And a gracious good morning to you all. Hopefully, today, we will dispense with the remaining notes on the major non-human civilizations and cultures. I'm sure there is great disappointment that I shall be traveling for the holiday beginning tomorrow and, thus, further posts on the World of Orea will have to wait or be spotty for the coming week or so.
But for today...HALFLINGS!
Steeldragons' World of Orea: Regions & Nations, Non-Humans, Part II.
The Daelvar: Halflings in the world of Orea are [politely] referred to by themselves, humans, and most others as, "daelvar" or "the dalefolk." The elfin term for them is "vaaria" ("people of the hills," iirc). They are the hair-footed country-dwelling, food/drink/smoke/creature comfort-loving original versions of the species, though generally a bit more fit and capable of some muscle -a la Jeff Dee's original images for them- than the paunchy pot-bellied folk of Bilbo Baggins. Having no interest in nations or "kingdoms" of their own, they are perfectly content to live within the geo-political regions of others, or upon their fringe, and happily trade and deal with other races (they are impressively good farmers, orchard tenders, herders of sheep, cooks, and distillers of alcoholic beverages -especially known for the quality of their various fruit-flavored and rich golden brandies and quality -even for a dwarf!-ales, daelvar vintners are rather rare, but they do exist and are often viewed as a bit odd by other daelvar (wine-making being a bit finicky and taking just too bloody long to get a drink in. If you want a good wine, call the elves). Their carpentry, leather-working, and weaving/fabrics are also quite nice and valued by other races. The daelvar of Orea also possess something of curiosity streak, a kind of "lust" for experiencing life and exploring that other traditional versions of the halfling race lack. A subtle difference, but one that makes the spread of the species and their locations across much of the known world more legitimate.
Where the daelvar came from is anyone's guess. It is known from the Histories, that their first mention comes from those brief incomplete records of the Lost Age, following the Godswar. So, as far as anyone is concerned in the current day, daelvar have just always been around/part of the landscape...like everyone else. For the daelvar, themselves, they are the creation of the their mother goddess, Faerantha, a protecting and nurturing nature-based deity. It is said Faerantha -desiring children of her own like her sisters Gaela and Jepsebelle- dug the first daelvar out of the side of the only rolling green hills (where daelvar communities are most commonly found) that were left in the world, molded them from the loamy soil and grass and roots, and then gave them life.
The primary holding of daelvar in the east is to be found in the series of towns and villages occupying the Hollow Hills in the Freelands, near the western borders of the lands of Hawkview, buffering the region from the eastern edges of the Lost Sands (where the daelvar never dare to tread, even for trade). Somewhat not-so-originally collectively named "the Free Hollows," there are roughly a half dozen small towns of daelvar, some with individuals or small numbers of non-daelvar residents (mostly satyrs and gnomes), with individual homesteads, farms, pasture, and orchards between/connecting them. It is a realm of general peace and pastoral tranquility (the occasional ogre or goblin incursion is swiftly met and dealt with, larger threats often involve the calling for aid from the lord of Hawkview). Just about every daelvar in the Freelands can trace roots -if not existing family- back to the Free Hollows.
In the west, daelvar populations are primarily limited to the western Kiari Hills and southern reaches of the O'Douhn forest where they enjoy a history of friendliness and cooperation with the centaurs and elves who make their homes there. Goldendale and Heatherheathe are the two largest communities and the only ones ever really referred to by those in Grinilia who are aware of the daelvar's homeland and don't just view them as the diminutive helpful "brownies" of human folklore (at which most western daelvar have learned not to take offense. True Brownies, of course, are a fae-relative of the daelvar and extraordinarily rare to find in the material/mortal world, though the mortal daelvar know nothing about that). Though individual daelvar or familiy groups might be found in just about any of Grinlia's larger population centers, with small daelvar ghettos to be found in Aberol and Bluside.
There are smaller communities to be found in the northeast (though outside of R'Hath! Sorcery being a decidedly odd -if not inherently "evil"-and un-daelvarish thing to pursue) along the river D'Evand (though none, known anyway, within the borders of the Miralostae) and in the wooded hills and dales of the prosperous Laklans. And that about does it for permanent or known congregations. Elsewhere, daelvar encountered will be individuals or small clans/family units eking out a living or pursuing some kind of thrill or excitement (often "riches" which is the root of all luxury and creature comforts) in some form or another among the bigfolk.
The Gnomes: Gnomes in Orea are an...odd bunch. Their sense of humor and general perspectives and attitudes toward things other species would find dangerous or outlandish, gnomes think is just great and fine or funny. They are uncannily skilled in the working of soft metals and cutting of gemstones. Like the daelvar, their woodworking and leather-work are also valued, and they are particularly prized for cobbling and clothes-making (all of the "greatest" fashion designers of the largest cities are gnomish). They have the race's traditional flare for illusion magic. Their primary known communities are found in the Onyx Hills of southern Grinlia, in feudal allegiance to the Grand Duke of Denil. Wandering traders and merchants are to be found -and to be wary of- in most areas where serious trade happens. In the east, there gnomes known to live in relative seclusion in the hills of the Laklans and among the foothills of the Zarchan Mountains. Many gnomes can be found throughout R'Hath and are all but ubiquitous in the halls of the Sanctema Phantasma (the Arkanademia's school of Illusion Magic). In nearly all areas where gnomes establish a permanent settlement, called a Warren, its location is a fervently guarded secret by its inhabitants, hidden for their own protection from the goblins, kobolds, and larger foes and predators that can often be found in the terrain gnomes prefer. There is little else to tell about gnomes. They are, as I said, an odd and magical bunch who do not generally involve themselves in the goings on of the worlds of Men and Elves...though do enjoy a drink with daelvar or dwarves, and especially enjoy the company of satyrs.
The Satyrs: Satyrs in Orea are as one would generally expect (minus a good deal of the R- or X-rated stuff satyrs for which are known). Both male and female exist and have various shapes of goat or ram horns atop their heads. Caprine ("Goat-like") legs and haunches. Shapely and generally fairly attractive human torsos and heads. They rarely achieve more than 5' in height, though might count as much as an additional foot with their horns. Men commonly wear some form of facial hair -scruff, goatee, mutton chops, a close or carefully braided beard, etc...- though rarely the lengthy unkempt things of dwarves. Male and female hair is usually wavy or curly, coming in all shapes of brown, black, russets/reds, and the rare sandy blond, matching the color of the coarse curly hair of their haunches. Eyes are overwhelmingly brown or black with rarities of grey and green. They love drinking copiously, loving/lusting over someone or the other nearly all of the time, humor, songs, and of course, dancing and making music. Weaving magic through music is practically second nature to them.
Satyrs in Orea were created in the ancient past by the Elder God of animals, the wilds (and masculine fertility/virility) Pehn before he went all mad evil corrupted. In short, when the Godswar and worldly destruction that would bring was imminent, the elder goddess Llyndra the Green (Pehn's lover/wife) discorporated herself to form the extradimensional realm now called Faerie. Some satyrs took Llyndra's invitation and offer of protection and left Orea's mortal world. Those satyrs became the beings known to students of the lands of the Fae as "fauns." Those who remained in the world twisted by Pehn's madness or the corruptive influences of Karos or Djarthoon, became the mountain goat- or ibix-headed mountain-dwellers, the evil "aegyr" or "aegor." The rest, who maintained their traditions and love of the physical natural world, and a fire to defend it and those of this world, are the Satyr's of today's Orea.
Not so numerous nor interested (nor Lawful) as to develop nations or kingdoms of their own, small farming and herding villages of family groupings (nearly all interrelated) of Satyrs can be found in several out of the way (of humans, at least) rolling hills and fields, in woodland glades or at the edges of untouched forests, where they can grow their vinyards and tend their caprine herds in relative peace. There are many in the woods of Miralosta and O'Douhn, scattered among the Laklans and Daenfrii, and some in the more untouched regions of Resahd. Individuals can often be found -for business or pleasure- in the company of daelvar and gnomes (and the rare dwarf), whose company and lust for drinking and entertainment they very much enjoy, or in close proximity to centaurs and elves (who are generally a bit too stuffy and tight-assed to associate with casually or for satyrs' tastes, but are usually quite beautiful and excellent chaps to have around for trade or if war/battle becomes necessary). Humans are a funny lot and satyrs can be very fond of them -members of both genders can often be quite comely to the satyr's eye, can be great drinking or gambling chums, handy -and goodly sized- to have around for a fight, or humans might be too serious and stuffy (like elves and centaurs). Satyrs are not fond of overtly pious or religious types of humans, at all (making them all but unseen in the more populated lands of Grinlia).
The Centaurs: the Centaur tribes of Orea are becoming ever more scarce as the realms of humans, elves, and others (but mostly humans) continue to expand and chip away at the centaurs traditional tribal lands and natural resources therein. They claim large tracts of woods, hills, and plains across northern Grinlia, Miarlosta, and the sprawling grasslands of the Orean Plains (where it is rumored zebra-striped centaurs have been seen, though only from afar as they are far more reclusive than the western centaurs). There are also numbers to be found in the south, mostly secured within and defenders of the sacred groves of Mistwood, but small bands or individuals have been encountered in Larassal (where one small clan produces a most exotic and highly-prized wine), and Mostrial's eastern marches, the Calidwyn Hills, and even in Balwood. They are greatly valued as allies of the crown in Grinlia, viewed moreso as equals by the Miralostae, but tend to prefer their own company and council. A stoic and proud people of ancient nobility and much loss from their carefree days as one of the first child-races of the elder gods (Pehn's first people, specifically).
The Orean tribes of centaurs are modeled on, it may be obvious, Native American cultures mixed with a smattering of tribal Celts/Gauls. Shamanic practices and ritual tattooing are common. A reverence and inter-connectivity with the natural world (and nature magic), as well as a strict sense of honor and fairness, impressive physical strength (and size), battle and weapons skills (particularly bows, javelins, and spears/lances). Small bands of centaurs defeating/routing far superior forces is a recurring story seen throughout the Histories. Though unusual in these days, centaurs (often in their younger years) are sometimes struck by a desire to wander/explore and experience the greater world and get to know Orea's diverse peoples. It's almost instinctual, but has been largely lost over the past several centuries when stable-permanent (guarded, if not hidden) territories and settlements have become the norm for the centaur's own preservation of their traditions and protection (other than among the more "wild" and dangerous centaurs of the open Orean plains and the desert borderlands who still roam freely among and fiercely defend their territories).
The Zepharim: have been touched on elsewhere. Their primary -and far largest- community is to be found at the freestanding mountain just south fo the Dragonreach range and sitting just outside the Denillin territory of Whitehold, Allannan Peak. They are tall (usually topping 6' by a few inches for males, 6' for females), attractive males and females with feathered wings and feathers mixed in with their hair, giving them the appearance of wearing feathered caps or headdresses (depending on the style they keep). Their garments are usually quite scant or free-flowing, with specially forged chainmail armor -similar to elfin chain- that allows full use of their wings while not weighing them down -though most prefer light armors anyway).
Older than the elves, the zepharim were originally servants and messengers of the elder gods, the observers and collectors of all information in Orea, Sorilore's original created race. For some transgression long lost to time and myth, a group of zepharim were exiled from the home of the gods and locked into a mortal existence (when they had been immortal and capable of freely moving between worlds). Even the zepharim have lost this knowledge, and any concern for it, celebrating their existence and enjoying life, though still with an ever-piquing curiosity and desire to observe and record significant goings on around the world. Tp this end, even in their ever-dwindling numbers (as males and females only mate every few years and otherwise often keep to the company of their own gender), individual or small groups of zephari might be found in just about any climate or terrain, and/or engaging in all manner of adventure and exploration...though they are loathe to go underground or stay indoors for too long, prone to fits of acute claustrophobia inherent to their species.
They maintain certain minor magical abilities from their immortal heritage, including light generation and turning invisible, and the greatest and eldest among them are rumored to be able to call up storms and control the weather. But their enhanced vision, dense[r than human] skin, and resistance to the cold or their preferred lofty mountain aeries, and for many an affinity for magic-use, make them fine adventurers and warriors -though the females of the species often outclass the males for sheer combat and weapons skill, think winged-amazons. While males are more prone -though not exclusively so- toward roguish (moreso rangers, than thieves) or magical pursuits.
Those hit all of the major PC races allowed in my campaigns. Monstrous races are typically reserved for monstrous things, like being "bad guys" and villains and, well, monsters.
Monstrous Humanoids
Orcs are more mountainous and underground foes, collected into kingdoms of varying size and strength. They are villainous pillagers, cruel slavers, and savage warriors led by ever-changing warlord-kings. No "noble savage hero" types to be found among them. They are inherently evil creatures spawned by the corrupting chaos of Karos. If they could organize they would be a serious threat to many realms. Green, Black/grey, and Blue varieties exist in various locations and climates and various sub-races sometimes interact and interbreed (which sometimes results in unusual mutated offspring rather than just an orc). OH! And they are the porcine-looking originals. As we all know, Orcs of any color are fecund and will interbreed with just about anything -though human, goblin, and ogre crossbreeds are the most common.
The goblinoid trio (gob's, hob's, and bugbears) are found more spread out, just about anywhere evil is to be found or goods (and slaves) are available for stealing. Hobgoblins, naturally, more organized and thus dangerous, have amassed large numbers and are attempting to amass an "empire" of goblinoids, orcs, and giantkin within the broken evil lands of Thole. This would-be empire of warlords and evil spellcasters of a variety of species commands most of Thole, into the Black Waves (razor sharp peaks of obsidian, frozen in bending layers, like giant waves of shining black glass that encompasses much of the northern perimeter of Thole), and the Gorge of Gorgadon along the eastern side of the Dragonreach mountains separating those peaks from the Lost Sands of Thel. Even beginning to elicit the aid of the bestial packs of Grorn inhabiting the western desert and desolate tracts of the gorge.
Kobolds -the original little scaly rat-tailed dog-men, but their true-to-folklore color, various shades of Blue!- are an infesting scourge for just about any mining operation and almost exclusively found underground with no known centralized location or coherent leader beyond a group's particular chieftain.
The reptilian races are the remnants of a once high-civilization -before its fall to the rising Selurian Empire- of degenerate vile evil human snake-/reptile-demon worshipers to engaged in all manner of alchemy and evil sorceries to mutilate their gods-granted forms. Brought low by their enemies and any semblance of civilized society further decimated by the Godswar, the primitive Froglins, tribal (though no longer inherently evil) Lizardmen, and subterranean Troglodytes are all that remain of the original people of Land of Duus. Their noble and priestly class, referred in the single account of them that remains as "Medusae," have fallen into the realm of nearly forgotten legend. Their once fabled giant war-lizards have devolved into the much smaller (rare to the point of possible extinction), yet no less dangerous, six-legged lizards now called in the bestiaries of the learned by their Old Selurian name, Basilisks.