a frontier. The territory maintains itself with timber, some mining, and acting as the liason for elvin goods to enter the kingdom, the Skyface sea and Tyrilith river offer an easy shipping route for all sorts of goods straight to Bluside.

The current ruler of these lands is the Duchess Annaline L’lorn, the former high-king’s sister. The Castle Bentril is the ancestral home of the Duchess’ deceased husband, the Bentril family. Like D’Ensior, the family Bentril holds ties to Grinlia’s Highseat since its formation. The two regions have had a rocky history. Part of the reason for the current Duchess’ marriage was to bring some stability to the realms, the former High-king knowing that D’Ensior would not dare to insult a member of the High family. The Duchess is a woman of great strength, compassion, generosity, and duty much beloved by her people (even most of her late husband’s family). Following the direct line of the High-king, the crown prince Gerren, the Duchess of Resahd and her children are next in line of succession to the Highseat.
[SIZE=+1]
Starglen[/SIZE]
While not belonging to any particular duchy nor holding any allegiance to the throne in Aberol, Starglen is the second of the three major druid holds in Orea. This ancient forest is nestled along the northernmost stretch of the Dragonreach mountains extending as far west as the river Tyrilith. The northern edge of Starglen rounds the Dragonreach range and borders on the realm of Resahd. The wood is kept by one of the highest in the
Ancient Order of Mistwood’s mysterious governing body, called the Lord (or Lady) of Birch. Little else is known about the druidwood or its denizens and most of the residents of Grinlia give it a wide berth.

The forest of Starglen, and the druids of that wood, are viewed with a combination of fear and respect by the men of Grinlia. Giving to the fact that it was a druidess of Starglen that brought the mythic Starsword to Elibon L’lorn thus allowing the defeat of Aishapra, uniting Grinlia, and making Elibon High-king. This is the only documented interaction the kingdom has had with Starglen since the establishment of Grinlia. The Druids of the Ancient Order seldom involve themselves in the affairs of Men, but if they do, people tend to listen.
 
Last edited:

The Kingdomof Grinlia: Part II

[SIZE=+1]Grand Duchy of Denil[/SIZE]
When the Great Spell was cast, and the Elder gods were overthrown in the cataclysm of the Godswar, the lands of the Selurian Empire were torn apart and the western sea poured into the chasms, wiping out much of the former Empire and creating the Arm of Tyris. Fearing that Tyris would wash away the whole of Orea, destroying all the had been created, the Elder god Oor threw up the wall that would become known as the Dragonreach mountains. Those lands south of the Arm of Tyris recovered from the Godswar slightly faster than their northern cousins, being severred from the northern realms’ abundant infighting. Also, the ancient city of Brightmoon, a Selurian metropolis, stayed standing (at least in part) on the newly created coast of the Arm of Tyris offered a stabilizing symbol of enduring good. This substantial realm, nearly the size of the Embrars combined, is called Denil.
From the western sea to the Dragonreach mountains, east to west, Denil is composed mostly of great stretches of fields, rolling hills, and rich farmland.



The Onyx Hills comprise about a quarter of Denil territory and are rich in ore and stones. Most of the gnome communities that reside in the hills are happy and willing subjects of the Duke, who have come to their aid and rescue more than once over the centruies. The river Alevia (elvish for “Life”) peacefully winds from its origin near ShiStaliir, around the western Onyx hills, past Denil Keep, and out to the Arm of Tyris. At the northeastern edge of Denil a small piece of land does connect to the northern realms of Grinlia, but they are treacherous swamps and moors known as the Endless Marshes. These are the feared dark realm of Dunsmoor and its powerful Witch-queen.


While much of the southern border of the Duchy is the ancient elf hold of ShiStaliir, no Staliiri elves have been seen in the realm of Denil since before the Scourge Wars. Still, the Star elf realm is given a wide margin There is a narrow expanse south of the Onyx Hills and north of ShiStaliir that leads to the edge of the barren cursed lands known as the Aeiri Kros. Over the history of Denil this corridor has been patrolled with various frequency. Some outposts and fortresses were built, to keep an eye out for sinister forces attempting to sneak into Denil whether from the eastern realms, the abundant goblinoids that ebb and flow from the barren lands, and in the distant past, the ShiStaliiri. But there are few of these left manned and patrols are rare. Most travel and trade with Mostrial is done by ship, few merchants would risk taking the Aeiri Kros on foot.


The lands of Denil fell into line under the rule of a poweful warlord whose descendants still rule the realm, having taken the region’s name as their own centruies ago. Darmon Kar Denil, Grand Duke of Grinlia is the 65th lord of Denil from this line. He oversees the administration and defense of the Duchy and to an extent is responsible for the safety of the Prince and the Crown city Brightmoon. The Dukes of Denil have been very close with the Grinlian crown since the first High-king. Trade with the northern realms of Grinlia is abundant across the Arm of Tyris.
[SIZE=+1]
[/SIZE]
[SIZE=+1]Dunsmoor[/SIZE]
The sole land route between the northern and southerhn regions of Grinlia , west of the Dragonreach mountains, is the realm of Dunsmoor. This region is almost entirely covered by swamps and moors collectively referred to as the Endless Marshes. The realm is not a part of the High-kingdom of Grinlia ruled by a wizardess of significant power named Selara, the Witch-queen of Dunsmoor. Selara resides in an ancient fortress set on the slopes of the Dragonreach range above the swampland. The lizardmen and other denizens of the swamps serve her. Some even worship Selara as a goddess. But it isn’t her legions of reptilian servants that keep the Grinlian forces at bay. Neither are the hostile elements or creatures of the Dunsmoor landscape. It is the power of Selara herself. The witch-queen is in the possession of one of the Staves of Nator. The might of this artifact gives Selara near-godlike sway over the element of fire. This combined with Selara’s personal magical might and psionic powers see to it that the realm of Dunsmoor is rarely accosted by the surrounding duchys of East Embrar and Denil. Luckily for Grinlia, Selara has little interest beyond her own magical power and the continued increasing thereof.
[SIZE=+1]
[/SIZE]
[SIZE=+1]Crown city of Brightmoon[/SIZE]
From the days before the Godswar, from the earliest days of the Empire of Seluria, the city of Nane Terum flourished as a center of arts and culture and became known across the world as the “Gem of the West”. A city of beauty and power to rival that of its sister city, Andril, the “Jewel of the East” A fire in the 26th year of the Emperor Iar nearly destroyed the whole city. As the city was rebuilding, the war with the Tanku consumed the continent. In time, Nane Terum found itself in decline as the needs of Seluria’s vast armies increased. Then, the Godswar fell upon Orea.


The great fields of Seluria were torn and the Arm of Tyris reached into the world. Nane Terum was split in the great quakes. Nearly half of the city fell and the other half rose becoming divided by great cliffs nearing 500 feet in some areas. The city was again, almost entirely, razed. It just so happened that the part of the city that fell contained the Temple Quarter, so that all of the worship centers for the Elder gods were ruined. All save a small shrine dedicated to Arinane, goddess of the greater moon and the mother of the sea goddess Tyris, right on the edge of the cliffs.


In the wake of the Godswar, the Selurians were excised by the surrounding people of the realm, most of whom living under the steel boots of the Selurians for generations. For the first couple of centuries, the city’s guard, The Bronze Swords, took control. The victorious New Gods were embraced and the city renamed Brightmoon in the common tongue of the people. As the formerly great imperial city was again rebuilt, Brightmoon soon became established as a port city since the lower half of the city now sat on the coast of the Arm of Tyris. “The Bronze” as they are still called, kept the city relatively secure, maintaining order in the city while the warlords vied among themselves outside the city.


During the Mage Wars, Brightmoon was one of the only cities in Orea where magic-users and sorcerers had some safety from the newly empowered Zealot priests. An fairly secure underground network was established (at least in the lower section of the city) lending to the reverence for the goddess, Arinane, mother of the new gods. The Zealotry, who quickly gained power around most of Orea, found the inhabitants of Brightmoon more resistant to their new world view than other realms. After the Mage Wars, magic-users that had remained in Brightmoon in hiding soon found themselves in positions of great power and respect, for their defense of the city from the waves of invading chaos including Selurian raiders and goblinoid hordes that roamed the surrounding realm of Denil. Several mage houses exist to this day in the “upper crust” of the city.


In time, Brightmoon began a resurgence of the arts and culture and has achieved much of its former glory, particularly on the upper levels. Great creations of architecture tower into the skies. Great arches and bridges and an elaborate system of lifts joined the upper and the lower halves of the city, referred to as the Crownside and Leaside respectively. The city has grown over the centuries to now consist of over a dozen “Quarters.” On the Leaside, the larger quarters are: The Merchant Quarter, the Navy Quarter, the Mage Quarter, and the Wharf. On the upper level the largest quarters are the Moons Quarter (the temples, libraries, and academies), the Stone Quarter (masons, engineers, and builders, including a decent sized dwarven neighborhood), the Bronze Quarter (containing the offices, barracks, and training facilities for the city guard, the Bronze Swords) and the Star Quarter (the nobles and aristocracy). The Grey Hall (House of Aedran, Stewards of Brightmoon) and the Palace of the Crown are at the pinnacle of the upper level.


After the Scourge Wars and the unification of Grinlia, the Highking Elibon named the lord Aedran of Mostrial as his Steward in the city of Brightmoon. The House of Aedran ruled the city for several generations before the 5th Highking of Grinlia sent his sons to be fostered (and protected from his scheming enemies), making Brightmoon, the Crown City of Grinlia and further uniting the southern Duchy with the vast northern realms. Now the crown prince, currently Prince Gerren L’lorn, rules the city until he takes his place on the High-throne in Aberol. The Lord of the House of Aedran serves as the prince’s chief advisor, city administrator, and acts as ruler in times when no heir exists or is too young (under 16 years old) to rule properly.
[SIZE=+1]
The Onyx Hills[/SIZE]
Most of the southeast of the Grand Duchy of Denil is a series of wooded hills and rocky terrain called the Onyx Hills. These hills are considered to be a part of the Grand Duchy, but in reality, the Duke’s forces rarely patrol beyond the edges of the hills, except the trade routes that lead to the gnome settlements that mine the hills of its numerous stones and ores. Two of the larger of these are King Quarry (where marbles and precious stones were quarried for the rebuilding of Brightmoon) and Undertown. The hills are also known to house a community of ShiCynallae elves in what is simply known by its neighbors as “Elf Valley”, the halfling community of Thistledale, and some dwarves (mostly mining for themselves, but also found in the gnomish communities). The Onyx Hills are also known to harbor bandits and various goblinoids from the Aeiri Kros.
 

The Pricipalities of R'Hath

In the aftermath of the Great Spell and the time of the Godswar, magic-users were persecuted with great fervor. It was during these times, known as the Mage Wars, that five of the most powerful and wisest wizards joined forces to escape the overwhelming chaos and evil that was sweeping the broken lands of Orea. These five vowed to create a new land, where the study of sorcery would not only be sanctioned, but cherished and encouraged. These were the Arch-Magi Nator, the sorceress Zarcha from the lands of Mostrial, Alkari the Wanderer, Krallia of Tanku, and Serion the Green from the woods of O’Douhn, the founding mages of R’Hath. Pushed ever further east by encroaching barbarian hordes, the armies of Thelitia, and the newly empowered Zealot clerics of the Younger gods, the magi found their way to the relatively desolate lands of a remote Selurian province known as Vot.

The wizards pushed most of the goblin races, dark creatures, and bloodthirsty barbarians from their newly chosen homeland. Then, using the fabled Earth Staff of Nator, Zarcha raised the mountain range that bears her name to separate these realms from the rest of Orea, keeping but one secret way through the mountains for magical refugees to enter. Each of the Founders chose an area to establish as their own holdings, to rule over and continue their studies of the sorcerous arts. This they all did except Alkari, who was always more interested in wandering the new realms. The new Magelords selected Nator, as the most powerful, to be their ruler and so the Principalities of R‘Hath were formed.

R’Hath is broken into Pricipalities, the four largest and most powerful claim lineage with the Founding Five. These are the four Magelords of R’Hath. Each Principality is broken into multiple territories, each territory is ruled by a mage-prince who are in constant competition for their Magelord’s favor.

R’Hathi mages are greatly respected and somewhat feared by the rest of Orea. There is an attitude pervading the aristocratic society that magic of any and all kinds should rightfully be in the possession of the mage-princes. That the outside realms cannot be trusted to protect or further arcane secrets. For this reason, those "less than honorable" individuals from R’Hath are sometimes caught up in illegal pursuits, hunting persons or creatures, stealing items, etc. to take back to R’Hath to further their own power. They are particularly intrigued (and feared) by initiates of the Emerald Tear and others exhibiting psionic abilities. The common view is that psionics are a form of natural magic that most of the R’Hathi do not possess and so greatly covet for experimentation and ultimately control.


Still, almost every magic-user from across Orea will make at least one trip to the “Wizard Lands” in their lifetime for study, research, personal advancement, or any number of other reasons.

[SIZE=+1]Flin[/SIZE]
Flin sits on the shoreline where the D’Arastra river meets the Irion Ocean. It is the home of the palace of the Magelord of the Principality of Serion. The mages of Flin are known by the learned of Orea to be some of the most knowledgeable in the realms. Magical research and creation of magic items are the hallmarks of Flin. Wizards and sages specializing in any number of arcane fields, from astral travel to zoomorphology, reside in Flin and are relatively open about their findings with each other, for the furthering/betterment of magic. To this end, Flin is where the Mage’s Guild, the “Fellowship of Alkari” that now stretches across Orea, was founded. The Fellowship’s central administrative facilities, and largest tower are found in Flin. The Mage guild is currently headed by Orsebin. As such, Flin possesses some of the most detailed and elaborate libraries in the known world. The current Magelady of Flin (thus ruler of the Principality of Serion) is Tralla the Gold.
[SIZE=+1]
[/SIZE]
[SIZE=+1]Ablidon[/SIZE]
The southern Principality of Krallia is ruled from the fortified port-city of Ablidon at the southern most tip of R’Hath on the edge of the White Gull Bay. Legend states that Krallia was assigned the duty of the newly formed R’Hath’s defense, so the city of Ablidon was constructed with towering battlements and great tiered walls that overlook the bay and Irion ocean, extending along the coast for several miles, beyond the city limits reaching almost to the druidhold of Moonglade and about halfway to the city of Flin. The lord of Ablidon maintains a large personal fighting force for the city’s defense. The primary training center for R’Hathi Battle-mages is in Ablidon. A large section of the city is devoted to barracks and training grounds for the Magelord’s armies. Another reason for Ablidon’s legendary fortifications is that it is the city in R’Hath that has the most interaction with the outside realms. Albidon’s ports are the primary route for outside goods to enter R’Hath. This gives Ablidon R’Hath’s most diverse population and makes it R’Hath’s largest city. The Magelord of Krallia and lord of Ablidon is Gorom Thesunder.



[SIZE=+1]Sorcerel[/SIZE]
The original tower of Sorcerel was Zarcha’s own and rises nearly 300 feet. Many magical creatures that came to enjoy the magic rich realm of R’Hath reside in the countryside, woods, and air surrounding Sorcerel, ever watchful for their lord. Outside the walls of the citadel are stretches of peaceful farmlands. Also considered to be within the Principality of Zarcha on a lone plateau near the Zarchan mountains, is the great temple-academy of Manat, goddess of magic, where the Witch-priests study and train. The current Magelord of Zarcha and lord of Sorcerel is the magus Enirius Zarcha, direct decendant of the founding arch-magess. He is considered, next to the Highmagus and Corandralla (the high-priestess of Manat) the third most powerful magic-user in R’Hath. Making him among the top five most powerful in the world.
[SIZE=+1]
[/SIZE]
[SIZE=+1]Moonglade[/SIZE]
Third of the great druid holds of Orea, Moonglade covers about a quarter of the Principalities. The forest of Moonglade has a longstanding treaty with the Highmagus of R’Hath going back to the days of R”Hath’s formation, when the druids aided the founding arch-magi in cleansing the evil of the realm. Lately, some of the more ambitious mage-princes have had trouble maintaining that agreement causing tension between the resident Lord of Ash and the surrounding territories. Given R'Hath’s relative seclusion and longstanding commitment to magic-use, Moonglade is perhaps the most magical of the druid holds, housing countless sylvan creatures with magical abilities or properties. This also creates tension with certain ambitious mage-princes who dare to hunt within the boundaries of Moonglade for unique and rare magical ingredients (pixie wings, unicorn horn, etc). The druids are most harsh with those caught hunting any of the woods’ creatures. The Keeper of Moonglade, often considered the third most powerful druid in Orea is the member of the Grove known as the Lord (or Lady) of Ash.



[SIZE=+1]New Enchans[/SIZE]
In the far northeast penninsula of R’Hath lies the Principality of Nator and the city of New Enchans. New Enchans is the highthrone of R’Hath, home of the Archmagus Imperius, Dalum Suth, lord of the Principality of Nator and (supposedly) the most powerful wizard in Orea. To the north, New Enchans overlooks the shore of the Emerald Sea and the port-city of Invono where traders from the city of Steppe deposit their wares to distribute throughout R’Hath.



The territories north and east of New Enchans are harsh and cold, beset by the storms that blow in from the Emerald Sea. The southern and western territories of the Principality of Nator are magically protected and tended to create some of the most beautiful and fruitful farmlands, groves, and gardens to be found anywhere in Orea, rivaling even the gardens of Theli. It is generally believed that the beauty and prosperity of these “Gardens of Nator” are a direct reflection of the power and well-being of the Highmagus. Legend and folklore also assert that the harsh bleak realms north and east of New Enchans house the dark unknown or uncontrollable magics of Orea kept at bay by the Highmagus’ might.
 

The Freelands

East of the river Adrigol and south of the Thelitian dessert are the realms that were the first and hardest hit by the forces of the Demon godson, Aishapra in the conflict that became known as the Scourge Wars. The people of these realms, then considered subjects of Mostral, were left to defend themselves for the most part. After Aishapra’s defeat the kingdom of Mostrial no longer possessed the strength to enforce its reign across its former territories, and those realms that it did try to exert authority resisted. They followed the example of Andril, a free-city since its establishment, and began lives of self-rule. These realms have collectively become known over Orea as the Freelands.

Over the centuries, the Freelands have achieved a relative stability, each individual area, mostly city-states, promoting its own specialty goods and services, and the larger communities overseeing the defense of their smaller neighbors. Still, the lack of an overall coherent military force has made those more rural or unsettled areas ripe for any and all sorts of creatures to flourish. Banditry, by goblinoids and humans alike, is a constant concern for those traveling the Freelands’ extensive trade routes. The need for swords-for-hire is abundant, particularly around the larger cities.

[SIZE=+1]Andril[/SIZE]

The “Jewel of the East” or “Eastern Star of Orea” has been a free-city since the days of the Selurian and Tanku Empires. The city began, in the First Age of Men before the Empires, as a simple port-town. One day, atop the highest hill overlooking the town, a great deep blue crystalline shard appeared. The crystal shard was actually a tower, housing three immortal sorceresses who quickly became known as the Oracles of Andril. With the godlike powers of the Oracles, Andril quickly grew as the Seluria-Tanku wars spread across the continent. The two Empires also became great supporters of the Oracles, seeking to harness their power to sway the conflicts or deliver favorable visions. The Oracles would not be swayed and used their powers to protect the common folk of the growing city.


When the Godswar fell on Orea, the powers of the Oracles protected the city from destruction by the massive tidal waves that assaulted the rest of the Orean coastline. In the Godswar’s wake, as the Mage Wars swept across Orea, the Oracles disappeared from public view, but none of the free-city of Andril would dare assault the tower of their ancient benefactors. As such, Andril became one of the only bastions for magic-use and study outside of the newly created region of R’Hath.


The Oracles returned, albeit briefly during the Scourge Wars, again to defend the city, now grown to a huge metropolis that surrounds their crystal tower. With Andril as a center of resistance, the forces of the Freelands battled with the Scourge’s armies, eventually beating them back, lending to the attitude of self-rule and the dissension towards the Mostralian monarchy, who did little to help with the realms’ defense.


Today, Andril is the largest city in the realms of Orea. Andril is miles in diameter, composed of dozens of sections, some of them virtual towns of their own. The Crystal Tower of the Oracles, once set atop the hill overlooking the port, now sits within a city block, though it is still visible from almost anywhere in Andril.


As Andril grew, additions needed to be made to its fortifications. Andril is now composed of three distinct sections, each with its own battlements and series of gates. These are referred to, generally, as the Port City (the original city at the base of hill where the Oracles appeared), the Old City (those areas built up between the Godswar and the Scourge Wars), and the New City (those areas built up and enclosed following the Scourge Wars). Andril’s harbor and wharfside is immense, practically a city in itself. Among the numerous marketplaces, goods and services from the most mundane to the rarest arcanum are available, for the right price.


There are temples and shrines to practically every known deity of the realms, save Karos or any of his demonic minions. But be assured in a city Andril’s size, Karos’ minions are there. Representatives from most of the known realms keep embassies in Andril, to beseech the Oracles as necessary for their lords. People of almost every race, size, and species (except for the ShiStaliiri and Selurians) can be found living or doing business in Andril. There is a saying that “If it can’t be found in Andril, it can’t be found on Orea.”


The city is administrated by a Council of Lords. This is a group of the most powerful and influential individuals from the various sections and guilds in Andril, not including the Oracles who basically keep to their own mysterious affairs. Though membership supposedly changes every 5 years, and individuals come and go within that time, repeat terms are common. The Council is believed to be composed of 2 members from each of the city’s “quarters”, approximately 30 members. The Council elects a Speaker who is the public face for proclamations, public relations, and acts as the city’s lord-at-arms in times of war. The Lord Speaker is able to serve repeat terms at the request of the Council (based mostly on the opinion of the masses). The Lord Speaker of Andril for the past 12 years has been Granion Trueblade, a former captain of the Blue Guard, Andril’s law enforcement organization. He is very popular with the citizens of Andril and its surrounding territory.
[SIZE=+1]
[/SIZE]
[SIZE=+1]Threeways[/SIZE]
Threeways has been a center of trade since Mostrial still possessed the Freelands. Its position at the junction of the trade routes from Thelitia to Mostrial and the ancient road from Andril to Lindril made Threeways a very wealthy community. Since the emancipation of the Freelands, the town has grown to a city of some opulence. Threeways boasts some of the most varied and exotic pleasures of the known world. But these, like everything else in Threeways, are big business.


Next to Andril, Threeways has one of the largest selection of goods in Orea, possibly even rivaling Brightmoon. Much of Threeways’ goods are en route to somewhere, however, so there is always a need for adventurous types looking to make a buck protecting a caravan. As such, Threeways is also a crossroads for adventurers of all types, and the tales and rumors they’ve accrued in their travels. So much so that information has become one of Threeways’ greatest assets. From artifacts to zebras, if you’re looking for it, the merchants of Threeways can find it for you, for the right price.


The city has a mayor but is almost under the complete control of the Fathen Brotherhood, the most powerful merchants’ guild in Orea. With their wealth, the Fathen Brotherhood control nearly all politics for Threeways and have a strong hand over relations with Thelitia, Talas Isthian, Lindril (which now marks the route to the realms of Grinlia), and the dwarves of Daegun.


Another attribute of Threeways, unique among most of the realms, is the presence of temples to gods of evil, along with the gods of good and neutrality. Supposedly, they originated as a mark of the neutrality of the city (to do business with everyone) beginning with three temples to the three Elder deities that survived/remained after the Godswar: Arinane, Sorilorr, and Karos. During the Scourge Wars, more temples to evil deities cropped up as a way to appease the evil forces that flooded through the realms. They’ve stayed standing out of fear and necessity. Making sacrifices to the goddess of disease is a good way to cure that peculiar burning sensation you acquired. The god of dominance, Do’am, the Dark Helm, has developed a particularly large following in Threeways. With the rise of Threeways’ power and influence since the Scourge Wars, temples to most of the other gods of good and neutrality have also established themselves there. The temples to the gods of Neutrality have the largest amount of followers and the most support from the Brotherhood, at least publicly.
[SIZE=+1]
[/SIZE]
[SIZE=+1]Lindril[/SIZE] and Talador’s Pass
In the first age of men, when the lords of men and dwarves and elves worked together to bring order to the chaos that swept the world, many alliances were made and many enduring works of the races were constructed. Among these was the alliance of the lord of the human realms of Mostrial and the lord of the dwarves of Daegun. To this alliance, as a watchpost for their realms, the dwarves of Daegun constructed the stronghold of Lindril. The fortress’ most notable feature was the forked tower that split halfway up its base into two separate towers, one for the dwarven forces, one for the human, who manned the base together for centuries. In this time, the Daegun gleaned much of humans and their ways and developed a great deal of respect for the short-lived creations of the elder gods.


After order was bestowed to the realms, the nations of men, dwarves, and elves began to fight among themselves, seeking possession of the mythic Gifts of Doron, nine artifacts of diverse and incredible power. War broke out and the stronghold of Lindril became a focal point of battle being repeatedly conquered and reconquered, claimed and reclaimed, by the humans and the dwarves. With the rise of the Tankuan Empire, humans eventually forced the dwarves back into the Daegun mountains, where they were glad to be when the Godswar fell.


Much of the old fortress of Lindril was destroyed and rebuilt over the centuries, but the forked tower endured and to this day is the symbol of the city. As stability returned to the lands of Mostrial, trade began again, and Lindril again slowly saw an increase in its prosperity. Though not with the stubborn and longlived dwarves, many of whom still lived who remembered the battles for control of Lindril. During the Scourge Wars Lindril’s population surged with refugees fleeing the encroaching armies. When the city was taken by the forces of Aishapra, the heroes of the Thorn fled to the Daegun mountains in search of a legendary pass that led through the mountains to the realms of Grinlia. After many adventures and dealings with the dwarves of Daegun, the heroes found the mountain corridor.


Then the heart of men was redeemed and the fire of respect flared with great bellows in the eyes of the dwarves when a hero of the Thorn, the cavalier Talador, fell in defense of the pass, and the dwarven forces therein. The dwarves dubbed the corridor Talador’s Pass and granted the men of Lindril free traffic through the mountain road. From this time forward, dwarves would begin to again be seen in the Freelands (nee Mostrial).


Now, Lindril stands just a league from the entrance to the pass, close enough that the town that has grown there is sometimes called "Talador’s Pass". While on the major trade route, Lindril is more of a supply station, a secure jump-off point for those travelers and caravans that plan to move through the Pass, and a welcome respite for those arriving from the west. The town is governed by a Mayor. Second in power to the mayor is the Captain of Lindril, commander of the forces of the Forked Tower. A good-sized contingent of the Knights of Celradorn, as well as a temple to the god of guardianship, reside at Lindril.


Talador’s Pass itself, while still monitored by the dwarves of Daegun, is far from secure. Raiding bandits, goblinoids, trolls, even giants and the occasional dragon find easy pickings and lay in ambush of all but the largest and most heavily protected caravans. The dwarves themselves are often too busy warring with the giants and trolls that infest the mountains north of the pass, to be of any real aid to travelers.
[SIZE=+1]
[/SIZE]
[SIZE=+1]The Grenmoors[/SIZE]
South of Lindril along the eastern side of the southern Daegun Mountauns is a large region of marshes called the Grenmoors. The marshes are formed around and among the lowlands surrounding the multiple streams and rivers that combine to form the river Adrigol that forms the border of the Freelands and Mostrial. The 'Moors are known to house a number of dangerous creatures and pitfalls including trolls, orcs, will o’ wisps, kelpies, sinking sands, flaming gases, even carnivorous plants. Still, many expeditions have dared the perils of the Green Moors hunting for lost strongholds and ancient temples of Mostrial and Tanku alleged to have fallen beneath the swamps during the Godswar. Not the least of these was Adrigol’s own hall, called Iiril in bardic song that was swallowed by the swamps as part of Adrigol’s punishment/disgrace. The treasures within, which at one time included the now legendary Hammer of Bors, are said to be as powerful as the Gifts of Doron, but since the heroes of the Thorn and the Scourge Wars, Iiril has never again been found.
[SIZE=+1]
[/SIZE]
[SIZE=+1]Hawkview[/SIZE]
The city of Hawkview was the outer most point of the former kingdom of Mostrial. Little more than a walled town with a castle, Hawkview quickly fell when the armies of the Scourge first invaded. After the Scourge Wars, Hawkview rebuilt and its position on the White Gull Bay and access around the sands of the Thelitian desert soon gained Hawkview the reputation as a safe haven for travelers journeying from the Freelands to R’Hath or northern Grinlia. Hawkview also developed friendly relations with the new elvin realm of Miralosta and became the first human city to deal in elvin goods.
Hawkview has grown to a city of moderate size that has all of the amenities and services of a port city. Castle Hawkview was rebuilt and still stands watch over the goings and comings at the mouth of the Whitegull Bay.



Hawkview’s proximity to R’Hath also makes it a high traffic spot for magical goods and beings seeking to get into or out of the mystic principalities. Hawkview is also the port of call for Tanku merchants who seek to get their goods to Grinlia and R’Hath, since most Tankuans will avoid dealing with R’Hath directly. Hawkview also is the stop for minor Thelitian traders who wish to do business with the Mage–Princes or Island Kings, closer and less dangerous a trip than reaching Andril.


The city is ruled by a lord, the descendant of the aristocratic family of the Mostralian lord, though Hawkview as the rest of the Freelands no longer holds allegiance to the highking. This is Lord Coren Riorn. He is a just and well-respected ruler who keeps Hawkview running smoothly and vigorously hunts down any crime or evil that attempts to mar the city’s past few centuries of prosperity.
[SIZE=+1]
[/SIZE]
[SIZE=+1]Mistwood[/SIZE]
Since the birth of the races of Men, one of the Five Tribes of Men was taken into the bosom of the elder goddess Llyndra the Green. These people avoided the fighting of the rest of the tribes and withdrew to the forest named Mistwood. They learned to commune with the woods, command the elements, and became one with the natural energies of Orea, making them extremely long-lived by human standards. Over time, the original tribe ascended into the planes beyond Orea, being sure to pass their teachings to their descendants and those they found worthy of their wisdom. Following the ascension of their elders, the students established the Ancient Order of Mistwood and became known across Orea as "Druids". The ancient forest of Mistwood has been the main hold of the druidic order for the entirety of Orean history. As the order grew and their understanding of the realms expanded, the order has stationed representatives around the continent in great woods and special places of natural power.


The wood itself once covered most of what are now called the Freelands, Balwood and Ef’thriel were once part of Mistwood, but has been chopped away bit by bit over the countless centuries. Still, it is one of the largest forests on Orea. Mistwood lines roughly half of the eastern shore of the river Adrigol, along the sea coast to the hills southwest of the free-city of Andril. The forest turns at the hills and runs northwest for their length. Few outsiders of any race have been allowed to move deep into Mistwood or to the mythic meeting place of the Ancient Order’s ruling body, the Grove, or met their enigmatic Lord of Oaks.
[SIZE=+1]
[/SIZE]
[SIZE=+1]Ef’thriel[/SIZE]
In the northern regions of the Freelands, almost directly between Andril and Threeways there is another ancient forest, though much smaller than Mistwood, from which it was spawned. This wood is called Ef’thriel, "Elf Home", and is tightly protected and guarded by the tribe of Kantiiri that lives there. There are also a number of ShiCynalla to be found and a small community of Miralostae who stayed there during the time of the Scourge Wars, when the Miralostae nation moved through this region. The forest has a long standing reputation as a faerie wood and several types of faeriekin can be found within the elvin realm (if they chose to be) including sprites, pixies, brownies, and nature spirits of various kinds. The Kantiiri of the wood have longtime relations with the druids of Mistwood. One of the Ancient Order has been stationed in Ef’thriel for centuries. The druid "Keeper" is the Lord or Lady of Rowan and is viewed by all of the wood’s inhabitants as the “ruler” of the forest. Though not a human realm, per se, it is within the Freelands and is a part of that realm’s human culture and history.
[SIZE=+1]
[/SIZE]

[SIZE=+1]The Hollow Hills[/SIZE]
Near the northern borders of the Freelands, west of the city of Hawkview lie a series of farm rich dales and rolling fields called the Hollow Hills. The hills are home to some communities of men and gnomes, but they are more known for the halfling communities that were founded and flourished there, hidden and undisturbed, since the years following the Godswar. The largest and best known, now, of these is the Free Hollows. From time to time, the mayors and governors of the various farming villages and dales beseech the lord of Hawkview for protection or defense from goblin raiding parties or a wandering ogre, but all in all, the Hollow Hills are a region of peaceful green tranquility.
 

Kingdome of Mostrial

The ancient fortresses of Mostrial are the stuff of song and legend as is the nobility of its warriors and kings. Following the devastation of the Godswar, Mostrial was the first realm to achieve order. The stability bred growth and soon Mostrial, under the legendary highking Adrigol, spread across the entire breadth of the Orean continent south of ShiStaliir and Thelitia. Mostrial became known for its great shipbuilders, minstrels, and horsemen. Mostrial developed the first large scale naval force of any of the human realms.

Since the Scourge Wars, Mostrial proper no longer extends east of the Adrigol or north of the D’Larial rivers. A fraction of its former power, the Kingdom of Mostrial is still a highly respected nation and strong ally to Grinlia. They trade freely with Tanku, Grinlia, Thelitia, and the Freelands.
Mostrial is broken into regions, kingdoms, each ruled over by the lords of the ancient Tali, built with the aid of the ShiStaliir in the First Age of Men. Each province consists of one or more Thanedoms. The Thanes are regional chieftains, close friends or extended family of the Lord that act as his advisors and serve as warlords as necessary for the ruler of the province’s Talas (elvin for “tower”). The Tali have been recreated and imitated by humans, with the aid of the dwarves over the years. The collected kingdoms heed a highking who rules from the greatest of the ancient citadels, Talas Pelor.
[SIZE=+1]
[/SIZE]
[SIZE=+1]Talas Eoril[/SIZE]
The citadel of the Sea-king, is Mostrial’s most famous province and Thanedom, owing mostly to their proximity to Grinlia and the legendary hero of the Thorn, Talador, who was a prince of Eoril. The ancient citadel is built off the mainland at the end of a great causeway that is washed away at high tides when the greater moon is full. Eoril is one of Mostrial’s largest shipbuilding centers and acts as the ocean entrance to Mostrial. The Tali is supported by a bustling city on the mainland surrounding the causeway that is simply called Eoril. Talas Eoril is the stopping/resupply center for all trade and water traffic from Tanku, the Freelands, even sometimes R’Hath to Brightmoon and the rest of Grinlia. The Lord of Eoril, referred to by most as the Sea-king, is still the line of Erodrin, since the days of Adrigol, the family line of Talador, hero of the Thorn, and one of the most prestigious in Mostrial. The current Lord of Talas Eoril is Ardwin Eth Erodrin. He also holds the title of Thane of Arilith.
[SIZE=+1]
[/SIZE]
[SIZE=+1]Arilith[/SIZE]
Arilith is the western province of Mostrial, ruled from Talas Eoril. The realm of Arilith extends from Talas Eoril in the west to the north Mostralian border at the edge of the ShiStaliir forest and the D’Larial, and along the sourthern coastline to the eastern edge of the hills of Morok. The Morok hills have housed, from time to time, various tribes of goblinoids that raid into the Mostralian realm. But these have been few and far between in recent centuries. There are some mining communities around the hills in Arilith, but many of these are in decline as much of the hills’ ore has been taken. Also in Arilith is the Hirial forest. This mysterious place is rumored to be enchanted and few dare to delve deeper than its borders. Most communities of Arilith are coastal fishing and shipbuilding villages.
[SIZE=+1]
[/SIZE]
[SIZE=+1]Hirial Forest[/SIZE]
Contained within Arilith’s borders, west of the Morok hills, is the mysterious and ancient forest of Hirial, elvin for “Windsong”. It is rumored that a contingent of the Star elves still inhabit Hirial though it has never been verified. Countless stories of people disappearing for years, heroes led astray by beautiful women who disappeared into mist, and mysterious elvin artifacts being retrieved from the woods go back to the youth of Mostrial’s history. Some of the learned of Orea say that a great evil lies beneath the Morok hills and the ShiStaliiri laid powerful enchantments on the woods to defend against it. There are tribes of Kantiiri elves within Hirial, but they do not profess to have any knowledge or interest in this rumored evil, even less of the supposed magics that surround it. Druids of the Ancient Order of Mistwood have made themselves known in Hirial from time to time, adding to the mystery of the wood’s reputation.
[SIZE=+1]
[/SIZE]
[SIZE=+1]Talas Isthian[/SIZE]
The eastern gate to Mostrial is watched over by the ancient Talas of Isthian. This citadel was the first of the Tali built and subsequently the first to undergo additions and expansion under human and dwarven hands. As such the elegant grace of the elvin construction has been somewhat diminished but the fortifications of Isthian rival any in the known world and have defended the realms of Mostralian against many attacks. The fact that the forces of Aishapra were not able to decimate the whole of Mostrial, the reason for Mostrial’s current borders, is due to Talas Isthian. Isthian sits on the fork of the river Adrigol, not far upriver from Mistwood. The province of Isthian extends down the Adrigol to the southern sea and up river to where the Grenmoors begin. The northern half of the Hills of Calidwyn are also considered part of Isthian. Its position on the border gives Talas Isthian a heavy traffic flow for goods coming out of Theiltia and the Freelands. The current Lord of Talas Isthian is Eothil Arascor. He rules over the Thanedoms of Balidwyn (the north and west of Talas Isthian) and Wastrath (south of the Talas).
[SIZE=+1]
[/SIZE]
[SIZE=+1]Hills of Calidwyn[/SIZE]
These hills are named for the hero of the Thorn, the half-elvin bard, Calidwyn Spellsinger. It is said that following the final battle with Aishapra, and the loss of his love, the forlorn half-elf returned to his homeland of Mostrial and wandered the grey misty dales of these hills in a timeless lament. Eventually, the bard settled in the southernmost hills overlooking the South sea. Over time many minstrels and student bards traveled the hills hoping to find the great master hero who had gained such fame. One or two actually succeeded, though many more make the claim. Over the centuries, the House of Calidwyn grew through reputation and wealthy benefactors into Orea’s foremost bardic college. It is said that after decades of teaching and mournful solitude, the Master Bard wandered into the morning mists of the hills and disappeared, never to be heard form again. So the House that bears his name carries on his legacy of musical spellcraft.
[SIZE=+1]
[/SIZE]
[SIZE=+1]Talas Pelor[/SIZE]
The greatest of the Mostralian Tali and the largest territory in the kingdom is Talas Pelor. Pelor is the second of the ancient citadel’s and the grandest in every respect. The Talas sits on an ancient mound that rests in the center of the great Fields of Mostrial (formerly Darathas Ariniir, the Healing Fields), The Talas itself is little more than rounded with high towered walls and parapets. Around the tower itself lies the city of Pelor. A second wall has been built around the city, but these are standard 20’ battlements, not nearly the fortifications of the Talas itself. Thankfully, no invasion force has been able to penetrate far enough into Mostrial to test these battlements for the past two ages of Men.


But the craft of the Talas is dazzling. The tower itself rises nearly 200 feet into the air. Gleams of white marble, veined with emerald green. Great sculptures stand five men tall (nearly 30’ each) of the great lords of Men and Elves from the Age of Order ring the base of the structure. These are ornamented with silver and gold accents. About half way up the tower, huge pillared arches split the tower so that one can look out over the Fields of Mostrial in all directions. At the pinnacle of Talas Pelor, a great crystal sits in another open aerie. When light is shone through the crystal, it can be seen in nearly every corner of Mostrial, even to Talas Eoril though faintly and into the woods of ShiStaliir, serving as beacon or a summons for aid from the other lords of Mostrial and its allies.


The Highking of Mostrial, Kelethon Eth Keleodan IV, rules from the great throneroom of Talas Pelor, and his ancestral home of Kelethon Keep in the southern Thanedom of Kelet, When not at residence in the Keep, Kelet is ruled by his brother, Karimor. The Knights of the Grey Tabbard, defenders of the realms Mostrial, use Talas Pelor as their homebase.
[SIZE=+1]
[/SIZE]
[SIZE=+1]Balwood[/SIZE]
Whereas the forest of Hirial in Arilith has an air of enchantment and mystery about it, the forest of Balwood in the thanedom of Kelet is wrapt in a cloak of sinister creatures and dark magic. It is believed that the sorceress Carianne has a stronghold in the Balwood and from this hidden fortress schemes to increase her magical power and assume the Mostralian throne. She is blamed for the seduction and destruction of several of Mostrial’s heroes. Aside from the sorceress, goblinoids and giantkin (ogres and Hill Giants mostly) assault the surrounding realms from the forest, using it as cover to get from their hidden lairs in the Hills of Calidwyn farther into the realms of Mostrial. Those that have traveled through the dark forest also return with tales of spirits and spectres, if at all.

[SIZE=+1]Kelethon Keep[/SIZE]
This is the ancestral home of the family of Kelethon I, highking of Mostrial following the fall of Adrigol. The Keep is situated on the southern sea, west of the Hills of Calidwyn and Balwood, where the coastline turns north towards Talas Pelor. From this great fortified hall the family of Kelethon has kept watch over the thanedom of Kelet for centuries. The current lord of the keep and the thanedom of Kelet is Karimor, brother of the high-king.
 

Remove ads

Top