Orea: The World & Its People


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The Gorunduun

Here's an amended entry for the barbarian clans, the Gorunduun. What I originally posted was an older version.

The Gorunduun, the Barbarian Clans

The clans of the Gorundu 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 approximately 20-100 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 ("Lun, Worg, Shree, K'ton, Chin, G'ruun and Chur'nok", respectively, in their native tongue). Each clan also has a special tribal weapon that is unique to their culture and clan mytholohgy. Several of the clans have identifying tattoos given to their warriors (male and female) following a "rite of passage" into adulthood. These are prominently displayed (by most clans) as badges of honor.


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 (at least one). 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 suspision 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, around 6 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 among all clans, save the Bear, not to grow a beard until after one is wed and becomes a father. Bear clan males let their beards grow in naturally, and a Bear clansman without a well maintain beard, commonly to chest length, by his maturity is viewed as anywhere from odd to cursed. Serious or repeat criminals of the Bear clan have their beards shaven, after the dwarven fashion, before being outcast.



The barbarians of Gorunduun began as tribes that sought to escape enslavement by the Selurians and, following the Godswar, the Thelitians. In the chaos of the Lost Ages after the Godswar, they raided/invaded 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 raiding (or doing business with) D'Ensior on occasion. Certain clans (the Lion and Falcon, primarily) 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 their innate distrust of magic and their depiction in Gorunduun mythology as evil spirits.

Some other general notes on the Gorunduun include:
  • The Wolf clan takes after its totem in the sense that they are very tight knit and devoted to those they allow/consider part of "the pack." They are also ferocious and cunning fighters, opting for battle before talk in most cases.
  • The Fox clan acts more “thief-like” in their hunting/battle styles than brash brute force. They are more apt to use/lay traps and generally use a "strike and back off" fighting style. This has earned them a degree of disdain from other clans, considering them "dishonorable."
  • The Dragon clan is the most feared of all the Gorunduun, not just outside the Gorunndu territories but by the other clans themselves. They are almost always on the warpath, encroaching on neighboring clans, taking what they can, destroying what they can’t. The Dragon clan and Lion clans are mortal enemies.
  • The clan of the Falcon is, perhaps, the most high-minded of the Gorunduun. This clan possesses a large territory with relatively permanent communities in the hills and plains close to the Worldcrest range and even up on some of the mountains themselves. These are kept in communication via an elaborate system of runners, and trained messenger falcons, giving rise to their reputation as the swiftest moving of the barbarian clans and the superstitious notion that they can shapeshift into their totem bird. They are characterized as dreamers and innovators among their kind.
  • The Bear clan gets along well with most of the other clans (except the Dragon), who count on the Bear’s involvement to fight the war-parties of the Dragon clan. The Bear clan is more spread out than other clans, roaming in smaller family units or solitarily. Still, when the warriors of the Bear clan come together, they are a terrible force to be reckoned with.
 

Halflings: revise & Gnomes

Really should have paid attention to which copy of my material I was posting. :) ...and I missed Gnomes entirely.

Coming soon, the Zepharim (they just need a little editing).
Halflings

Halflings on Orea, sometimes called "Hairfeet" by the big folk ("vaaria" by the elves) but call themselves the Dalvar, are concerned with the usual joys of hearth and home. They do enjoy the rural comforts of family and farming, food and drink but many 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 communities called Dales. There are several in the Kiari Hills in Embrar and the Hollow Hills in the Freelands. However, other villages of "halflings" are not uncommon and lone or wandering hairfeet can be found in most any environment. Their communities are usually burrowed out of the sides of hills and mounds but also utilize above ground dwellings such as stables and inns.


Halflings of Orea are a bit more active and fiesty when it comes to life, liberty, and the pursuit of happiness (whatever one defines their "happiness" to be) than the well fed, pipe loving, countryfolk that is the commonly accepted image of a Tolkien "Hobbit." (not that an Orean halfling wouldn't enjoy a good pipe if he had one) They are often much more trim and toned with a vivacity that other races often find infectious...or exasperating.

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-blue or hazel-green.
Gnomes

Gnomes from Orea live in small communities called "Warrens" in the foothills and mountain valleys across Orea. A warren is generally a collection of 5-20 families. While sounding rather small, it should be noted that the average gnome family consists of about 35-50 members spanning 3 generations...that's average. The warren is "ruled" by a council of the elders (male and female) from each family tree. There are a few locales of large concentrations including the Onyx Hills in the Duchy of Denil and the southern foothills of the Zarchan mountains.


On the whole gnomes are industrious and peace loving. For the most part, they enjoy keeping to themselves, their homes, mines, and workshops. They are known for their craftsmanship particularly with gemstones and woodworking, and their taste for trickery which usually manifests itself in their love for telling jokes and riddles but sometimes can take on a darker slant. This latter trait has taught the other races of Orea to view gnomes with a skeptical eye and questioning ear. Particularly in trade.


In appearance, gnomes are distinct from their dwarven cousins in a number of ways. Their height usually averages between three and a half to four feet. Their skin is a golden tan (those living primarily above ground- often labeled as "forest gnomes" by other races) to deep ruddy brown (considered "true gnomes"). A variety of skin tones can be found within families and warrens and there is no distinction among gnomes as to which is dominant or more desirable. Gnome eyes are large and brilliantly colored, like gemstones. Shades of blue, green and violet are the most common, but amber, turquoise, pinks, silver grey, and black are not unknown. Gnomish noses are usually very round and bulbous, male noses generally being larger than females. Gnomes, like all of the stout races have four-fingered hands. They also have pointed ears similar to halflings. It is a little unclear how long gnomes live- those interested receive figures from 50 to 5,000 depending on the gnome you ask. (According to the Miralostae, the average gnome lifespan is somewhere between 1-2,000.)



Hair color is most commonly black, shades of grey or brown among males, lighter browns, blonds or reds among females. Though lighter haired males or darker haired females do occur. It has become quite the fad among the younger generations (those less than 100 years old) to dye their hair, either totally or in streaks with various natural or illusory magics of all manner of outlandish/rainbow colors. This practice is most common among females, but has been seen among young gnome males as well...several of whom have also taken to the "outrageous" habit of shaving, either entirely or in part (leaving goatees, soul patches or other facial hair designs as opposed to the full beards of their elders)! MOST gnomish men wear beards and are meticulous in its keeping. While gnome women are prone to grow their hair to waist length and then braid and knot it up in a variety of creative fashions. Women often adorn their hair with brightly colored ribbons, clips and holders of finely crafted metals and gemstones.


Gnomes have a somewhat flamboyant sense of fashion, preferring to wear bright, often clashing, colors. They are particularly proud of their shoes which have large upturned curled toes. A gnome is generally judged (among other gnomes) on the condition/appearance of his beard (or her hair) and shoes.


Gnomish names are a complicated thing. They are generally 4-7 syllables in length, and difficult for humans to pronounce. They use 1 or 2 syllable shortened nicknames with family and those they befriend. Many male gnome names begin with "Gn". Many female names begin with "Kn" and usually do not exceed 5 syllables. Though given their innate trickery (and often shady dealings) most gnomes have at least two or three different aliases that they use in the larger world (those outside their home warren). For these they'll use any and all letters. One can never be sure, in dealing with a gnome, if their known name is their actual one...unless you ask their mother. Gnomish surnames are similar to those of dwarves and halflings: environmentally or occupationally descriptive and commonly dealing with nature, hills or rocks (particularly precious or semi-precious stones), woods and woodland animals, mining or craftsmanship.



Some sample gnomish names in Orea are:
Male- Gnimilious (Gnim), Gnarendolouis (Gned), Gnixiliansernap (Gnix or Gnikki or Gnaps), Beverbevinops, Mormollitaine, Zarachius
Female- Knellangara (Knel or Knara), Knori, Kneellee, Knira, Knaranka (Knanka), Dellasida, Lora, Loolu, Faelin.
Sample gnomish family/clan names: Jasper, Quartzminer, Hardstone, Woodclamp, Badgernose, Dullpick, Birdcall, Brookjump, Diamondbeard, Greenbreeze.
 

More realms of Orea

Gorunduu/Farreach

The territoies east of D’Ensior and north of the elvin realm of Miralost are stretches of rocky plains and frozen tundra that extend to the edge of the Orean realms, the Worldcrest mountains. At the eastern edge of the realm is the Emerald Sea. This great expanse is called by the indigenous people and the learned of Orea, Gorunduu. To most of the rest of Grinlia it’s referred to as Farreach, associating it with the farthest barony of the kingdom.

The realm is less than hospitable. Still it is home to great herds of caribou and wooly bison, and mastedons in the northern regions. There are also a plethora of goblinoids and other arctic predators in the frozen foothills of the Worldcrest range, including the regular sighting of Frost giants. It is also the traditional homelands of the Gorunduun, the barbarian clans. After many savage centuries of inter-clan wars and invading hordes, the Gorunduun have established a relative peace among most of their kind and the surrounding realms. All but the exception of the Dragon clan which still often roams on a warpath, taking what they wish and destroying what they don’t. Trade is mostly in furs, meats, and leathers. The friendlier of the Gorunduun clans also often act as guides and/or guards for those wishing to traverse the territories to get to the trading center of the free-city of Steppe. From Steppe goods are able to be sent and received across the Emerald Sea to the Principalities of R’Hath, where the magic-shy barbarians do not dare to tread.

Daenfrii: Realm of the Dragonmage


Nestled between the Zarchan Mountains and the elvin realm of Miralosta, north of the Orean Plains and south of Goronduu is the realm of the Dragonmage, Daenfrii. Following the Scourge Wars, and defeat of Aishapra, the first Dragonmage and hero of the Thorn, Keth Dragonwing chose the plains of Daenfrii to build his fortress to continue his exploration of the realms of magic and his magical defense of the realms of Orea. Over the centuries the great citadel that was built there gathered notice and followers so that a bustling town now surrounds the great multi-towered fortress of the Dragonmage, called simply Dragonwing Keep.

Overall, the rulers of Daenfrii have been just, generous, and compassionate.

The territory does very little trade with the other realms being fairly self-sufficient but does maintain strong alliances with the throne of Grinlia and the realms of Resahd, Sorcerel in R’Hath, Hawkview, the halflings of The Hollow Hills, the gnomes of the Zarchan foothills, and the Grand Duchy of Denil. These alliances are mostly the result of Dragonmages coming to the aid and defense of those realms over the years. Daenfrii enjoys a particularly strong tie with the elvin nation of the Miralostae, and the province of Evandrial in particular. The family of the Dragonmage and the families of elvin lords often foster each other’s children for a time in their youth.

Outside of R’Hath (and by some within), the Dragonmage is considered by most to be the most powerful magic-user in Orea. With the powers of the dragonmagic he/she wields and the fabled Staff of Wyr, this is probably true. This reputation, and the dragons that seem to frequent the area, allows the subjects of Daenfrii to enjoy a life of relative peace and security.

Over the years many magical creatures and students of magic have come to reside in the Dragonmage’s realm, also called Dragonwing Vale. Some of these have been integrated into the small army that the Dragonmage maintains to serve as Keep guards, man outposts, and patrol the realm’s borders. The current lord-mage of Daenfrii is Arganor, widower of the former Dragonmagess, father to the Dragonmage-apparent, Montor Dragonwing and a moderately powerful wizard in his own right.

Thole: "The Broken Lands"

In the Second Age of Men, the Empires of Seluria and Tanku rose, conquered, and split the majority of the continent between themselves. Then the warring began and the two nations attacked and counter-attacked endlessly. One of the most hotly contested territories was the central province of Seluria, called Thole. This region was once a realm of incredible beauty and power. It held a megalithic city that was also supposedly the center of magical study for Seluria. This city had become the capital of the Empire in the years of the endless warring.

As the story goes, at the climactic moment of what was to be the deciding battle of the Seluria-Tanku Wars, the Great Spell was cast by the Selurians. This working of magic wrought great destruction on the land. In the heavens, the power of The Spell sapped the strength of the Elder Gods.

The Younger Gods, long appalled by the devastation that their Elders permitted on the world of Ahl & Zho, rebelled against their progenitors. Led by Astar, Antas’ son, a great battle of divinities ripped apart the world of Orea and eventually, the Younger gods were victorious. These were the cataclysms of the Godswar that forever changed the realms of Orea.

It is said, that the power of these furies fell to Orea at Thole and rent the beautiful realm to a barren waste of ash and fire. Great mountains burst from the green meadows encircling the land, sharp shards jabbed into the sky and great chasms opened to the infernal depths. The lush fields and woods were turned to black rock and the ancient cities were swallowed by the earth. The rivers and lakes boiled away. The soil hardened and cracked. So, in time, the realm became known as The Broken Lands.

In the aftermath, the forces of evil found their way to Thole and claimed it as their own. Countless bands of goblinoids, evil dragons, demonic creatures, and monsters of all kinds can be found in the Broken Lands, battling among themselves, in the service of dark masters, and raiding into surrounding territories. During the Scourge Wars, the waning forces of Aishapra were greatly bolstered by the legions of Thole.

It is rumored that a great stronghold of evil is hidden within Thole. The Order of Karos, dark wizards, and other powerful evil beings convene there as the Society of the Crimson Skull to plot their subjugation of the Orean realms. There are also purported to be dimensional gates to the Elemental planes of Fire and Shadow and various other Infernal levels.

The Aeiri Kros
East of the woods of ShiStaliir and west of the Daegun Mountains, beyond the northern boundary of the realms of Mostrial is the bleak rocky terrain of the Aeiri Kros.

The Kros runs along the entire eastern border of the ShiStaliir as far north as the Onyx Hills. Over the ages, the Aeiri Kros has been the site of many great battles, including several during the Ages of Elves with the dark forces that rampaged Orea before rise of Men and the Age of Order. With the rise of the Selurians, the Kros was again the sight of war as the ShiStaliiri elves fought repeatedly to stave off the advances of the Selurian Empire.

From that shadowed past the plains of the Aeiri Kros have maintained a sinister reputation of death and sorrow. For many ages the wastes have housed a variety of sinister creatures including large bands of goblins and orcs, making travel through them hazardous. Most all traffic between the kingdom of Mostrial and the Grand Duchy of Denil takes place by ship specifically to avoid the Kros.

The southern portion of the Kros was once a part of the ShiStaliir kingdom that was laid to waste during the Scrouge Wars. The evil that destroyed the woods has also prevented its rebirth so the charred skeletal remains of the forest serve as the warning barrier that one is entering the "Plains of Blood."

The Dragonreach Mountains

The range of Dragonreach is one of the newer ranges of the world. As the legend goes, the mountains were raised during the cataclysms of the Godswar by the Elder god Oor to stop the Arm of Tyris from flooding the whole of the world. The range begins in the south at Allanaan Peak (which existed as a solitary mountain prior to the Godswar) and extends north all the way to the druidhold of Starglen. The peaks were named because they are taller and steeper than any other mountains in Orea and because of some of their first residents.

Since their creation, the mountains have become home to a number of powerful residents. As the name suggests, the treacherously high and difficult to reach summits attracted a variety of the great wyrms and other creatures that value solitude. It is also known that the southern peaks of the Dragonreach, particularly Allanaan, house a number of tribes of the reclusive winged folk, the Zepharim. The proximity of the mountains to Thole have also made them a favorite breeding ground for the servants of evil. The gorge between Thole and the Dragonreach range is some of the most dangrerous terrain in all of Orea. Even with these deterrents, since the range sprouted up in what was once the middle of the Seluria Empire, there are numerous tales of lost cities and tombs attracting the adventurous with their ancient magics and treasures from the once mighty Selurians.

The Dragonreach are, perhaps, best known for the Temple of the Rising Moon that was built shortly after the mountains creation. The Monks of the Rising Moon are devotees of the Elder god, Sorilorr, the All Knowing. It is said these monks possess a strong connection with their god and have access to knowledge and lore well beyond the scope of normal men. All of this they record in their sacred scrolls. It is believed that the answer to all questions are contained within the temple halls. Their knowledge is available to all, one need only ask, if one survives the perilous journey through mountains to the secluded temple.
 
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Realms of Elves on Orea

The elves of Orea can be found throughout the realms in a variety of environments. The various sub-races of elfkind have been able to make lives in just about every corner of the realms. A large number of elves still choose to reside in the woods of O'Douhn, making their homes among the rangers of the realm. While always preferring the beauty of natural settings, there is an elvish quarter in the free-city of Andril. Similar communities exist in many of the realms' larger cities. There are even tales of tribes of Kantiiri elves who've adapted to live in the shifting sands of Thelitia or the swamps of the Grenmoors, hidden, long forgotten castles holding ShïStaliiri secrets and ShïCynallae who roam the plains. Below are simply the recognized nations and a couple of noteworthy communities, but smaller "kingdoms", roaming bands, or lone elves can be found or encountered just about anywhere in Orea.

ShïStaliir

The most ancient of the elvin holds is the great forest that bears the name of the original elvin race, the ShïStaliiri, the “Blood of the Stars.” The history of the elves predates the rise of the race of men by millennia. Towards the end of what is considered the Third Age of Elves, after centuries of war with the ShïDaeiri and centuries more of roaming the realms, the nation of the ShïStaliiri came to the woods that covered the western edge of the continent. Since before the days of the Godswar, the ShïStaliiri have been reclusive, maintaining tight borders on their lands against outsiders for most of their existence.


Over the centuries, including the devastation wrought by the Godswar, the forests of ShïStaliir have lost a good deal of their former territory. The realm itself now borders the realm of Mostrial at the river D’Larial and terminates just south of the spring of the D’Alevia. The woods still line the western coastline and reach to the interior of Orea, ending at the barren plains of the Aeïri Krôs, just two days west of the Daegun mountains at its furthest point. The D’Drathas river cuts almost the entire length of the forest from its inlet at the western sea. It is from the mouth of the D’Drathas that most contact with the ShïStaliiri has occurred.


Since the Parting during the years of the Scourge Wars, when the Lady Nïrastrelyn led the House of the Moon and several other elvin houses to take part in the fight against the spreading evil of the demon godson Aishapra, the elves of the nation of ShïStaliir have not been seen in the realms of men.
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[SIZE=+1]Avanthar[/SIZE]
Led by the greatest of their hero-kings, Drythantalir, the ShïStaliiri came to the woods of the west and founded one of their best works, the Ageless city of Avanthar. The city is a forest of its own composed of towers and slender buildings soaring in to the air shaped from, within, and among the natural ancient trees of the forest and great multi-colored marbles and crystals. There are very few outside of the ShïStaliiri race that have seen the elvin city, but tales of its beauty and grandeur to rival that of its creators have spread across the continent. The riches, ancient magic and treasures of Avanthar have lured many a foolhardy thief or adventurer into the elf realm. Most are never heard from again.
Mïralôsta

During the Sourge Wars, the evil forces of Aishapra spread across much of Orea. From the sacred halls of Avanthar, the elvin lords and ladies debated long on the elf nation’s involvement in Orea’s defense. Finally, the Lady Nïrastrelyn, head of the House of the Moon, took her mystic orb, the Eye of Arinane, and led her followers to aid in the fight. This was against the wishes of the ShiStaliiri king and so the Houses that followed Nirastrelyn were forbidden from returning to Avanthar.


As they made their way through the realms, the Mïralôstae, “Watchers of the Moon,” as they were now called, had several stops. Some elves remained in the ancient hold of Mistwood, some in the elvin wood of Ef’thriel. The majority of the rest found their way up the White Gull Bay to the feet of the Zarchan mountains, where Nirastrelyn was lost defending her people from the great wyrm, Sharzaak, minion of Aishapra. And finally, down the river D’Evand to the forest where they would make their new home. In the tradition of their homeland, they named the forest after themselves and the nation of the Mïralôsta was born.


In the east, the woods abut the rolling fields of Daenfrii. In the west, Mïralôsta borders the Grinlian realms of Resahd and the Arch-barony of D’Ensior. The northern edge of the forest runs along the southern reaches of Gorunduu. The realm of Mïralôsta is broken into three provinces each ruled by a regent.


The citadel Ay’la Nïrai (“Beloved of Nira”) was built deep within the forest borders along the river D’Evand. At the center of the elf-city and kingdom, in the highest tower of the citadel is Mïralôsta’s greatest treasure, and the pride of the Miralostae (as well as their namesake) the mystic Eye of Arinane. This artifact was essential to the Mïralôstae leaving ShïStaliir and is credited with saving the followers of Nïrastrelyn in numerous legends. The Eye is one of the few artifacts in Mïralôsta possessing the power of their ShïStaliiri roots.


Also in the central city of Mïralôsta is the training center for the forest’s protectors, the Sorarynae or “Golden Stags”. These mystic warriors are the defenders and elite royal guard for the realm and Mïralôsta people.


The kingdom of the Moonwatchers is currently ruled by the king Yranteriin (son of Nïrastrelyn and Yrantylar) and his beloved queen, Alenthys (a lady of House Woodwatcher).
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[SIZE=+1]Evandrial[/SIZE]
The eastern province of Mïralôsta is ruled from the fortified hold of Evandrial (“Silversong”) not far within the elfwood just outside of the realm of Daenfrii. The city-stronghold has strong ties with the realm of the Dragonmage and also engages in trade with the Freelands’ city of Hawkview. The lord regent of Evandrial is Seniiris, the head of Eres'ka Staliirostae (House Stargazer), Yrantyriin’s half-brother born of Nïrastrelyn herself, and father to the Steel Dragon heroes Silran and Erilyn.
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[SIZE=+1]Drathaniir[/SIZE]
The northern province of the forest of Mïralôsta is Drathaniir. Drathaniir is where much of the Mïralôstae military is stationed and trained. Keeping ever vigilant of the forest’s northwestern borders along the D’Ensior Baronies and the Gorunduu. The regent of Drathaniir is the elf-prince Anthyr, lord of Eres'ka Thrielôstae (House Woodwatcher), brother-in-law of the king.
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[SIZE=+1]Nor Evand[/SIZE]
When the elves first came to the western regions of Mïralôsta, they found among the ancient trees, ruins of a fabled stronghold from their nearly forgotten past, Nor Evand. Built in the Third Age of Elves with the aid of the dwarves of Naradun, Nor Evand sits on the banks of the D’Evand river.



From this former military outpost, the people of Nor Evand now engage in regular trade down river with the people of Resahd and onto the Skyface Sea and the realms of Grinlia beyond and upriver to their cousins in the cities of Ay'la Nirai and Evandrial. Of particular interest are the casks of elvin wine, the exquisite fabrics produced by elvin artisans and of course, the elegant (and often enchanted) crafts, jewelry and weapons of the elves. While goods are exported with some regularity, the people and goods brought within Mïralôsta’s halls are few and most trade with the elves is done within the human realms or at the edge of the wood.


The regent of Nor Evand is the head of Eres'ka Phelïnas (House Hunter), the same since Mïralôsta was founded nearly 1000 years ago, the Lady Phaelandra. She is thought of by many outside of the elf realm to be the mythic queen of the elves and while she, moreso than many of the Mïralôstae aristocracy, retain some of the “otherworldness” of the ShïStaliiri, it is not a belief she likes to foster. She is also mother of several elvin heroes over the ages, including the adventurer/sometime Steel Dragon, Jasilith Korindor.

Ef’thriel

The forest of "Elf Home" has been home to a large tribe of Kantiiri for centuries. See entry under The Freelands.

Vaal’Cynalli
(directly translated as "Valley of Mists" or the "Valley of Clouds") Known by most as simply “Elf Valley” in the Onyx Hills, and not a “realm” unto itself, Vaal’Cynalli is the only recorded settlement of the ShïCynallae considered to be within human realms. The community of ShïCynallae is generally peaceful though very protective of their home.

Whether by magic or design, the valley is notoriously difficult to find. Those that do are usually treated to a less than warm reception. The ShïCynallae that dwell in the valley do some trade with others in the hills, mostly the gnomes, but not within their valley. Those few who have found and returned from Elf Valley, say the elves live in a simple but beautifully crafted town among the trees, much of it connected in the treetops by a series of bridges. The town, which doesn’t seem to have a name, is at the base of a large waterfall that helps to supply the seemingly unending fog that fills the valley for several hours each day). They engage in simple crafts such as weaving and tanning exquisite cloth and leather wares, some smithing and jewelry making, herding, gardening, and other artistic and pastoral past times that seem to give the elves great joy. Their ruler is reputed to be a chieftess of considerable power and influence. By some accounts she is a sorceress, by others a priestess or even druidess of the Ancient Order. But these tales, like the location of the vale itself, have not been confirmed.
 

Orean Races: The Zepharim

The zepharim are a reclusive race of winged humanoids that live in or among the clouded mountains around Orea but are most commonly found (if at all) in the Worldcrest and Dragonreach ranges.

They range from five to six and a half feet tall with great feathered wings. Wingspans are generally twice their height. The largest recorded zephari had a wingspan of sixteen feet. Their eyes are slanted and almond shaped, reminiscent of elf eyes but much larger with nictitating membranes (quite literally, "eagle eyes"). They are said to have extraordinary distance and night vision. Eye colors are grey, grey-blue, grey-green, or amber. There are some occasions of metallic silver or golden eyes that are throwbacks to the zepharim’s immortal heritage. Their skin is often heavily tanned due to their general lack of dress. While smooth and supple to the touch, their skin is actually quite tough providing a natural body armor and giving the zepharim a high resistance to the cold of the chilly heights in which they commonly roost.

On their heads is a combination of hair and feathers. Coloring for this is as diverse as any plumage. There is a general tendency to the lighter side of the spectrum: whites, greys, yellows and golds, pale blues and purples but colors of all brightnesses and hues (especially among males) are possible. Their upper torsos are broad and heavily muscled, as are their legs (used to swiftly launch themselves into the air).

When not using them for flight, zepharim fold their wings around their shoulders, giving the appearance of a great feathered cloak. Their dress is scant and loose fitting. Commonly, they wear toga-like wraps, short tunics, and other flowing fabrics that will not inhibit their wings. Males generally do not wear anything above the waist. Warriors (of either sex)will have a harness to carry weapons without interfering with their wings. The zepharim are capable of smithing and do craft armor that they can wear in flight but this is usually only donned when knowingly going into battle, not for hunting or other missions that would send a zephari away from the aerie.

According to myth, the zepharim were created by the elder gods as messengers and servants. They were of particular use to the god, Sorilorr who had them scour the realms gathering information to record for “The All Knowing.” After unknown eons, a group of these divine beings were attached to the physical world and made mortal (there are several differing accounts as to why).

The zepharim race consists of those individuals who simply identify as zepharim and another subspecies who are referred to as "highcrest" or "greater" zepharim. Highcrest zepharim still cling to their divine heritage and live in extremely ordered and highly magical societies. Inhabiting finely crafted aeries and lofty towers crafted in the sides and tops of mountains. Other zepharim have embraced their physical being and, while retaining certain magical abilities, are more simple in their lifestyle, forming villages in cliffside caves or treetops of secluded valleys.

Male and female zepharim flock separately. For the most part, among non-highcrest male and female communities will not interact in their day-to-day affairs, maintain separate aeries and hunting grounds anywhere from a few to 100 miles apart.

Females are considered decidedly "tougher" than males, maintaining a fairly militant/"amazonian"/warrior woman way of life. Females are as large if not larger than males by up to a half foot. Advanced spellcasters and healers are more prevalent among males, though by no means unheard of among the female of the species.

The genders interact (at least on a larger scale) every 20 years for the purposes of mating. Males and females (and any respective partners of the parents) will form large protected nesting communities to raise their young. Once the fledglings have learned how to fly, roughly 7-10 years, the parents (and all communal parents) separate back into their gender specific flocks and return to their ancestral aeries/hunting grounds. Most zepharim do not feel the pull to engage in the mating until around their 150th year...and may/will continue to generate offspring until they reach 1,500 or so.

Among the highcrest, there is more of a day-to-day interaction between the sexes. Highcrest communities, while still having a certain degree of gender separation, will reside within a common valley or upon/around a common mountain. But even with the highcrest, mating is still only undertaken on the cycle of the species. Pairings for pleasure and those associations/relationships viewed as "significant" among the zepharim are invariably homosexual.

Their colonies are groupings of varying size. Each group is ruled by an elder zephari that holds the titles of “lord” (or lady) whose word is law. However, edicts are not generally handed down as the zepharim are very free-willed and uninhibited in their pursuits, whatever they chose them to be. It is possible for multiple aeries within a limited region to revere a single lord/elder.

Each aerie has a group of "official" hunter/warriors (among females this is nearly the entire "of age" population). While all zepharim have innate magical abilities, the study and practice of magic is not uncommon among them, particularly among the highcrest. Magic-using individuals serving as counselors for the community or advisers to the lord are not unusual. Larger groups of zepharim will also have priest or priestess “healers” (most commonly revering Arinane and Sorilorr but may also worship Sylari or other nature/sky related gods of good).

Both sub-species are extremely long-lived, though it is not known exactly how long. According to the sage Belbin in his work, The Avian People of Allanann Peak,
“. . .the winged folk of the surrounding mountains paid homage to a great lord, Vathiiryn Gul.”​
While Belbin never met the great lord, he was told that
“. . .Vathiiryn ruled from a great citadel even higher up the mountain and had ruled over all of their kind in the surrounding peaks since the time of Zan [the final emperor of the Selurian Empire before the Greatspell and the Godswar]”​
Making the zephari lord, by Belbin’s accounting nearly 2,000 years old. Belbin’s contact with the zepharim of Allanann referred to Vathiiryn as “aged” and lamented that the great lord was not expected to live much longer.

Known zephari names are generally descriptive in nature, “Brightfeather, Greywing, Clouddancer, etc. Though among the “highcrest” zepharim names reminiscent of elvish are not uncommon, the best known of these is the zephari hero from the time of the Scourge Wars who was called "Peringyr."

In addition to flight and enhanced vision, all zepharim have the ability to turn invisible once per day and remain so indefinitely (unless they attack or the effect is dispelled). They are also able to generate light around themselves of varying intensity (from a glow to a flare.) 3 times/day. At its brightest, this ability can be used to daze or temporarily blind onlookers.

This light also has the odd effect of holding undead or other negative energy creatures (of equal or lower hit dice than the zephari) at bay. The length of the light effect is dependent on the intensity. A simple glow allowing sight in dark places (not that the zephari needs it him/herself) can last up to 1 hour/level. The "negative energy protection" will last d6 +1 round/level and requires the zephari's concentration. A flare to daze or attempt to blind lasts only 1 round.

Elder zepharim have been known to control weather and raise fiercesome storms but whether this is a natural ability or the result of spellcasting has never been verified.

The zepharim are a telepathic race but only for communication among themselves. They cannot read the thoughts of others or contact another mind that is not a zephari, unless that individual is also telepathic (an initiate of the Emerald Tear, a mage with an ESP spell in effect, a unicorn or other creature with innate telepathic abilities, etc.)
 
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Orean Races: Goblinoids

The Goblin Races

Also called “Goblinoids” are the foul creatures of Orea. Often found raiding and pillaging the realms, the goblin races make up the favored legions of dark wizards and power hungry warlords. Though each has their own creation mythologies and gods, they are all actually the result of the corrupting darkness of Karos and his demon minions. Though it is not known for sure which race was spawned from what, all of the Goblin races have multiplied and proliferated throughout the realms of Orea.

Sometimes Ogres and Trolls are included in this list, but they are more appropriately attached to the sub-species of Giants. The most commonly accepted list among sages of the Goblin Races (as set forth by ancient Selurian sages) includes:
[SIZE=+1]
Goblins:[/SIZE] (Goblis Goblinus) Obviously. Held by Elvin history/mythology to be the first of the malignant creatures to rise from the pits of Karos. They can stand anywhere from 3 1/2-4 1/2 feet tall with rare aberrant "giantism" standing up to 6'. Generally, goblins are not overly bright but maliciously cunning and sadistic in nature, enjoying picking on the little guy as they are so often picked on by the other larger malevolent (and often civilized) races. Their skin can be anywhere from various shades of dark or mottled green (usually hill/forest dwelling goblins) or medium/stony grey (usually mountain/cave dwelling). Hair (if any) is almost exclusively black or dark brown. There are individual goblins (and whole tribes) who have integrated into human lands/society (mostly as lackeys, servants or thieves). They are sometimes noted by their better quality of dress and (comparative) cleanliness/lack of odor.[SIZE=+1]
[/SIZE]
[SIZE=+1]Hobgoblins:[/SIZE] (Goblis Goblinus Hobo)Larger, more intelligent, and better organized than their lesser cousins, hobgoblin bands are effective and feared stormtroopers. Average height 5'. Skin tone mostly orange with variations dipping into mottled yellow or rusty brown at either end of the spectrum. Hair colors range the same from dark blondes through browns and occasionally darker reds.
[SIZE=+1]
Bugbears:[/SIZE] (Goblis Goblinus Titano) The greatest in size of the goblin races averages around 7 feet tall, broad and heavily muscled. Some experts in the field of "gobology" suppose them to be related to ogres. Sometimes solitary, groups of bugbears may gather to hunt large game or raid a territory. Tribal groups of bugbears are not uncommon, heeding the strongest among them. They are also often found "ruling" (or just strong arming) other goblin or hobgoblin troops. Bugbears are brighter than goblins, but not by much. They prefer (and possess) more brutish strength than the cruel guile of their small cousins.

Bugbears' skin is tough, more "hide" than skin and light brown/tan or light grey colored. They have patches of course fur covering much of their body, mangy looking, that is most often dark brown though may be shades of light to dark grey. Females are non-combative (as are goblin females). Female bugbears (though rarely encountered) are generally less muscled, less hairy and lighter shades of brown or grey than the males. Particularly daring or innovative bugbears have been known to interact/trade with and even seek employment (usually as muscle) in larger (more diversified) communities such as Bluside, Brightmoon, Threeways or Andril.

[SIZE=+1]Orcs: [/SIZE] (Goblis Orkus) Larger and stronger than goblins or hobgoblins at an average of 6', orcs are seemingly the most populous of the goblin races. Orc tribes of varying size, some quite large, can be found both above and below ground in most climates and in the service of many an evil overlord.

Skin tone for orcs is a mish-mash from medium to dark/charcoal greys, dark greens and browns seemingly without consideration for heredity though some tribes do have been noted to have a predominant tone (who generally dominate/subjugate those of other skin colors). Hair is black turning frissled wiry grey and white with age though most orcish men do not live so long (before being cut down in battle). Despite their coloring, all orcs are equal in ferocity and malignancy.
[SIZE=+1]
Kobolds:[/SIZE] (Goblis Cani) are slightly smaller than goblins (averaging 3-3 1/2') and if possible, less bright. These scaly canine humanoids make up for their stature with overwhelming numbers. The presence of a kobold colony is the bane of any mining community with the little buggers seemingly coming out of the walls in endless numbers until the treasures of the mine are theirs. They are mostly subterranean but do sometimes swarm above ground (though never in sunlight) to raid easy targets. Kobold scales essentially always range from dark dingy yellows through oranges and light browns to dark red. Kobolds also sport a foot to 2 feet of slender tapering tail. Their don't have hair on their heads but have tufts of fur on their shoulders, forearms and shins, which females take great pride in adorning with "shiny pretties."[SIZE=+1]
[/SIZE]
[SIZE=+1]Grorns a.k.a. "Beastmen":[/SIZE] (Goblis Cani Titano) These massive bipedal canine creatures round up to the 7' mark. Their heads have distinctive snouts resembling wolves or jackals with ears set more atop than beside their heads. They have pronounced canines for delivering vicious bites that they have no compulsion against using in battle along with their clawed hands and paw-like feet (usually left uncovered), in addition to any variety of weapon (with which they are generally quite skilled). They have pelts of thick shaggy fur offering them a degree of natural armor though they are intelligent enough to employ armor and often do.

Despite their "savage" name and reputation, grorns are very intelligent, treacherous and conniving. They excel in the laying of traps and ambush and delight in enslaving other races, including other goblinoids. Captives are (cruelly) maintained for a time until they are no longer useful when they receive a final honor as a sacrifice or a meal (often the same thing). This is sometimes done as a ceremonial hunt wherein captives are set "loose" for the grorn to hunt down (and tear apart) for sport.

Highly structured "packs" of beastmen can be found throughout central Orea but generally make their settlements above ground in wooded hills or in the grasslands and outer dessert surrounding Thelitia. They are unusually spiritual for goblinkind often acknowledging a magic-wielding shamanic leader (a priest of their unnamed demon god), followed by their strongest/best warrior.

Coloring for beastmen, as many goblinoids, is unspecific but gravitates to dingy shades of browns, golds and greys with lighter-shaded (though generally not white) underbellies. Spotting (darker colored than the base) is common around the neck, shoulders and down their back to their stumpy (also furred) tails. A grorn with a fully black coat is a rare occurrence and usually receives a place of prestige and is heavily trained (moreso than most) to become a particularly fierce warrior. Grorns have no discernable irises or pupils. Their eyes allow them considerable vision in darkness (seeing into the infrared and ultraviolet spectrums). These are either bright red or yellow/amber. [SIZE=+1]
[/SIZE]
[SIZE=+1]Bogles:[/SIZE] (Goblis Goblinus Bogos) Possibly the rarest sub-species of goblinkind bogles are only known to be found solitarily or very rarely in pairs. They are roughly the size of regular goblins, being roughly 4-4 1/2' with longer spindley limbs and larger (somewhat disproportionate) hands and feet. Bogles are prone to move on all fours, scurrying and scuttling low to the ground, and are excellent climbers. A bogle is able to scale all but the smoothest walls and even ceilings. They have a preternatural affinity for darkness, easily (and eerily) blending into shadows, exceptional sight in total darkness and shun all but the softest light. They are not known to use much in the way of weapons (they might pick up an old dagger or discarded bone for a club if laying about their lair) but the blows of an irate bogle's fists are surprisingly strong. However, bogles are not prone to physical conflicts. They are more dangerous for their sinister cunning.

Unless faced with significantly easy prey, a bogle is apt to verbally malign, harrass and frustrate their victims to get them to leave the area. If unsuccessful or faced by those they fear could overpower them, they will attempt to goad into available traps or against other dangers so they can loot and pick the carcasses. In reference to their appearance, texts depict them as having little to no hair with large round heads, the tell-tale large floppy goblin-esque ears, very large round eyes (whites and irises both yellowed and nearly indistinguishable) with skin a dusky greyish purple or deep violet.
 

Tongues

Human Tongues

The realms of Orea communicate with a wide variety of languages. For the most part, all civilized nations possess knowledge of and use the Common tongue for inter-racial and international communications. Still, there are a variety of languages used in the various regions of the realms.

  • [SIZE=+1]Common:[/SIZE] The vast majority of the realms know and utilize the "Common" tongue. Though in some parts, like Tanku and Thelitia, Common is a second language, if it is known at all. Common is the language of Grinlia, the Freelands, and for the most part Mostrial as well (see below) and thus, used or at least able to be spoken by just about everyone else (humans and humanoids as well.)
  • [SIZE=+1]Mostralian: [/SIZE] This is the old language of the realms of Mostrial from the days following the Godswar, through the years of Adrigol up to the Scourge wars. Sometimes referred to as "Old Mostralian," it is still known, taught, and used among the people of Mostrial and the learned of Orea in general.
  • [SIZE=+1]Thelitian:[/SIZE] The tribes of the desert empire have a diverse array of dialects and accents. These are all part of the Thelitian language branch, the accepted language of the empire. Common is known and used by many, particularly the merchants. But in the courts, temples, and among the upper class, the Thelitian tongue is expected to be spoken.
  • [SIZE=+1]Islander:[/SIZE] This is the "common" language of the United Islands of Tanku. It is a combination of the various larger island dialects into a semi-cohesive language.
  • [SIZE=+1]Dondon:[/SIZE] Also called "Treetalk" is the base language of the men of the O'Douhn forest. It is heavily influenced by elvish and exhibits elements of dwarvish as well. (It can be presumed that ranger characters choosing to originate from O'Douhn will know Dondon.) Among the peoples of that region now, very few still use Dondon, but the infamous Rangers of the O'Douhn wood still teach it and use it among themselves.
  • [SIZE=+1]R'Hathi:[/SIZE] The magic-using peoples of R'Hath developed their own language out of an amalgam of Tanku (from which many of them came), Old Selurian (still in use at R'Hath's formation), and Arcana (the language of magic), though of course the normal language does not invoke any special powers. It is used primarily only in the courts, the mage's guilds and among the very learned of that realm and is notoriously intricate and difficult to learn.
  • [SIZE=+1]Old Selurian:[/SIZE] This is the languages of the temples of Grinlia, Mostrial, and the Freelands. It is the language of the former empire but still viewed as the language of the gods. Clerical magics are cast in this tongue and it is well known to those pursuing and/or knowledgeable in the ancient histories of the Orean realms. It is unknown if/how the language has changed in the milenia since the Godswar and the Selurian Empire's fall. It can be presumed there is a modern version of this tongue, but none on the continent would know how to speak it.
  • [SIZE=+1]Tanku:[/SIZE] This is the formal and ancient language of the Tanku empire and the original tribe itself. While most peoples of the United Island Kingdoms speak "Islander", it is not uncommon to find those on/doing business with Tanku proper, conversing in this tongue.
  • [SIZE=+1]Gorunduun: [/SIZE]The barbarian tribes of Gorunduu have there own root language (with obvious dwarven influences to the trained ear). Though many of the Gorunduun are also conversant in common. The only clan that makes use of their language in a written form (and hence, reads) is the clan of the Falcon. Barbarians of other clans will not automatically be able to read...though may certainly be taught it by a member of the Falcon clan.
  • [SIZE=+1]Druish:[/SIZE] (a nod to Mel Brooks) Druids of the Ancient Order of Mistwood, descending from the original Green Tribe of Men, possess a language unto themselves. There is no known written version of the language and its knowledge is kept from all save initiates of the Holy Order. Druid spellcasting is also done in this tongue and so usually (most druids) keep their voices low for much of the spell (perhaps raising it for a word or two throughout or near the end) to prevent their fellows from having to hear it. It is said that those uninitiated that hear the primeval tongue go mad.
  • [SIZE=+1]Arcana (or Arcanic):[/SIZE] the "words of power", language of magic and spell casting for wizards. It is not spoken save during spellcasting nor found written for any reason save the conduction of magic. The root of Arcana is unknown to all the sages of the world but it is commonly held that the language was taught to the first elvin sorcerers by the elder god Sorilorr.
Non-human Tongues

It can be presumed that just about every sentient race has a language of its own (orcs speak orcish, satyrs speak satyr etc. etc.). Below are simply a few likely to be encountered by those adventuring through the realms.
  • [SIZE=+1]Elvish, proper (also called High Elvin):[/SIZE] is the language of the elves shared by the ShiStaliiri, the ShiCynallae, and the Miralostae. The Kantiiri and Karolostae have their own dialects, but it is still understandable to/by other elves. Non-elves must learn Kantiiri or Karolostae as a separate language, if you can find one interested in teaching it. The ShiDaeiri have their own twisted separate language.
  • [SIZE=+1]Dwarvish: [/SIZE]All dwarves of Orea share a common tongue.
  • [SIZE=+1]Gnomi:[/SIZE] All gnomes in Orea share a common tongue, though there may be noticable accents from region to region. The gnomish tongue has very convoluted grammar, long tongue-twister vocabulary and is spoken very, very quickly. It is almost impossible for humans or half-elves to learn and be adequately fluent in gnomi. (Int. 16 or higher required for humans to take gnomi as a language.) Half-orcs, Centaurs, Jerali, Minotaurs, Goblins and Lizardmen, regardless of intelligence, simply can not learn it. While for halflings and sprites it comes rather easily. Dwarves, Elves and Zephari may take gnomi as a language as normal.
  • [SIZE=+1]Halflings (Hairfoot):[/SIZE] Halflings in Orea use the Common tongue. There is no root "Hairfoot" language. It has been suggested by some scholars that the Common tongue of men may, in fact, have emanated from the original language of the hairfeet. Though this is not commonly accepted among the learned humans of Orea.
  • [SIZE=+1]Centauran:[/SIZE] All centaurs in Orea share a common language. They do not, however, possess a written one. Centaurs do make use of pictograms.
  • [SIZE=+1]Zephari:[/SIZE] The winged ones of Orea all share a common language. It is very similar sounding to the high elvish language, but with enough differences that the races can not interact without translation. Thankfully, most zephari (and elves for that matter) are fluent in a variety of languages.
  • [SIZE=+1]Draconic:[/SIZE] The dragons of Orea share a common language.
  • [SIZE=+1]Titanic a.k.a. "Giantspeak":[/SIZE] The titans and (civilized) giants of Orea share a common root language though certain sub-secies have distinct dialects which may be difficult for one who knows titon to understand.
  • [SIZE=+1]Trolog:[/SIZE] Ogres and Trolls of Orea share a common language.
  • [SIZE=+1]Goblinese:[/SIZE] Goblins, Hobgoblins and Bugbears share a common root language.
 

History Lesson

The Birth of the World

In the beginning, there is Ahl and Ahl is. Ahl creates, drawn from himself in ecstatic pleasure, "He who is as Ahl" and he is called Zho. And so the heavens, Zho, were separated from the earth, Ahl, and there were the Two.

Ahl creates the first Dragons, the Children of Zho, as a gift for his beloved. Zho, in turn, creates the Titans, the Children of Ahl, for his love.

The primodial sea, Ossa, is created from the fires of passion of Ahl and Zho. Eventually, the Two retire behind the veil, leaving Ossa to her own devices.

Ossa forms the Elder Gods from the wet sands upon her shores. They are Antas, Arinane, Sorilorr, Desri, Pehn, Llyndra, Karos and Oor.

From the Elders were birthed the gods Astar, Celradorn, Do'am and Dunric and the goddesses Endore, Gilea, Manat, Sylari and Tyris, who would overthrow Antas in the fury of the Godswar. These deities, in turn, sired the rest of the current Orean pantheon.

The Ages of Elves


  • First Elvin Age: The Creation of Elves. The Elvish Kings. The Shi'Staliiri and Shi'Daeiri battle across Orea. Construction of the Ancient Tali. Ends with the fall of Tyrilith to the Shi'Daeiri, the death of Lord Taliryn and birth of Drythantalir. Dwarves are created.
  • Second Elvin Age: Dwarf and Elf meet. Drythantalir, Greatest Hero and King of the Elves. The Building of the Giras Thor. Ends with Drythantalir banishing the Shi'Daeiri to the underworld.
  • Third Elvin Age: Without the Shi'Daeiri to fight, the Shi'Staliiri spread out and travel throughout the realms, seeking a place to settle and build a civilization. The Dwarves of Naradun begin to explore the realms, rebuild the fallen (and now abandoned) Talas of Tyrilith, renaming it Nor Tyrilith and constructing other ancient Nors. The Other (non-human) Races are Created. Karos begins corrupting members of the new races to create his own beings. The third age of elves ends with Drythantalir leading his people to the great southern woods and establishing the kingdom/realm of Shi'Staliir. The Five Tribes of Men come to Orea.
The Ages of Men

The First Age of Men

Begins with the coming of the Five Tribe of Men and their explorations of the realms of Orea. Ends with the loss of the Gifts of Doron.
  • The Five Tribes of Man appear and spread across Orea. The elves build the great city of Avanthar and the Tali of the realm that will be called Mostrial. The evil hand of Karos continues to ensnare. Elves meet the Men of the Green Tribe. Dwarves meet the Men of the Red Tribe.
  • The Chaos Ages: The agents of evil wreak havoc throughout the realms, often at the mechanizations of Karos. The titan Doron forges weapons and items of great power to distribute to those who would become (through their power) the first great Lords of Orea. The nations of Seluria (the White Tribe), Mostrial (members of the Red Tribe who settled in the south, mingling with the Green) and Tanku (the Black Tribe) are established.
  • The Age of Order: The nations of men and elves and dwarves experience 500 years of peace, growth and friendship. The Kings of the Four Tribes rule with justice and wisdom. The Selurians, in the style of the elvin Tali, begin constructing their own great fortified cities, called Nanes. Douhn the Woodlord unites the men and elves of the forest that will bare his name. The elves and Sons of Douhn construct the tree-city of Covertgaard. The dwarflord Kiar establishes a hall in the hills south of the O'Douhn forest. His people assist in the construction of Sanctum. The crystal tower of the Oracles appears on a hilltop overlooking the fishing town of Andril. In the south, the lords of elves, men and dwarves construct the "fortress of peace", Nor Tereth.
  • The Age of Loss: Karos corrupts the peace and order that is established, leading to war between the kings of Elves, Dwarves and Men. The men of Mostrial claim the elvish Tali. The ShiStaliiri withdraw to their forest realm and seal their borders. The Selurian Empire begins a conquest of all the realms, claiming mastery of all of Orea by divine right. The Gifts of Doron, being used to destroy the order they were forged to create, are taken from their bearers by Doron and his agents, to be hidden away from mortal hands forever. With the Gifts lost, the First Age of Men comes to an end.
The Second Age of Men

The Second Age of Men begins in the year of Antas, 500-B.G. It ends with the casting of The Great Spell and the coming of the Godswar.
  • The expanding Selurian legions encounter the Empire of Tanku and the two nations declare war. The empires battle for 500 years.
  • The Great Spell is cast, the year of Desri, 0.
  • The Godswar
  • The Lost Ages- begin the year of Desri, 1 A.G. (After the Godswar) and end with the establishment of the realm of R'Hath in 350 A.G. During those years: The New Gods take hold across Orea and their newly empowered worshipers, the Zealotry, begin a misguided campaign to "save" the realms. The Mage Wars (250-375 A.G.). The Gorunduun launch multiple invasions into the realms, as far as the northern dessert of Thelitia. What Selurians remain make their way to Nane Arem, now called Brightmoon, and flee the mainland of Orea. The Dwarves of Daegun secede from the Naradun kingdom.
The Third Age of Men, also called the First Age A.G.

Begins the year of Irion, 376 A.G. Ends the year of Irion, 625 with the defeat of Aishapra and the establishment of the unified kingdom of Grinlia.

  • The Age of Adrigol(400-480 A.G.). The Highking Adrigol. The Spread of Mostrial. The Rise of Thelitia. The Trial of Bors. The Fall of Adrigol.
  • 617 A.G.- The Battle of Lost Lords. A foolhardy attempt to invade the ShiStaliiri claims many of Grinlia's power-hungry nobles.
  • 620 A.G.- The demon-godson Aishapra begins his conquest of the realms. The Scourge Wars begin. The Whitethorn Revealed. The Defense of Isthian. The Champions of the Thorn. The Fall of Talador.
  • 623 A.G.- The Parting of Eres’ka Miral. The Redsword and the Starsword. The Fall of Covertgaard.
  • 625 A.G.- The Uniting of Grinlia. The Dragonmage Revealed Aishapra Defeated. The Third Age of Men ends.
...a thousand years have passed...
 

Religion in Orea

I posted a thread of Orean Mythos some time ago which detailed the creation of the world and the Elder gods. Then I got sidetracked, as usual, and never got around to actually talking about the existing/current pantheon of Orea or religion in general.

So thought I'd do that now...and avoid some layout work for a bit. :angel:

This is just a taste. Names, what they are deities of, their holy symbol, alignment, common epithets, etc. More detail will come in later posts or possibly a separate thread just dealing with Orean Theology.
Questions, comments, anything it seems I'm missing, or anything else are all encouraged and welcome.--Steel Dragons.
--------------------------------

Gods of Orea


Major Powers
Astar: "the Celestial Sovereign." Supreme god of good, light, benevolent and just rule. King of the gods. The 4-pointed platinum star. Lawful Good.

Gilea:
"the Merciful Mother." Goddess of healing, fortitude and motherhood. The white budding rose. Her clerics, the Daughters of Gilea, is an all female order with a special (prestige?) branch, Protectress of Gilea, available to her clerics of a certain level. Lawful Good.

Celradorn: "the Gold Defender." God of guardianship and battle(skill). The 9-pointed crimson star. The Celradorn temple is a combination of his clerics and the Redstar Knights, paladins of Celradorn broken into the branches of "Golden Shield", "Lightning Lance" and "Crimson Star" knights. Lawful Good.

Sylari:
Goddess of nature, weather (of non-coastal regions) and the harvest. The gold aspen leaf. Sylari does no abide any indoor worship area.She is worshiped primarily by farmers, herders and rangers. Pretty much anyone who lives with and by the land. Interestingly, clerics of Sylari and Druids of the Ancient Order are normally in unison in their attitudes, power and knowledge, though sometimes find themselves at odds. The priests of a goddess of Man are not the same as the priests of Orea, itself. Chaotic Good.

Tyris: Goddess of the seas, rivers and storms (near bodies of water), patron of mariners and fishermen. Cresting waves. Clerics of Tyris normally inhabit coastal areas but can sometimes be found in small shrines at scared springs and other holy bodies of water in Orea's interior. Neutral Good.

Arinane:
(an Elder Goddess) Goddess of the greater moon, the night and stars, astronomy, navigation. Mother of the Gods. Symbol: a silver crescent moon set on end (like a "U") crowned with 3 stars.Neutral Good.
Desri: (an Elder Goddess) "The Grey Lady." Goddess of death, keeper of souls. Her symbol is a "Y" shaped rune symbolizing the fork in the river of the dead where Desri sits passing judgment and directing the souls of the departed to the side it is to traverse...to the higher planes or the lower. True Neutral.

Sorilorr: (an Elder god) "The All Knowing." God of all knowledge, inspiration, the mind and the lesser moon, patron of scribes, sages and psionics. The green crescent/quarter moon (waning) upon/within a copper disc. A special sect of Sorilorr's clerics, the Scribe-Monks of Sorilorr, reside in a secluded monastery/temple high in the Dragonreach Mountains. True Neutral.

Dunric: God of earth, stone, metallurgy and craftsmanship, patron of smiths, miners, builders and craftsmen of all kinds (including distilling of ale, spirits and winemaking). The Smith of the Gods. Symbol is a hammer and chisel crossed in a "X" fashion, sometimes wreathed in grapevines or boxed in sheaves of grain. Neutral (Good).

Manat: Goddess of magic. The 5-pointed blue star within a circle. All clerics of Manat are Witch-Priests of Manat, a special cleric/magic-user dual class. Neutral.

Irion: God of the sun, change, truth and protection, patron of travelers. Symbol is a styled sun. Neutral (good).

Karos: (Elder God) "The Chaosbringer." God of demons and fire. A horned demon skull wreathed in flames. Chaotic Evil.

Do'am: "The Darkhelm." God of domination, power, ruling by force. A black 4-pointed star. Lawful Evil.

Endore: "The Plague Mistress." Goddess of disease and the undead. A white human(oid) skull. Chaotic Evil.

Goran: God of pain and bloodlust, cruelty in battle. A heart dripping blood. Neutral Evil.

Cyris: God of deception and shadows, patron of evil thieves and assassins. A black winged serpent. Neutral Evil.

Minor Powers:
Bentier: Goddess of Law and Justice. Symbol is a scales, sometimes set within an eye. Her clerics are generally encountered as judges found in the courts of Orea's largest cities or (rarely) roaming lawmen. But in general are prone to be learned city-dwellers. Lawful Neutral.

Bysdan: (Jasralne's twin brother) God of music, luck, and autumn, patron of bards. Minstrel of the Gods. A bard's harp. Chaotic Neutral.

Jasralne: (Bysdan's twin sister) Goddess of love, dance, and the spring. Her symbol is a dove holding a sprig of mistletoe. Chaotic Neutral.

Wyslia: Goddess of despair, hopelessness and winter. Symbol is a black leafless tree on a field of white. Neutral Evil.

Syar: "Defender of the Wood." God of the forest, animals and the wild. Consort of Sylari. Symbol is a pair of antlers. Chaotic Good.

Than: Demi-god of strength and courage, patron of soldiers, heroes and swordsmen. A red falcon holding a sword. Neutral Good.

Physha of the Flaming Hair: "the Whitethorn" Demi-goddess of purity, patron of shield maidens. Sainted Daughter of Gilea, the first Protectress. Clerics are female only and considered a branch of the church of Gilea. Lawful Good.

Djarthoon: "Creature of Karos" and "Mother of Monsters." Goddess of secrets, temptation and corruption, patron of the Shi'Daeiri. Lawful Evil.

Druids

If you've been following my Orean rambles, you have probably surmised that Druids in the world/continent of Orea are a single membership. They are all considered to be part of the Ancient Order of Mistwood.

Lone druids from time to time are granted "leave" from the Order for periods of time to explore and commune with the world on their own or may be sent by the order on missions out into the world of Man. But for the most part, they are all still initiates of the Ancient Order and subject to tasks, rulings and decrees from their superiors and the order's governing body, The Grove.

A druid who "goes rogue" is often, if not always, hunted down and retrieved to preserve the integrity of the Ancient Orders secret and sacred teachings. Those who resist are...eliminated.
 

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