Orea: a Redux. Comments/questions welcome.

steeldragons

Steeliest of the dragons
Epic
In this thread I am hoping to "boil down" most of my world/campaign setting of Orea. For a full accounting (as full as I have thus far) check out my thread "Orea: The World and Its People."

Orea as world is designed to be detailed without being crippling to DMs or players, offering plentiful choices without endless options. It is designed to be system neutral, any player from AD&D to 4e (and beyond) could plop a character in it and have a good time.

It is designed as a magic-heavy world, but that also is subject to interpretation. The level of use of magic inherent to one part of the world, is not absolute for everywhere. The "Mage lands" of R'Hath in the east are significantly more magic-users per capita than elsewhere in the world. These are MOSTLY broken into the specialist schools of magic use, while outside of R'Hath universal casters are more prevalent, and wizards in general become more scarce (outside of the major cities) the more west you travel and to the south, Mostrial, being a highly warrior-oriented culture has fewer wizards still than the eastern hub free-city of Andril in the east. In other words, you can have a campaign as heavy or light in magic as you like.

The Gods of Orea are universal across the world, however the various religions themselves (temples, churches, sects) are more centered and powerful in some realms than others. For example: All of Orea acknowledges Astar as the King of the Gods. He is particularly revered in the great kingdom of Grinlia, but temples (and priests) to him will be found in most cities across the known world. Outdoor shrines to the goddess Sylari (nature, weather and the harvest) can be found in almost every farming village and hamlet. In the kingdom of Mostrial, however, it is Celradorn and Gilea (deities of battle & healing, respectively) and their related demi-gods (Than and Physha) who are more popular and revered...to further break it down, even within Mostrial at Talas Eoril, the "Citadel of the Sea King", the goddess of the seas (Tyris) is the patron deity, naturally. But temples and shrines to other gods are certainly present as well. While druids of the Ancient Order, called "Keepers", are positioned throughout the realms in sacred natural places, for communion, defense or exploration with Orea's natural energies.

In theory, an entire campaign in Orea could take place within a single city (Andril or Brightmoon would be my recommendations for these, but that's just me). Or within the characters' home duchy, throughout an entire kingdom or the entire world...depends on the DMs imagination and ambition, and the ambition of the players.

But the world is there. If you want a gritty urban adventure with lots of politics and intrigue, it's in Orea. If you want a high fantasy with unicorns and magic-flinging faeries it's in Orea. Ravenloft/gothic your flavor of the month? Take a trip to the Countess of Karlith in East Embrar. Care to swash a buckle? Most nations in Orea conduct extensive trade via ship. The Orean seas are rife with islands, undersea peoples, pirates, privateers and lost treasures. And dungeon crawls or "hack n' slash" treasure hunts abound with hidden locations, lost artifacts and ancient culture over ancient culture buried within the world...Whatever flavor/kind of adventure you might be looking for, you can do it in Orea.

Time wise, Orea has a lengthy and colorful history but for the last 500 or so years (mostly cuz it's a convenient number and I needed enough time for a generation of elves to have grown up in the Miralosta nation) Orea has enjoyed a period of relative peace, growth, prosperous trade among the realms and races...that is soon coming to an end.

That said, here's a basic list of what the world has so far:
Human: 7 ethnicities (and 1 or 2 strictly NPC) broken into 8 distinct "nations" of various types (kingdoms, empires, tribes, etc.). Within these nations are innumerable sub-cultures/regions/realms (duchies, baronies, thanedoms, principalities, various clans, etc.).

Among and between various realms still exist plenty of "borderlands", frontiers, wild hills and plain old "avoided" areas wherein the likes of goblins, trolls, orcs, and other nasty business are able to flourish and maintain a threatening presence.

Elves: 3 sub-races for PCs and 3 sub-races for NPCs or PC's in VERY rare occasion at the DMs discretion.

Dwarves: are sprinkled throughout Orea's mountains with 2 major kingdoms/centers of dwarfkind. The original kingdom in the north, Naradun where the elder god first created dwarves and the the southern kingdom of the Daegun mountain range who seceded from Naradun a few thousand years ago.

Gnomes: the tricksters of the world, imbued with certain magical gifts for illusion, lending other races to deal with them with caution and alertness but their skills in gemcutting, woodworking, and crafts of many kinds cannot be denied. They are found (infrequently) in their hidden villages called "Warrens" both above and below ground, often both.

Halflings: are the hairfooted country folk of the original genre though significantly more feisty and adventurous in attitude (and trim/toned in body) than the plump Tolkien "hobbit". They call themselves the Daelvar. Their communities in/among the hills and rolling fields are called "Dales."

Half-elves: are generally rare. They are most common, obviously, close to the elvin realm of Miralosta. All Orean half-elves are considered to be the mixing of a human and a Miralosta elf. So northern Grinlia, specifically the Duchies of O'Douhn and Resahd are this character's most likely originating location. But there are Miralostae sprinkled through the Freelands and over the past 500 years could be found almost anywhere. A half-elf is considered to be no more than 2 generations away from their elvin heritage. Beyond that, the human blood (genes) assert themselves...unless the half-elf mates with another elf, of course.

Half-Orcs: are extremely rare, moreso than half-elves (whose union is almost always consensual). But in the border/frontier lands those unfortunate human females (or captured males used for fun) who survive the encounter are sometimes saddled with offspring. Knowing they will have a difficult life but unable to bring themselves to blame the innocent newborn for the circumstances of their conception. These figures often end up wandering the realms, caught between two cultures with none to call their own, searching for a place to "belong."

Centaurs: Centaurs in Orea are more numerous than other worlds (enough so to be PCs). They live in tribal bands "hyrds" across the temperate forests and rolling hills of northern Orea. The hyrds of the Kiari Hills in central Grinlia are the most commonly known and encountered. They have a rich and spiritual culture and are commonly found with tattoos denoting certain hyrds, ranks and spiritual/"magical"/shamanic blessings (strength, speed, keen sight, general protection from evil, etc.). They are also known for their heightened senses and are excellent trackers. They are decidedly uncomfortable in urban settings (the noise and odor of human cities is often "unpleasant") or underground (owing to a somewhat innate claustrophobia that varies in intensity from individual to individual).

Zepharim: the zepharim are a reclusive race of winged humanoids who began as messengers and servants of the elder gods. For reasons unknown, some of the avian race were relegated to the mortal realms. It is possible to see/encounter a zephari pretty much anywhere in the realms of Orea, but their general avoidance of the other races makes them a truly rare sight (inspiring awe or fear or both). In addition to flight, extraordinary vision and a natural body armor (to endure the cold of their lofty aeries) they also possess of some innate magic abilities (vestiges of their immortal origins).

Additional "optional" races for player characters (in my original concept/design) include: Satyrs, Goblins, Sprites, Lizardmen and other home-brew races: the Haindaun (deer-centaurs, basically) and the Jerali (tribal felinoids of the Orean savannah, think "Thundercats" not Tabaxi or Wemics).

The Dragonborn, the "Eladrin" (rolls eyes), Tieflings and Drow as a PC class DO NOT EXIST on Orea. If a player wishes to play one of these races, its up to the player and DM to work something out. Easy enough to have some "inter-planar mishap", a hidden village/culture (with a verrrry limited population), magical "curse" (or blessing?), etc...shouldn't be hard. But any of these races will attract a LOT of attention, and probably outright fear and/or violent responses.

Does any of this sound usueful or intriguing? Someplace you or your players would care to explore or set up a campaign?
 
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steeldragons

Steeliest of the dragons
Epic
Player Classes

I do not know or understand the mechanics of 4e. But from what I've read, the "Warlord" is a friggin ridiculous concept. And a system of "4 types" of adventurers to balance the "perfect party" is equally ludicrous to me.

Similarly, the seeming innumerable use of prestige classes (from what I've seen/read) of 3.x got just a biiiit out of hand in my humble opinion.

But, it's not about me. hahaha. Use whatever system you like. For my design/concept of the world, here is what I was working with. Work within or without it, as you and your players wish.

Fighter: Available races: All

Paladin: using alignment: for Lawful Good: Astar-god of light & good, Celradorn-god of guardianship & battleskill or Lawful Evil "Anti-paladin" for Do'am-god of domination & power through force. Available races: Humans, half-elves, half-orcs and dwarves (dwarves have dwarven names/aspects for Astar & Celradorn)

Ranger: available races: Human, Half-elf, Half-orc, Elf, Gnome, Halfling, Centaur, Satyr, Haindaun

Barbarians: Humans of one of the Gorunduun clans. Barbarians are a race AND class. Half-elves or Half-orcs MAY (Dm's discretion) also take the Barbarian class provided their human parent is a member of one of the clans and they are raised within that clan.

Homebrew: the Soraryn: "Golden Stag" a paladinic/druid-esque mystic warrior with various innate powers of the mind and natural world. EXCLUSIVE to the Miralostae elves and order of defenders devoted to that realm and "elf-kind" as a whole. Character MUST BE a Miralostae elf...only.

Cleric: avail. races: All.

Druid: avail. to Human, Half-elf, Elf, Gnome, Halfling, Centaur.

Shaman: Human (of the Gorunduu barbarian clans), Kantiiri elf, Centaur, Goblin, Lizardman

Homebrew classes for Orean clerics:
Protectress of Gilea: essentially a "paladin/shield-maiden" branch of the pacifist healer female order. Still limited to the non-edged weapons, but possessing various powers for combat and defense other priestesses of "the Merciful Mother" lack. human or half-elf only

Scribe-Monk of Sorilorr: Surprisingly, a scribe monk. A special (almost secret) sect of the god of knowledge and the mind, Sorilorr the All-knowing. Various magic and powers conveyed through runes and sigils, superior hand-to-hand fighting and divinely enhanced powers of divination. human only.

Witch-Priest of Manat: The order of the goddess of magic, Manat. They are a dual class of MU and cleric with arcane and divine casting abilities, both enhanced by their intellect and/or wisdom with a growing ability to shape magical energies in general and "shape" them to their whims. human, half-elf or elf only.

Mages
Wizards: human, half-elf, elf, zephari

Specialist (the traditional 8): human, half-elf, elf, zephari

Illusionist or Diviner specialist only: gnome, satyr, sprite

Homebrew: Elemancer (i.e. Elemental Mancer, "Elementalist"): dwarf (only earth magic), Karolostae elf (only water magic), the air and fire mancies may be studied by any race allowed to practice full magic (human, half-elf, elf or zephari).

Homebrew: R'Hathi Battlemage: human only.

EDIT: Elemental Mancers: Air, Earth, Fire and Water: Human, half-elf,elf (any element), zepharim (air only), dwarf (earth or fire only), Karolostae (water only).

Orea does not have a "sorcerer" class. Any M-U can be called a sorcerer. Spontaneous casting occurs for lower level (under 3rd) spells (for MUs and Clerics, but those details are for another post or thread). For the most part, all arcane magic is sutdied/learned through the "memorize, cast, forget" model....Vancian I've seen it called here, often. I just call it "memorized". haha.

Orea does not have a "Warlock" class. If the DM chooses to allow it or use them for flavor, I would say any warlocks encountered are presumed to be evil (whatever their original alignment or how noble their intentions were. They will end up evil). "Good" or "Neutral" warlocks don't exist. "Pacts" are made with infernal or, more commonly, diabolic creatures (devils are much more interested in "deals" and "contracts" than demons, in my understanding.)

The Fae exist in a sub-/neighboring plane of Orea, but they're not interested in "deals" with mortals (certainly not deals to give some of THEIR "power" to a mortal!). Demonic or Diabolic pacts for Orea only...Warlocks=Evil. Period.

Briefly, RE: the Fae in general. The "Fayekin" or "Faeriekind" are present on Orea and capable of moving between the mortal (Prime) plane and the Land of Fae. Pixies, "faeries" proper, brownies, grix, redcaps, dryads, wood wose and the multitude of faerie lore, folklore and/or legend are all born of the land of Faye and able to be incorporated (as wanted) on Orea's world/plane.

Rogue (a.k.a. Thief): avail. races: All.

Bard: avail. races: Human, half-elf, elf, gnome, halfling, zephari, satyr.

Monk: human, half-elf, elf, half-orc, dwarf, lizardman, jerali

Psionic: human, half-elf, elf, zephari, haindaun

Thoughts?
 
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steeldragons

Steeliest of the dragons
Epic
Coupla things:

Half-orcs should also have been listed as capable of taking Shaman as a class.

Rogue a.k.a Thief should have been further broken down to include:
Acrobat: human, half-elf, elf, gnome, halfling, jerali
Assassin: any race.

Most other "kits" for rogue characters: "swashbucklers", "street thugs", "lasher" (which I only know about from Dranko in Sagiro's Story Hour. haha) etc. etc. ad infinitum, can be created using some combination of those 3, their original product/material or generated/home-brewed or not at the DM's discretion.

Also, multi-classing in Orea is possible, though not infinite. If your race can be the class, you can multi-class with it. If your race can't...you can't "take levels" in it. That also means you START as a multi-class character. A fighter/magic-user, a cleric/bard (god of music, of course! ;) etc. You do not spend half your life being a fighter and then one day, after "x" amount of XP, wake up with clerical powers.

My multi-classing was basically a split between 2 classes (3 class characters on Orea would be...exceptionally rare). The old school elf fighter/magic-user who is, say, levels 3/3 would most likely be found in a party of characters from 5-7th level. Also, XP is accumulated based on your use of your talents...not automatically divided. If the sample character spent all of his time using his bow and sword and spent months in between casting a spell or researching a magic item or SOME kind of MU pursuit, she wouldn't receive XP applied to her MU class. I leave it to the DM and your system of play, of course. But to me, it was always just common sense.
 

steeldragons

Steeliest of the dragons
Epic
Geography & political regions

The major realms of Orea (again, boiled down)

The Kingdom of Grinlia:
takes up most of the northwestern quadrant of the continent. It is the world's largest (and comparatively, youngest) human run realm. It has a typical medieval England/European flavor and, at least in appearance, among the royal court in Aberol, Chivalry is NOT dead.

The kingdom is broken into: the Grand Duchy of Denil, the Duchy of East Embrar, the Duchy of West Embrar, the Duchy of O'Douhn, the Duchy of Resahd, and the D'Ensior Baronies. These regions are further broken down into Counties and/or Baronies to Knights/Lords (land owners) to the commoner/serfs. Your basic feudal system with a powerful (and generally liked) royal family, the Royal House of L'Lorn.

Population is primarily human. Grinlia also houses a bit of most Orean races: a number of halfling Dales, centaur hyrds, some elves (Kantiiri or ShiCynallae mostly) remaining in the massive O'Douhn forest, several gnome towns in the Onyx Hills of Denil and borders with the dwarf kingdom (and mountain range) of Naradun on the north. Major population centers include the port-city of Bluside, the holy city of Sanctum, and the "Jewel of the West", the ancient city of Brightmoon with some other smaller cities and farming, timber or mining villages, towns and hamlets speckled across its territories.

The Kingdom of Mostrial:
lies if in the south and west of the continent, claiming about the entire western half of the realms south of ShiStaliir and the Lost Sands up to the river Adrigol. Mostrial is a more warrior/battle oriented society with a definite celtic flavor to it. Coloring of Mostralians is lighter browns, blonds and reds for hair and blue or green eyes.

They have, in recent decades become less "warlike" and thrive in their realm (greatly diminished from a former glory) as a traffic hub for seabound trade between the eastern realms to Grinlia. Though the songs and bardic epics of great heroes and kings are still heard in any Mostalian hall and valor and glory surge in the veins of its people. They are also renowned for producing great bards, from Orea's foremost bardic college, the House of Calidwyn located in southern Mostrial near the river Adrigol and the southern sea.

The kingdom is broken into 3 provinces each controlled from one of the ancient elf-built citadels known as "the Tali" (plural of the elf word for tower): Talas Isthian, Talas Eoril and the High-King's own, Talas Pelior. These provinces are each further broken into lesser kingdoms, ruled by Thanes from their ancient keeps and halls and considered sovereigns in their own right with allegiance to the lords of their respective Talas who all hold allegiance to the high-king in Pelior. There are a total of 6 "thanedoms" across Mostrial.

Other races in Mostrial are uncommon. Some dwarves from the realm of Daegun make lives or do business in Mostrial. Elves (Kantiiri, presumably) are said to live in the enchanted wood of Hirial. Despite bordering the great wooded realm of the ShiStaliiri elves, the "Blood of the Stars" have been silent reclusive neighbors for many centuries keeping their borders sealed and people hidden from Men since before the Godswar. For the most part non-humans encountered in Mostrial are no doubt there for trade or "just passing through."

The Freelands:
Formerly a part of the kingdom of Mostrial, the Freelands as they are collectively called extends the entire eastern length of the continent from the river Adrigol to the Irion Ocean. As their name implies, the cities of the Freelands are independent city-states.

Most are modeled after the "Gem of the East", the great free-city of Andril, Orea's largest city by far and a free-city since its inception (before the Godswar.) Each city has a ruling "council" of varying size, oftentimes with an elected "mayor" or "speaker" for the council. The exception to this is the Freelands most northern port of Hawkview, which is still ruled by descendants of the lord from the days that Hawkview was part of Mostrial. The lords of Hawkview have been just and benevolent and are greatly appreciated by their people and those of the surrounding lands.

The centers of population in the Freelands are: Andril, the decadent merchant city of Threeways, Lindril, Larrasal, and Hawkview. Also notable within the Freelands is the elfwood of Ef'thriel, housing Kantiiri and Miralostae elves as well as numerous types of fayekin and the large halfling community called Free Hollows (not very far from the city of Hawkview). With the Daegun mountain range on its western edge, dwarves are not uncommon and with the presence of Threeways and the massive cultural hub of Andril, members of any of Orea's nations or races can be found around the Freelands engaged in a nearly infinite number of activities.

The Freelands also houses the first, largest and most sacred forest of the druids of the Ancient Order, Mistwood.

The Empire of Thelitia:
Contained with the desert created by the cataclysms of the Godswar, called by most outsiders "the Lost Sands", the nomadic tribes of the area looted the riches and magic of the devastated Selurian Empire and built an empire of their own. Allegedly led to their salvation by a holy emissary from the sky god (an aspect of Astar the Thelitians call "Arsha") they are now ruled from the great city of Theli where the divine emissary, the "Shadarsha" controls the desert. It is definitely an Arabic-flavored land desert culture with some Egytian tones.

The Thelitian empire has 3 emirates around the outskirts of the desert with the central city of Theli built upon a magical oasis deep within. The northwest of the desert, however, is not considered part of the empire and is a cursed dangerously evil place called Thole or "the Broken Lands."

Since much of the empire subsists on the backs of slaves, there are members of all races to be found in Thelitia, either as servants or combatants in the massively popular arena bloodgames. Thelitians themselves are olive to caramel skinned with glossy straight black hair and (most commonly) dark eyes though with the prevalence of slaves from other regions of Orea, other coloring (blue eyes, for example) is not uncommon nor viewed as odd.

to be continued...
 

steeldragons

Steeliest of the dragons
Epic
Geography & political regions II

The United Island Kingdoms of Tanku:
The remnants of the once great Empire of Tanku is nothing more than a collection of islands off Orea's southeast mainland. It is essentially a fusion of African and Polynesian cultures turned into a maritime power. They are renowned across Orea as great captains and mariners. Their quiet contemplative nature and often stoic demeanor have led to the folklore that the Tankuans or "Islanders" (as they are sometimes collectively called) can commune with the surf and wind on which they spend much time.

The practice of arcane magic is forbidden, on pain of death, in the Islands. Tankuans who venture beyond the coastal ports of the Orean mainland will be very wary, if not outright fearful of mages. The depth of their superstition (i.e. "sorcery is EEEEEVILLLL") is such that most (respectable) Tanku ships will not, under any circumstances, do business or take cargo or passengers to the wizard lands of R'Hath.

Ruled by the chief-king from the largest island of Tanku, itself, the other major islands (each with their own Chief ) that comprise the "United Island Kingdoms" are Ulba, Dalram and Omduppo with countless smaller isles among/between them allied to one of the larger islands.

The people of the islands range from bronzed/caramel skin to the Tanku proper who are gleaming black. Their hair is generally tightly curled and ranges from black through all shades of brown, often with sun-streaked golden highlights. Eye color is black or brown with rare occasions of grey. Some tribes have been known to sport straight (though still black) hair a particular tribe, the Dalrami, have been known to have bright emerald green eyes.

The Principalities of R'Hath:
R'Hath exists on a large penninsula in the northeast of the Orean continent, secluded from the rest of the realms, by land, behind the Zarcha Mountains. R'Hath is broken into 4 major principalities: Serion, Krallia, Zarcha each ruled by a "magelord" or "primagus" and the principality of Nator ruled by the Archmagus Imperius, Emperor of R'Hath (and supposedly the most powerful magic-user on the planet). Within each of these realms are multiple smaller territories each with its own "mage-prince" forever vying to increase their power and gain favor with their magelord.

The population centers include: the tiered fortified port-city of Ablidon (where most trade and goods come in and leave R'Hath), the academy city of Flin where magical research and knowledge, including a massive library, is furthered by magic-practitioners and sages from across Orea, the tower-city of Sorcerel, Invono another port in the north on the Emerald Sea, and the Archmagus' palace-city of New Enchans.

Politically, I tend to think of this as a feudal Japan kind of set up. But the people are not asian in appearance, being an amalgamation of all other Orean peoples due to the formation of R'Hath as a refuge for magic-users during the dark years following the Godswar known as the Lost Ages which included a period called the Mage Wars. So a R'Hathi human can look like just about anything in the realm of human possibility...except asian since there is no asian-appearing human race on Orea (anymore ;).

Non-humans are fairly prevalent in the "Wizard Lands" particularly those who use magic, so elves and gnomes mostly with some zepharim. There is also a druid-hold in R'Hath called Moonglade, straddling the principalities of Krallia and Zarcha. This forest is definitely the most highly magical, both in location and denizens, of the Ancient Order's forests.

Gorunduu:
The plains and tundra extending to farthest northern reaches of the realms of Orea, terminating at the Worldcrest mountains, is known by the indigenous peoples and learned of Orea as Gorunduu. This is the traditional home of the barbarian clans of Orea, the Gorunduun. There are 7 clans each with a totem animal, special clan weapon and somewhat individualized cultures. Culturally, definitely going for a tribal Norse/Beowulf kind of feel feel with some American (North and Central) Indian undertones.

The Gorunduun as a whole have no permanent population centers though the trade-city of Steppe sits along the eastern edge of the plains on the Emerald sea, though the magic-shy barbarians dare not cross the sea to the mage lands of R'Hath. The people that live there permanently, however, are not strictly Gorunduun but may be a mix thereof. The Gorunduun clans are hunters, trackers and particularly fierce warriors.

The Gorunduun are generally larger than other mainland humans, broadly muscled and powerfully strong (male and female) with an iron will than is rarely overcome. Standing at 6 foot+ tall (rarely less), the Gorunduun are generally light haired and eyed. Blond/blue is the most common combo. Though dark blonds, light to medium browns and darker eyes are also possible).

While there are rumors of a race of "ice dwarves" in the Worldcrest mountains and legends of "snow elves" hidden among the sparce forests, the Gorunduu is essentially a human and wild realm with heavy doses of giants and goblinoids in various areas.
 

steeldragons

Steeliest of the dragons
Epic
gods: redux

(spurred on by a response I made to another thread earlier today that had me looking up gods.) Here's a cliff notes for the currently worshipped pantheon of Orea.

Gods of Good:
Arinane: elder goddess of night and the greater moon, stars, astonomy and navigation. "The Bright Lady."
Astar: god of good, light, just and benevolent rule. "The Celestial Sovereign."
Celradorn: god of battleskill and guardianship. "The Golden Defender."
Gilea: goddess of healing, fortitude and motherhood. "The Merciful Mother."
Physha of the Flaming Hair: demi-goddess of purity. Sainted Daughter of Gilea, "The Whitethorn."
Sylari: goddess of nature, weather, the harvest.
Syar: lesser god of animals and forests.
Than: demi-god of strength and courage, patron of heroes. A son of Celradorn by a mortal woman.
Tyris: goddess of seas, rivers and storms (coastal).

Gods of Neutrality:
Bentier: lesser goddess of justice and law.
Bysdan: lesser god of music, luck and autumn, patron of bards. "Minstrel of the Gods."
Desri: elder goddess of death, fate, prophecy, keeper of souls. "The Grey Lady."
Dunric: god of mountains, metallurgy, smiths and craftsmen of all types. "Smith of the Gods."
Irion: god of the sun, change and travel. "The Crusader."
Jasralne: lesser goddess of love, dance and spring.
Manat: goddess of magic.
Sorilorr: elder god of knowledge, inspiration, the mind, the lesser moon, patron of scribes, sages and psionics. "The All Knowing."

Gods of Evil:
Cyris: god of lies and shadows, patron of evil thieves and assassins.
Djarthoon: lesser goddess of temptation and corruption, patron of the Shi'Daeiri elves. "The Mother of Monsters."
Do'am: god of domination, power and rule by force. "The Dark Helm."
Endore: goddess of disease and the undead. "The Plague Mistress."
Goran: god of pain and bloodlust.
Karos: elder god of fire and demons. "The Chaosbringer."
Wyzlia: lesser goddess of despair, hopelessness and winter.

Gods of Elves:
ShiStaliiri elves do not have clerics, owing their creation to the Elder god Antas, no longer accessible in Orea. Reverence is paid to all divinities of good and neutrality, including the Elder gods, but no organized religion/ritual is practiced.


Kantiiri elves have shamanic healers they do not worship a pantheon of gods.


ShiCynalla elves can worship any of the current pantheon but generally do not do so, finding organized religion a little too restricting for their tastes.


The Powers worshiped by the Miralostae are:


  • [*]Arathriel (an aspect of Jasralne) –lesser goddess of love and beauty
    [*]Arinane –goddess of the greater moon and sky, the mother of all (their primary deity)
    [*]Daerillan (an aspect of Manat) – goddess of magic
    [*]Djarthoon –goddess of evil and demons, goddess of the ShiDaeiri
    [*]Rinallion (an aspect of Bysdan) - lesser god of music and art
    [*]Sorilorr –god of all knowledge and history, the lesser moon.
    [*]Syar –god of forests and animals, defender of the wood
    [*]Sylari -goddess of the nurturing aspects of nature, new growth
    [*]Tyris –goddess of water and the sea, goddess of the Karolostae
Gods of Dwarves
Respect is still paid (and a powerless cult survives) to the elder god Oor who created the first dwarves. Cults also exist to the Elemental Prince of Earth, but their mainstream religions/view include the following deities:


  • [*]Duor (aspect of Dunric) –The Great Anvil, god of stone, metals, mountains
    [*]Feoron (aspect of Celradorn) –The Great Axe, god of battle, valor, honor
    [*]Karok (aspect of Karos) –The Great Darkness, god of evil, greed, deceit
    [*]Toralon Kor (aspect of Astar) –The Great Hammer, the forger of all, primary deity of the dwarves.
    [*]Valeran (aspect of Gilea) – The Great Fire, goddess of healing, home, and hearth
Gods of Gnomes


  • [*]Gniannthil Warmhearth (aspect of Gilea)– lesser goddess of hearth and home, family, nurturing power of nature and creatures of the land. an Earth mother figure.
    [*]Gnibriam Quickwits (aspect of Bysdan)–lesser god, a trickster/rogue/wanderer.
    [*]Gnorillanthlus Rootlord (aspect of Dunric)–god of gems, mining, woodworking, crafts of all kinds and magic, the Golden Maker. (primary deity)
    [*]Gnorx (aspect of Karos) –god of evil
Gods of Halflings
While there is a "halfling pantheon" the only established "temple" with spell casting clerics is is the temple of Faerantha (though an outsider would find it difficult to tell a temple of Faerantha from any other cozy halfling dwelling.) The pantheon is worshiped as one, as a whole family in the same "house." The other deities are revered and sacrifices or prayers offered in adjoining shrines or individual family alters at home. An offering place on a mantle or small table in a side alcove with a likeness of Gaela, for example, can be found in almost any halfling abode.

  • Faerantha (an aspect of Sylari) -goddess of life, nature and weather, a "mother nature" figure. Their primary deity.
  • Bysdanion (an aspect of Bysdan) -demi-god of luck, stealth, rogues and hidden ways, a rogue/adventurer figure similar to the gnomish Gnibriam.
  • Vathura (an aspect of Jasralne) - lesser goddess of love, romance and beauty.
  • Debrin the Green Knight (an aspect of Syar) -demi-god of battle, defense and honor, defender of the Dale, champion of Faerantha.
  • Gaela (an aspect of Gilea) -goddess of the home, hearth, cooking and family.
 
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steeldragons

Steeliest of the dragons
Epic
Human Races

Human Ethnicities of Orea:

Grinlian: Avg. male ht. 6', dark hair and eyes prevalent. Possible olive complexion close to the Arm of Tyris. Think Mediterranean peoples. Societal Alignment: Lawful and Good.

Mostralian: Avg. male ht. 5.5-6', lighter hair (blonds & reds common) and eyes prevalent. Skin tanned to pale. Celtic/Gaul-esque warrior society. Societal Alignment: Neutral and Good.

Thelitian: Avg. male ht. 5.5', black hair & eyes prevalent. Dark tanned complexion. Desert peoples, Egyptian/Babylonian civilization and middle-eastern tribal societies. Societal Alignment: Lawful and Neutral

Gorunduun: Avg. male ht. 6.5', light hair and eyes predominant. Skin pale white or well-tanned is exposed. The barbarian tribes of the Gorunduu plains. A definite nordic/norse culture mixed with some north and central american indigenous flavor. Societal Alignment: Chaotic and Good (primarily)

R'Hathi or Freelander: Humans from the Freelands or the Principalities of R'Hath are an amalgamation of centuries of mixed breeding among many of the Orean peoples. Their ht./wt. and eye/hair coloring runs the gamut of human possibility. Societal Alignment: R'Hath: Neutral, Freelands: Varies

Tanku (possibly used for NPCs only): Avg. make ht. 6.5', dark tightly curled hair, dark eyes prevalent. Caramel to pure black skin. Island tribes combined into a kingdom. A combo of African and Pacific Islander cultures. Societal Alignment: Lawful and Good.

Selurian (meant to be used as NPCs): Avg. male ht. 6.5', black, grey or white hair, grey or grey-blue eyes. Very pale/albino skin. Former "great empire" that exists solely on a few remaining island strongholds...They are shunned by the Orean mainland, which the Selurians have come to disdain (the realms of "lesser men"). Societal Alignment: Lawful and Evil.


--Steel Dragons
 

This is very interesting. I am engaged in research for a new fantasy setting for a personal writing project and your work has inspired me in a new direction, particularly the relationships between some of your nations.
 


Stormonu

Legend
I'm curious - couldn't you have warlocks who have made pacts with genies, elementals, dragons or angelic powers who are not evil?
 

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