Orea: The World & Its People

Fayekin

The term Fayekin, Faeriekin or Fairykind, is used to collectively refer to those magical beings that prefer to inhabit woodlands and other rural, pastoral settings. These include [SIZE=+1]pixies, sprites, brownies, grix, nymphs, dryads and fairies[/SIZE] themselves. It is sometimes also used to refer to the likes of sylphs, nixies, etc. who are actually tied to other (elemental) planes. The Faeriekin are beings of the primary Orean physical plane, created in the birth of the world by the elder goddess, Llyndra, the Green Lady of all that Grows.


They are generally believed to be immortal, or at least very long-lived. Each of the fairy races has their own societal structures, physical appearances, and magical abilities. The noted sage, Belbin, in his works entitled The Faye of Orea was working on cataloging the elusive, playful, and often tricky creatures but even he was unable to gather much information on them...and was believed lost in "the fairyworld" for 10 years trying.


There are some sages who believe that the ever-tricky Gnomes were actually a race of Faye who were somehow trapped (or cursed) or banished from the secret realms of Fairykind to exist among the mortal races. It has been said that many sorts of fairiekin can be found in the ancient woods of Ef'Thriel in the Freelands.

Taurans

Though Centaurs are somewhat more common, and generally accepted in lore as being the race created by the Elder god, Pehn, there are/have been a number of part-man/part-hoofed beast races to be found throughout Orea, collectively referred to (including centaurs) as the Tauran Races.

  • [SIZE=+1]Minotaurs:[/SIZE] (Humanoid with bull heads) can be found wreaking havok in underground lairs and secluded areas across the realms. Generally solitary creatures, tribes or villages of the man-bulls have been recorded. They are massive creatures, at a hulking 7' average.
  • [SIZE=+1]Satyrs (or Sataurs):[/SIZE] (human head and torso with horns and hind legs of a goat). Also called "Fauns" these playful and lusty folk, standing between 4 and 5 feet tall, are most commonly found deep within ancient woods or hidden valleys. Though sometimes have been encountered exploring the realms on their own or in the company of other woodland dwellers/lovers such as druids, elves, or centaurs.
  • [SIZE=+1]Aegaur (or Agors):[/SIZE] (like satyrs but with monstrous goat/ram faces instead of human and larger horns) Aegaurs are considered to be myth by most civilized men, though races that inhabit the wilds of Orea will claim otherwise. They are said to be a race of satyrs who were cursed long ago by the Elder god Pehn. They inhabit steep rocky mountain slopes and always bad-tempered and ready for a fight.
  • [SIZE=+1]The Haindaun:[/SIZE] (centaur-like quadrapeds with deer bodies instead of horses and human torsos with deer-like ears) These deer-folk are built smaller and more slight than the centaurs, rarely growing above 6 feet (though mature males might have another foot or two of antler). They are generally encountered as solitary creatures but supposedly dwell in hidden structured societies deep in aged woods or secret wooded valleys. They are, as their animal qualities, very cautious and skittish outside of their realms but said to be very beautiful to behold. They have highly developed senses and quick relflexes make them excellent archers. Mature males and females are almost always found weilding a bow and are alleged to have a magical affinity with their woods. Males of the species do grow antlers. Coloring is commonly tawny through roan, sometimes dark brown and rare instances of white or black. Hair coloring is overwhelmingly light shades of blond and sandy browns. Eyes are generally large and almond shaped, similar to elvin eyes, colored mostly brown, hazel, green, or gold with long thick lashes. There is known to be at least one Haindaun settlement in the Miralostae woods and they get along well with the elves of that realm.
The Other "Bestial" Races of Orea


  • [SIZE=+1]Jerali:[/SIZE] The Jerali are feline humanoids displaying traits of big cats. They average around 5.5-6.5' tall though cases of shorter and taller have been noted. They generally have humanoid faces with feline eyes, pointed ears and hair/mane coloring generally like that of lions though tiger, panther, leopard or any other "big cat" marked jerali are not uncommon. Their hands are clawed (and rectracable) and they have above average length canines and strong jaws which they are not averse to sinking into prey or foe. Jerali are generally very strong but are exceptionally agile, graceful and acrobatic. They can be wild and savage hunters but most "prydes", who live in the great grasslands surrounding the Thelitian desert, are highly structured tribal societies, heeding a "chief-king." Jerali do not normally wear shoes, preferring to have their clawed feet free to use, either in combat or to help them climb (which they do very swiftly).
  • [SIZE=+1]Mer-folk:[/SIZE] (Human head and torso, fish tail) Perhaps more appropriately listed with the races of the Orean seas, the merpeople are primarliy known to inhabit the western waters off the Orean continent. There are stories in all the wharfs of Orea of mermaids or mermen coming to the aid of ships or sailors in need and thwarting expeditions into unknown waters or uncharted islands...Tales of visits to/sightings of their legendary city beneath the sea are also common, but whether it truly exists, like the great city and king of the Karolostae elves, is unknown.
The Reptilian Races


  • [SIZE=+1]Lizardmen:[/SIZE] inhabitants of the swamps, bogs, and riverbanks across Orea. Generally not evil, per se, but are insanely defensive of their territories and not above dining on humanoids. They stand up to 7 feet tall with heavy scaled hides and tails that can grow up to four feet long.
  • [SIZE=+1]Troglodytes:[/SIZE] These reptilians are found exclusively in subterranean areas. They are slightly larger than surface lizardmen, but generally share the same tribal structure. They are decidedly more evil, due to the savage nature of the underearth realms.
The Giant Races

Ogres (avg 8’), Trolls (avg 8’), Rock/Mountain Trolls (avg 9’), Hill Giants (avg 9’), Formorians (avg. 10'), Forest/Wood Giants (avg. 10’), Frost/Ice Giants (avg. 12’), Fire Giants (avg. 14’), Stone Giants (avg. 14’), Sea Giants (avg. 18’), Sky/Storm Giants (avg. 18’), and Titans a.k.a. The Children of Ahl (avg. 20’)
 

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Finally got some maps up of this world I'm endlessly talking about. So go to my Art thread, "Steel Dragons' Art" http://www.enworld.org/forum/art-ga...g/283445-steel-dragons-art-3.html#post5325614 and check them out...

So I'm not the only one around here knowing where I mean when I mention things. hahaha.

One is a "major cities, strongholds, and terrain features (hills, forests, etc.)" view and the other is the various nations and political breakdown of territories.
 

Racial Archetypes
These are by no means exhaustive lists of character types. They are simplified general descriptions of some of the most common and/or a few Orean specializations. Characters of any race can be developed in any number of directions beyond those listed below. But those less experienced players may find these archetypes useful guidelines to developing their character. More experienced players may find something on which to base their own vision of a character, or enjoy going “back” to those simpler role-playing types. Elf player characters are, in almost all cases, Miralostae (“High elves”). Though they may opt to be ShiCynallae (Cloud elves) or Kantiri (Wood elves), these archetypes are assumed to be Miralostae.

Elvin Types (Miralostae)

Joe Every-elf
a.k.a. “The Legolas.” This is everyone’s favorite first elvin character. He is your archetypal elf with a bow. Basic elf or AD&D fighter/magic-user, he has his special racial abilities and spell casting ability to match his martial prowess. Invariably wields a bow and long or short sword, probably has a dagger as well. He possibly has a shirt of elvin mail beneath his forest colored leathers and concealing cloak but will generally not opt for heavy armor preferring to maintain his speed and agility.

The Elf Magic-user
She is a formidable but compassionate sorceress, possibly multi-classed as a cleric to enhance her spell casting ability. She might also multi-class as a fighter or thief and have some light armor and a sword beneath those sparkly robes. After all, she has centuries to pursue her studies and increase her power…if she lives through her adventures. No doubt she has accumulated an assortment of magical items to add to her already diverse usefulness. Most likely has a staff (magical or not) to use if forced into hand-to-hand combat.

The Elf Rogue
Dashing and slashing, this elvin archetype (as with them all) can be a myriad of characters. He may be a simple gold-loving thief, an acrobat, a swashbuckler, or adventuring trap-expert. Maybe he is a bard. If he’s not specialized as a rogue perhaps he is multi-classed as a fighter to improve his fighting chances treasure hunting through dungeons or a thief/magic-user to aid in his heists in the big city. He is most likely outcast (or voluntarily left) his society in pursuit of more excitement or plain ole personal wealth. Most likely wielding a short sword or two, and most likely has at least one dagger concealed on his person for those “emergencies” that come up every now and again. He is also just as likely to use a wink and smile to get his way as his swift blades.

The Elf Mystic
Elves are creatures with highly enlightened spirits. Those elves that feel the calling or just plain desire to increase their spiritual awareness and/or links to those holy powers may chose to pursue a clerical way of life. Arinane, the great Mother Moon, and Syar, Defender of the Wood, are the most commonly worshipped among the Miarlostae. But other deities are revered. Elves also possess highly powerful minds, as evidenced by their advanced magical capabilities. It is not unusual for an elf to exhibit psionic awareness or abilities. If pursued and properly trained, this elf could be one of the members of the Order of the Emerald Tear. He would probably be a formidable telepath or clairvoyant with other supplemental abilities. Beyond the rigors of psionic training, he could possibly be a magic-user as well, or have some training with a blade to assist him when his mental powers falter. Another elvish mystic type could be in the Ancient Order of Mistwood, following the ways of the druids to increase his communion and control of his beloved natural world and home.

The Sorarynae
The “Golden Stags” are elite warrior-mystics who are the sworn protectors of the Miralostae. They possess highly specialized training with their weaponry as well as having certain spell craft, ranger- and druid-like abilities, and command over the creatures of their homeland. They are more paladins than rangers, more sorcerers than druids. They are staunch in their convictions and devotions, unyielding in battle and impressive in their diverse skills. They are thought of very highly by the rest of Miralosta society.


Dwarven Types

Joe Every-dwarf
a.k.a. “The Gimli.”
This is the Basic D&D dwarf fighter. A front-of-the-line warrior built for dungeon-going. He is well-armored, probably carries a shield unless he’s going to be fighting two-handed with his great battle axe. He is gruff but warm-hearted. He is strong willed. No one and no thing is going to knock him down… though he will probably knock back a few ales any chance he gets. He is an expert on all things stone, metal, and underground.

The Dwarf Rogue
A dwarf thief is probably not a simple pickpocket. Besides the fact that he would have his beard shaven off if he was caught (in dwarf realms, at least), it’s not necessarily the dwarven style. He can definitely be stealthy when necessary and is almost certainly an expert with traps (probably laying them as much as diffusing) and locks. But he is just as likely to mix it up in a barroom brawl over some gambling (in which he cheated so he definitely should have won), or take advantage of his racial abilities and strength to make a living as a dungeoneer, sword-for-hire, or maybe even an assassin.

The Dwarf Paladin
Being exceptional warriors and paying tribute to powerful deities of good, dwarves are one of the only races to be able to assume the mantle of “Paladin.” She is the real crème of the proverbial crop among dwarf fighters, whether to the Forger of All, Toralon, the Great Fire of Valeran, or (most commonly) the Lord of Valor, Feoron, the Great Axe, she is armored in the finest armor dwarven craft can forge and wielding a weapon of unsurpassed beauty, and probably powerful enchantments. Though generally battling on foot, should she need her noble steed, it would most likely be a bear, one of the sturdy specially-bred mountain rams, or perhaps a giant boar.

The Dwarf Cleric
In AD&D 2e (I think it was) the game opened up a bit more to say, every civilization/culture has priests and/or religion of some kind. So it came to pass that the class of “Priest (nee “cleric”) was available to all. This dwarf’s innate strength of will and fortitude make the wielding of his spiritual magics quite potent. His racial disposition for physical strength and constitution make him equally potent in combat. His devotion to Toralon, the Great Hammer, Forger of All, exceeds his devotion to gold or king and his wisdom and divine power are greatly valued in the dark depths of the dwarven holds. His spells and blessings are also highly prized to contribute to the making of magical arms and items. Naturally, he is robed in the sacred vestments of his order, but dons sturdy armor beneath to allow him to join his brethren on the battlefield to aid and heal them as needed, and smite all evil in his path with his holy blessed hammer.


Gnomish Types

Joe Every-gnome
This gnome is the twinkle-eyed craftsman or miner with a spring in his step and a smile on his face. He might be a fighter…he might be a rogue…he might be both and an illusionist to boot…but he’s not going to tell you. He probably has a pick-axe or hammer on his shoulder, but you’d better bet there’s a knife somewhere too…to whittle on his lunch break, of course. He could ask for a hunk of cheese or a bite of bread to exchange for this small dull copper bracelet. Yes or no, you’ll get a friendly flip of his brightly colored cap as he passes by on his way to his workshop or mine in his equally brightly colored (though probably not matching) stylish curly-toed shoes. Hey, where’s your coin purse? Hey! Where’d he go?!

The Gnome Fighter
This adventuresome forest gnome is not as strong as her dwarven counterpart, but twice as nimble and probably more intelligent. She makes up for her lack of strength with maneuverability and strategy. Lighter studded leather armor, a small shield and use of reach weapons like her spear-ax and sling, combined with her racial abilities and knack for trickery make her as real a threat as any dwarf with a hammer. Of course, a short sword is necessary when in close quarters. When not wandering, she is likely to spend time as one of the warren guards. It would not be unusual for her to be multi-classed fighter/thief to better be able to spot and deal with the traps and locks often encountered in adventuring. Besides, being stealthy is part of her nature.

The Gnome Illusionist
Among gnomes, those that primarily use magic are highly revered. Though many gnomes enjoy practicing magic, there are few that make it their life. This gnome is likely to be (or come from) a position of some authority from his warren. If he is a wanderer/adventurer, he is certainly a magician of some skill being able to dare the dangers of the world with only his arcane arts to protect him. He definitely has a magical item or two to help him in his pursuits. A wand or amulet, maybe a ring or some other trinkets that he asserts has mystical properties. Though he may appear befuddled or inept (by comparison to other wizards) he is still highly intelligent and as the old gnomish saying goes, “The size of one’s spell is in no way proportionate to the size of one’s stature.” A little gnomish ingenuity coupled with his sorcery make him a formidable opponent…and who knows? Beneath his robes might be some leather armor and a short sword that he just happened to find in his travels. He almost certainly has a dagger, stashed somewhere, should his magic fail…but that never happens, of course.

The Gnome Rogue
As with rogues of all races, he can be anything and with a race that seems (to outsiders) to be all rogues, he is particularly dangerous. He is a thief, an acrobat, an assassin, a con-man, a treasure-hunter, or a bard, perhaps. Who can say? Even in the bright garish garments that his kind prefers, he can be impossible to locate. Though carrying a dwarvish-made crossbow, having “just returned for a hunting expedition in the far off (insert name here) mountains”, and with a dirk hanging on his belt, it is still difficult to determine what his specialty is. He is a gentleman of the first order and a scoundrel of the highest rank. There isn’t a trap he hasn’t seen, a lock he hasn’t picked….or a pocket for that matter. His charming tales are the stuff of legend and he has a show-stopping singing voice as well. He is an expert jeweler, appraiser, merchant, antiques dealer, poet, linguist, monster-hunter, treasure-seeker, trap-springer, and assorted other less honorable pursuits. You’ll be happy to count him among your company for his expertise…in whatever…while he’ll happily make off with your gold.

The Gnome Trickster
One of the most popular multi-classes with gnomes is a thief-illusionist. She is happy to help you with whatever small magic she can, not having time to really study magic intently because she needs time to get her hair just right. She’ll pick a lock here or there, “…daddy was a locksmith”…scale the wall or get into that tight crevice, but you’d better watch your back when it comes time to divvy up the loot, because everything she does for you, she does for her. With a smile and a stab of her slender dagger she’ll make her cut to get your cut. If she likes you or isn’t feeling like drawing attention, maybe a sleep spell so she can quietly slip away. Her magic is all geared around playing tricks to get what she wants. If she has any magic items, you won’t know it until she uses them on you. She plays the damsel in distress every chance she gets and will try to flirt her way out of anything…unbelievable that humans still fall for that.


Halfling Types

Joe-Every-halfling/hairfoot
a.k.a. “The Hobbit”
This is the genius creation of J.R.R. Tolkien and his world of Middle Earth which began the entire D&D role-playing saga/creations. He is the diminutive hairfooted country gentleman with his pipe and warm dry home in the hill. Give him a sword he is a fighter, give him a shadow to hide in, he’s a thief. Most of the time, he’s both. He has heart and valor in an abundance that belies his small stature. But, he would be just as happy if not moreso to have a warm meal and good book to adventures and monsters….though the treasures are nice.

The Hairfoot Rogue
This is most likely the cloaked quick moving thief. He is happy to assist his comrades in the locating of traps, the dismantling of locks, and leave the heavy hitting to the big guys. Some light leather armor is all he needs and his trusty dagger if he can get a good sneak attack in (maybe a short sword if he has to fight for real). For all of his jovial comradery, he is one to watch your private belongings around as he might forget to let you know he’s “borrowing” them.

The Hairfoot Cleric
This seldom encountered priestess of the halfling’s mother/nature goddess (an aspect of Gilea called Faerantha) is a kind and compassionate healer. She probably doesn’t wear armor of any kind, opting for the simple comfort of robes or tunic. In the quiet country life of the Dales there is rarely need for armor or weapons. Besides, she has the divine magics of her goddess to protect her. She is most happy when conducting her priestly duties of officiating the happy occasions of life; marriages, births, blessing homes and fields. She does carry a “staff” (really just a cane or short walking stick to one of the “big folk.”) topped with the pine cone symbol of Faerantha that she has been known to use for a clunk on the head of those dalefolk who might become too unruly.

The Hairfoot Adventurer
Slightly more road-savy and trained than your average “Joe”, this hairfoot archetype is primarily a warrior though most likely a fighter/thief multi-class. She is comfortable in her shirt of chain that provides better protection than the basic leathers of her rogue companions without inhibiting her movement or dexterity. Like her gnomish counterpart, she makes up for her stature in combat by use of ranged weapons, agility, and stealth. A well placed strike with her spear or an arrow from afar are always the first line of attack. If pressed into close quarters she is skilled with her short sword or long dagger to quickly slash and stab. This hairfoot is also knowledgeable in a variety of skills that come in handy out on the road and in the greater realms beyond her quiet country home including: tracking, rope use, herbalism, possibly spelunking or stonework.

The Defender of the Dale
Beyond their luck and charm and furry feet, the hairfoot are a good and noble hearted people (for the most part). Just because a halfling cannot become a “Paladin” per se does not mean they cannot look or act the part. With a valor to match the tallest human, this hairfoot proudly brandishes his enchanted broad sword. He is found in gleaming plate armor with a shining shield to rival any Starsword Knight or Paladin of Celradorn. He might even have a “noble steed” in the form of an armored pony, mastiff or maybe a ram. Following the tenets of good and justice (not necessarily always in line with the “law”) he is a hero among the dalefolk, and a boon to his comrades-in-arms. His skills as a field medic may not be as immediate as “laying on hands” but can be just as effective. He can be a commanding and reassuring presence and is a truly valiant warrior.
 

Orean Classes

So, for gaming purposes (and spurred on by a few other threads I've seen recently) I decided to give a concise and complete list of classes and races available for play in the world of Orea.

What do you think? Too much? Too little?

Classes: Allowed races*

Fighter: Any

Ranger: Human, Half-Elf, Half-Orc, Elf (any PC-allowed type), Gnome, Halfling, Centaur, Jerali

Paladin: Human, Half-Elf, Half-Orc, Dwarf. Available orders (for humans): The Champions of Celestial Virtue (LG, devoted to Astar), The Redstar Knights (LG, devoted to Celradorn), The Black Knights of the Iron Gauntlet (LE, devoted to Do'am). Dwarves become paladins to their deities Toralon Kor (Astar) or Feorn (Celradorn)

Barbarian: Human, Half-elf or Half-orc of the Gorunduun clans only.

Unique to Orea: Sorarynae- "The Golden Stags": Miralostae elves only.

Cleric: Human (not Gorunduun or Selurian), Half-elf, Half-orc, Elf (Miralostae, ShiCynallae, Karolostae), Dwarf, Gnome, Halfling, Centaur, Zephari

Orders unique to Orea: Protectress of Gilea, Scribe-Monk of Sorlilor, Witch-Priest of Manat

Druid: Human, Half-elf, Elf (any PC-allowed race), Gnome, Halfling, Centaur, Satyr, Jerali, Haindaun (all druids on Orea belong to the Ancient Order of Mistwood)

Shaman: Human (of the Gorunduun clans), Half-elf, Half-orc, Elf (Kantiiri only), Centaur, Goblin, Jerali, Minotaur, Lizardman

Mage/Magic-User/Wizard: Human, Half-Elf, Elf (any PC-allowed race), Zephari, Haindaun

Specialist: Abjurer, Conjurer, Diviner, Enchanter, Evoker, Illusionist (also Gnome, Satyr, Goblin, Sprite), Necromancer, Transmuter

Elementalist: Aeromancer, Aquamancer (also Karolostae), Pyromancer, Teramancer (also Dwarf)

R'Hathi Battlemage: Human, Half-elf or Elf originating from the Principalities of R'Hath.

Rogue/Thief: Any

Acrobat: Any bi-ped.

Assassin: Any. One particular guild, the Black Falcons, is infamous and universally feared across most of civilized Orea. Though other assassin guilds do/could exist.

Bard: Human (any except Gorunduun), Half-elf, Elf (Miralostae or ShiCynallae), Dwarf, Gnome, Halfling, Satyr. Orean bards are more akin to their Celtic (and original 1e) archetype, being more closely related to/associating with druids than mages though their list of spellsongs still offers effects that duplicate arcane magic.

Monk: Human, Half-elf, Half-orc, Elf (any PC-allowed race), Dwarf, Halfling, Jerali, Lizardman. 6 different temples which teach the core martial techniques of Orea. I have names of the temples/techniques somewhere, but not gonna look them up now.

Psion/Psionicist: Human (not Gorunduun), Half-elf, Elf (Miralostae or ShiCynallae), Zephari, Haindaun. Unique to Orea: Initiate of the Emerald Tear: A pseudo-religious psionic organization. Members receive expanded power points and additional disciplines/powers to being an "uneducated" psionicist. Non-member psionicists are often sought out in hopes of recruitment.

*(Allowed for Players. NPCs races may also be allowed.)

--SD
 

Magic in Orea

I had a separate thread for all of this a while ago but it has long been swept away into the ENworld ethers.

Seeing as this is about/does involve how the world of Orea is organized/functions, seems it is aptly applied to this thread as well.

So we'll start with the basics...

----------------

The Magelords of R’Hath hoard it. The Witch-priests of Manat cherish it. In the Island kingdoms of Tanku its practice is outlawed. Priests in the white-walled city of Sanctum use it to heal and protect. Druids use it to meld with nature. The Shamans of "less civilized" races commune with their spirit world. While those in the Order of the Emerald Tear expand their amazing mental gifts.

For some magic is a source of pride. Others fear it. For many it is a source of cautious wonder. Whether a secret spell from a dusty tome, favors of the gods, a lost knowledge, forgotten item, or innate gift, all of its wide variety of practitioners can agree: Magic is Power.

Magic on the world of Orea is a form of all pervading energy that is able to be harnessed and controlled to various effect in any number of ways. The sources of magic on Orea are classified by the sages of Flin into:
Arcane -the magic of wizards gained through study, practice and research

Divine -the magic of priests and paladins gained through meditation, prayer and the divine favor of their respective deity, and

Natural (also called "Primal") -the magic of the druids, bards and other classes and creatures (like shamans, dragons and the natural abilities of the zepharim) gained through ancient teaching/practices, innate ability and/or communion with the ambient energies of the cosmos.

Psionics do not fall into any of these categories, being the expansion and exercising of a being's own mental energy. Still, psionics are sometimes (wrongfully) considered to be a form of "personal magic" that is contained (or gifted to) in the mind of the individual. This view is especially believed by most arcane magic-users, many of them seeking to unlock and master these formidable "personal magics" within themselves to add to their own power.

Though there are various sources for the unseen energies that ebb and flow throughout the realms, the practice of harnessing them is generally the same. The use of ritual and/or spell (sometimes called "prayers" by the more religious) involving various spoken, somatic and/or possibly material components bring about a specific effect.

Magic is also accessible by non-spellcasters through the use of items or weapons that harbor, are charged with or channel magical energy. This includes (but is certainly not limited to) potions, weapons of all sorts, rings and other jewelry items, armor, cloaks and other apparel and (possibly) wands, rods and staffs. Generally speaking, a charged or contained item (something that requires the item to be "turned on" to have it's magical effect) requires knowledge and use of a "command word" and so may not have its properties available to a non-caster (or at least without the aid of one to divine/research the command word for them).
 

The Arcane

[SIZE=+1]Arcane Magic[/SIZE], also called Arcanum or Arcana, is the magic of study. The magic of wizards and sorcerers. The energy of Arcane magic flows through the whole of the realm, like air. It is self-perpetuating and replenishing, the energy is "built in" to the world of Orea itself. These energies are capable of being harnessed through spells and rituals.

ARCANE CASTING IN OREA: The spells of Arcane magic are most often recorded in written form (spellbooks, scrolls, tomes, grimoires and the like). They are studied and memorized by the practitioner, harnessing and "locking up" the required energy. The casting of the spell releases the energy and wipes the specific formula from the caster's mind, requiring them to study and memorize the spell again.

This persists throughout the mage's lifetime...to a point. Through repetition and experience, as the mage increases their power, lower level spells become easier to cast. They essentially become the "second nature" of a highly trained professional.

In game terms, an arcane caster can cast "spontaneously" (i.e. WITHOUT MEMORIZATION) any spell from their spellbooks, which they have cast before, two spell levels lower than their highest level spell.

In other words, this ability is not applicable until the wizard can cast 3rd level spells, at which point 1st level spells may be cast without prior memorization. When able to cast 4th level spells, 2nd level spells may also be cast spontaneously, and so on. The mage is still limited to his/her number of 1st level spells per day, but simply need not decide what spells they'll be/"memorize them" at the beginning of the day.

Cantrips or "0-level" spells known by the wizard are always able to be cast spontaneously.

SCHOOLS OF [ARCANE] MAGIC IN OREA: Arcane magic (in the past few hundred years) has been further broken down and classified by the mages of R'Hath into 9 "schools" (8 specialists and the "generalist" mage).

Each of these schools deals with a specific type of spell and mages in R'Hath often become "specialists" in one school or another. In fact certain families in R'Hath now have generational legacies in various of the specialist schools. Each school has their own strengths and weaknesses which collectively balance themselves out.

As as specialist, a mage receives:

  • an additional spell per spell level. The extra spell must be from their specialty school.
  • a +2 bonus to Spellcraft checks involving their specialty school.
  • a +1 bonus for ALL Arcana checks involving magic from their special school.
The "Schools of Magic" are:

  • Abjuration (Protection magics and spells that interfere with or change the effects of other spells)
  • Conjuration (spells that summon/manifest energies or objects-including living things)
  • Divination ("Detection" magics and spells dealing with information gathering)
  • Enchantment ("Charm magic" and spells that effect the mind and emotions, to persuade or control)
  • Evocation (magic that deals primarily with creating and channeling raw energies, usually with damaging effects)
  • Illusion (spells that create images and effect the senses, including some that inflict harm or have actual substance)
  • Transmutation (spells that alter qualities of their target or, simply put, change one thing to another)
  • and Necromancy (literally, magics that deal with death. Spells that effect life energy and creation/control of the undead).
Specialists of these schools are known as (and usually take great pride in being appropriately called) Abjurers, Conjurers, Diviners, Enchanters, Evokers, Illusionists, Transmuters and Necromancers, respectively.

Three "schools" continued to be practiced during the years following the Godswar and the Mage Wars (before formal Academies or even R'Hath itself had been founded). To this day, these "specialist mages" (who were simply referred to by their individual titles prior to the Schools' creation) may be found, trained in the traditional master/apprentice way, originating from anywhere in Orea and not required to be from or go to R'Hath for their study (though many if not most still will to further their power). These "special" specialists are:

  • Illusionists: Illusionists in Orea were able to avoid some of the persecution of other mages due to their entertainment value. Many wizards chose to focus on the phantasmal arts in carnivals, traveling circuses or as entertainers for various nobility and royal houses. Still one had to be cautious around the members of the Zealotry. For a time following the Mage Wars and prior to the "outreach" of the R'Hathi mage's guild, Illusionists were the predominantly encountered "wizard" in many realms. Illusionists in Orea may use any spell from the Illusion and Enchantment schools and "minor" spells (3rd level or lower) from the Divination and Abjuration spell lists.
  • Diviners: Sometimes diviners were able to follow the illusionists' way and keep safe in carnivals, reading bones or cards as fortunetellers or seers. But the use of diviners by power hungry individuals has been a tradition since the birth of magic. Those able to glean information from the ether are exceptionally useful to those in (or seeking) power. This included, at the time, the Zealotry who somtimes "kept" (and eventually killed) mages with divining spells to use for their ends against other spellworking-kind. Orean Diviners may cast all spells from Divination (obviously) and Abjuration with "minor" (3rd level or lower) spells in Illusion and Conjuration.
  • Necromancers: Those individuals focusing on the darker side of the Art were not about to let the Zealotry or mindless barbarian hordes scare them or go quietly away to hide in the realms of R'Hath (at first). Necromancers across Orea did what they could to survive and impede the progress of the new gods' clerics or raging Gorunduun, usually quite effectively to the disaster of their enemies. Necromancers may cast any spell from the Necromancy and Evocation schools. They are also permitted minor spells (3rd level or lower) in Abjuration, Divination and Conjuration.
  • Other specialist allowances are as follows:
  • Abjurers: Any spell from Abjuration and Divination. Minor spells (3rd level or lower) in Conjuration, Enchantment and Transmutation.
  • Conjurers: Any spell from Conjuration and Abjuration. Minor spells (3rd level or lower) in Divination, Evocation and Necromancy.
  • Enchanters: Any spell from Enchantment and Illusion. Minor spells (3rd level or lower) in Abjuration, Divination, and Transmutation
  • Evokers: Any spell from Evocation and Conjuration. Minor spells (3rd level or lower) in Divination, Enchantment and Necromancy
  • Transmuters: Any spell from Transmutation and Evocation. Minor spells (3rd level or lower) in Conjuration, Divination, and Illusion
All mages, specialist of not, are able to use the "universal" spells, these are mostly low level spells, including all "0" level spells (though includes some very high level, like "wish") that reflect basic magical study before specializing and/or are too broad-based or useful for any magical practitioner to do without.
 
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Divine Magic

[SIZE=+1]Divine Magic[/SIZE] is, quite obviously, magic of the Divine. These energies flow from/are bestowed by the gods themselves on their devout followers (clerics and paladins) for various ends. Divine magic is powered by the temporary lending of some of the god's immortal essence to their cleric. The priestess then uses the divine essence (through their spell/prayer) in whatever form (spell effect) they are asked for or "invoked". Most divine magic is conducted through the use of spells (sometimes referred to as prayers), meditations and religious rites. Priests and priestesses meditate at the beginning of the day to gather their reserves (allowed spell slots for the day) to serve their deity.


The divine energies of the deities of Orea are such that clerics' 1st and 2nd level spells need not be "prayed for" individually. The cleric's communion with their deity is so strong that spells within the god's spheres of influence may be called upon as needed. Due to the added power required of the deity for higher level spells, 3rd level or higher must be specifically chosen each day (unless unused from the previous day).


While some divine magic is available to any religious order, most gods grant their spells and powers for those spheres of influence which most closely relate to the deity's domain over which he/she/it holds sway. The goddess of healing offers more frequent and powerful healing spells to her followers than the god of war. While the god of war would be likely to have more or greater damage-dealing spells. The god of fire is not likely to offer much control over water. The goddess of the moon will not have spells utilizing sun-type effects, etc.


For the realms and deities of Orea the spheres of influence of Divine Magic include:


  • All (those magics available to all clerics of any faith)
  • Animal (spells effecting, creating or controlling various natural creatures or duplicating their abilities)
  • Charm (as the Enchantment school of arcane magic, influencing/controlling the minds and emotions)
  • Combat (self explanatory)
  • Creation (manifesting objects, energies or beings)
  • Divination (as the arcane school, deals with the gathering of information)
  • Elemental (spells that create or effect the cardinal elements: air, earth, fire and water, often at the exclusion of others)
  • Healing (self explanatory)
  • Necromancy (like the arcane school, spells involving death and the undead)
  • Plant (spells that create or effect all manner of vegetation)
  • Protection (self-explanatory)
  • Sky (spells involving effects from the sun, the moons, stars and weather. More often than not, not all spells in the Sky sphere are available to priests of different deities. The god of the sun and the goddess of the moon, for instance, will not have the same spells available to their followers.)


All divinities offer spells from more than one sphere, though may only offer the lesser (3rd level or below) spells from spheres peripheral to the god's realm of control. Spheres which are against the tenets or dogma of a particular deity, in most cases, will not be accessible to the cleric. For specific lists of the spheres allowed by each divinity of the realms, see their entry on the Gods of Orea page.


Another facet of divine magic is the priest/priestess' power over the undead. Clerics of Good-aligned divinities channel the positive energies of their god allowing them to Turn ("force to flee") and eventually Destroy (at higher levels) certain undead and denizens of the lower planes: demons, devils, etc. collectively referred to as "negative energy" creatures.


Clerics worshipping Evil-aligned deities channel the negative energies of their god allowing them to either Rebuke ("force to cower") or Control negative energy creatures in addition to Turning or Destroying beings of the higher planes: devas, angels, etc., collectively referred to as "positive energy" creatures.


Clerics worshipping Neutral deities may chose to turn or rebuke undead but are unable to exert any influence over beings from the higher or lower planes. Neutral deities MAY, however, imbue their followers with the ability to Turn/Destroy creatures of the Elemental planes which good and evil clerics (generally) cannot effect at all. The types of creatures (amount of Hit Dice) and how they are effected are subject to and increase with the cleric's level. In the cases of certain deities, the flow of these positive or negative energies also allow the clerics other powers specific to their faith. These special powers are also detailed on the Gods of Orea page.


A final note of Divine magic is that it is dependent on the cleric's (or paladin's) good graces with their deity. Actions contrary to the dogma or alignment of the god (usually also contrary to the tenets of the religious order of that god) will, in short order, lead to the spellcaster's calls going unanswered.
 

Natural Magic

[SIZE=+1]Natural (or Cosmic or Universal or Primal) Magic[/SIZE] is the primordial power of the world of Orea itself. The residual energies of the entities Ahl and Zho (who created the world and heavens and then departed them and their creations (dragons and titans). If arcane magic is an energy that flows throughout Orea like air, and divine magic is bits of essence of the gods, then Natural or Cosmic magic is more like a radiation that eminates from, with and through everything, everyone, everywhere.

This is the magic of the Druids of Mistwood, the shamans of the Centaurs and Gorunduun, the magic power first tapped by the Shi'Staliiri elves so long ago and used by Kantiiri mystics to this day. Even the savage witch-doctors of the goblinoid races are able to harness the powers of natural magic to a greater or lesser degree.

It is the magic of the first creatures of the realms, who even came into being by and with its power, the Children of Zho (dragons) and the Children of Ahl (titans) from which all modern day Arcane magic and much ritual (arcane and divine) has descended. Called "Draconic" and "Titanic" magic respectively, these are the first and most powerful types of magic in all of Orea. They are all but completely lost to the current races of the realms save a few legendary artifacts and, of course, the Champion of Wyr known as the Dragonmage.

The casting of natural magic requires no study or books, but an innate understanding of how to raise and direct the power. This is done through a natural force of will, encouraged through rituals (in the case of shamans or mystics) from the simple to ornate and/or passed down through ancient teachings (as the druids or Shi'staliiri healers). Whether there is chanting, dancing, singing, meditation, fasting, sweating, breathing or drinking of herbal concoctions, a ritualistic weapon or sacred item (called a totem by some cultures), the methods for accessing the cosmic energy are diverse and variably effective.

Druids, as with clerics, do not need to memorize specific spells at the beginning of each day, having such command of the energies of Orea that any 1st or 2nd level spell effect (as many as their level of experience allows) is accessible to them without prior meditation. For spells 3rd level and higher, the druid does have to decide each day what she will be prepared to use. Predetermined or not, the druid must still spend the requisite time of rest and replenish his energies to be prepared for casting through his Rite of Dawn (generally accepted as 8 hours rest or sleep, 1 hour rite/meditation)

Still others are able to generate arcane or divine spell effects without any arcane magic study or training at all. Among most of races of the realms, these spell users are collectively known as Mystics. They instinctively weave the magic as they please (and are capable of) as is the case among the Shi'Staliiri elves (specifically of Eres'kae Arabredaeras and Darathas -House Spellweaver and House Healer, respectively), and the shamans of Kantiiri elf and is rumored to be prevalent among the Zepharim and the Haindaun.
 

The Magi & Magical Organizations of Note

Archmagus Imperius, Dalum Suth
Dalum Suth is the 306th Emperor of R'Hath descended from the founding arch-mage and original "High-Mage of R'Hath", Nator. His titles include: Primagus of the Principality of Nator, Magelord of New Enchans, High-prince of Invono and (the big one) Archmagus Imperius of all R'Hath. He resides in the great city-palace of New Enchans (also originally founded and built by Nator), in the northeastern region of the principalities. The lands for miles south and west are lush gardens, fruitful groves and farmlands called "the Gardens of Nator". The health and beauty of the gardens are said to be in direct correlation with the health and power of the emperor. Further north and east of the palace, the realm is harsh and dark, storm-riddled and inhospitable. It is said that these are the lands of dark forces of magic that are held at bay, again, by the health and power of the emperor. Dalum Suth is considered (almost unanimously) to be the most powerful wizard in the whole world.

Car'Tyr
"The Wind Wizard", Car’Tyr, is one of the greatest mages known to exist outside of the Principalities of R’Hath. Stories of “The Wind Wizard” stretch back several generations. In reality, Car’Tyr is not the first mage to bare this title, though common folktales tell as if he were. Car’Tyr was a student of magic with Arganor, with the former Dragonmage (Montor & Malac’s grandfather). He appears to be half-elvin, with slanted grey eyes, slightly pointed ears, strong handsome features, and an impressive physique for one of his reputed age. The stronghold of the Wind Wizard is high in the northern peaks of the Daegun mountains keeping an “eagle’s eye” out for evil in the realms, specifically the broken lands of Thole. He is attended by a small army of zepharim and some of the ShïCynallae elves who inhabit the valley below his lofty stronghold. One of these is Thillian, his apprentice and herald, who is sent on errand by Car’Tyr throughout the realms, sometimes as messenger, sometimes as champion.

The Dragonmage
Once per generation in among the descendants of Keth, a "true" Dragonmage is born. Magical defender of the realms of Orea from the forces of evil. The Dragonmage is capable of summoning, channeling and utilizing the powerful energies of draconic magic bestowed upon him/her by the ancient dragons of Wyr. These energies may be used to produce effects greater than almost any known practitioner of the arcane arts. The Dragonmage is also the recipient and wielder of the Staff of Wyr, whose full power only the Dragonmage may comprehend and summon effectively.

The Order of the Emerald Tear
This is the pseudo-religious society of those who possess psionic powers. It is believed that they have been touched by the god Sorilorr, the All-Knowing. While in some parts of Orea, members of the Order are highly prized for their unique insights and counsel, in many parts they are feared, even persecuted for their powers. Wizards of R’Hath, in particular, seek out initiates as subjects for research to understand their powers which they believe to be a unique personal form of magic that must be studied, harnessed, and ultimately mastered by them. It is a prospect that members of the Order are taught very early to avoid at all costs. Those mages from R'Hath who themselves possess psionic abilities are careful to keep their powers hidden. The whereabouts of the Emerald Tear’s fabled crystalline tower is known only to initiated members of the Order. While it is not known how many of the order there actually are, it is known that they seek out others who possess the powers of the mind to help them understand, train, master, and expand their powers. The head of the Order is currently Krellen Kar Meorl, a clairvoyant of astounding power who is known to have lent his counsel to the lords of many realms.

The Fellowship of Alkari
After the creation of the realms of R'Hath, when the five founding arch-magi were satisfied and the preservation of magic had been secured, the founder, Alkari "The Wanderer" returned to the outside realms of men and elves in the ending days of the Mage Wars. It was Alkari's belief and hope to instruct others still outside of R'Hath so that the traditions of the master/apprentice ways would not be lost.


So it was that centuries later, when the mages of R'Hath again forrayed into the realms outside their magic land to gain profit and power by offering their magical services and expertise to any who could afford them, they chose the name of the wandering founder for their guild. The Fellowship of Alkari is based out of Flin in R’Hath with towers in most major cities, including Hawkview, Andril, Threeways, Talas Eoril, Brightmoon, and Bluside. There is a guild tower near Sanctum and one on the outskirts of the land of Talas Isthian in Mostrial. The facilities vary from city to city but most possess fundamental supplies and information that are available to traveling guild members and non-guild mages for a price. The chief mission of the guild is training and tutelage in the sorcerous arts though outside of R’Hath, most magic-users have returned to classic master-apprentice teaching...no doubt preserved by Alkari's original efforts. The current head of the guild is Orsebin of Flin. He is much respected as a knowledgable and fair administrator (and capable wizard) among the mages of R'Hath, though he would not be considered among the very powerful of Orea.

Krellan Kar Meorl
Krellan Kar Meorl is a half-elvin male from the southern realm of Mostrial. He is, and has been for more than a century, the head of the Order of the Emerald Tear. He has gained some infamy due to the fact that his father was one of the ShïStaliir. It is the high blood of his lineage that is also credited with Krellan’s formidable mental powers. Krellan was called to the Order at a relatively young age. His ability to sense and see through time and space is highly prized and finely honed. However, Krellan spends most of his time in the Order’s secret stronghold overseeing the administration and training of those touched by the Emerald Tear.

The Magelords of R'Hath
The Principalities of R'Hath are separated into 4 realms named for the Founders of R'Hath. Each of these realms is ruled by a "Primagus" (literally "First Mage"). Within these realms are smaller territories holding allegiance to the Primagus. These territories are ruled by mage-princes who command varying sized lands, armies, magical power and authority but are still "princes" of their realms. Of course all of the lords and princes of R'Hath are beholden to the Archmagus Imperius. The primary Magelords of R'Hath are:

  • Gorum Thesundar, Primagus of Krallia and Magelord of Ablidon with 22 other mage-princes under his rule.
  • Enirius Zarcha, Primagus of Zarcha and Magelord of Sorcerel with 7 other mage-princes under his rule.
  • Tralla "the Gold", Primagus of Serion and Ladymagess of Flin with 15 other mage-princes under her rule.
  • in the Principality of Nator, the Archmagus' own, there are 30 of the most esteemed houses (though still less powerful than the 3 Primagi) in R'Hath.
The Oracles of Andril
Believed by some to be goddesses themselves, daughters of Sorilorr or Manat. Legend says that they were three sister sorceresses who achieved such power that they could rival the gods themselves. To appease (or punish) them, they were gifted by the elder gods with immortality. While they have the power to go anywhere, they eventually chose to reside along the south eastern coast of Orea. In time, the great city of Andril rose around them and remained a “freecity” throughout the ages due to their influence (or fear thereof). Generally, the Oracles keep to themselves and have their own agenda. What that agenda could possibly be cannot begin to be guessed. The number of people that have been admitted entrance to their tower in the heart of Andril is few indeed. The number who have received an actual audience is even fewer. It is said the Oracles appear as three young women, seemingly in their twenties, untouched by age. One with red hair, one blond, and one black.

Selara, Witch-Queen of Dunsmoor
The Witch-Queen of Dunsmoor is a magess of immense power. Outside of R’Hath, and possibly within, she is the most powerful female magic-user in the realms and one of the only in all of Orea who is a true match for the Dragonmage. She is a very attractive woman, like her sister, Rhea the Lady of the Emerald Tear. Selara has ebon black hair and large dark eyes. Also like her sister, Selara possesses acute psionic powers to compliment her formidable magical ability. Most of Selara’s reputation is due to her possession of one of the fabled Staves of Nator, the Staff of Fire. This single item keeps most of Dunsmoor’s neighbors at bay, regardless of the infractions made on their lands.

Selara claims rulership, and is recognized across Orea as “queen” over a large territory, formerly a section of Denil, called Dunsmoor. Her stronghold is an ancient fortress set at the base of the Dragonreach mountains. Most of the territory is treacherous marshland filled with dangerous denizens. Selara is attended, and worshipped as a goddess, by the lizardmen that inhabit the swamps surrounding her fortress. Also in her service are various goblinoids from the hills and mountains that delight in raiding the surrounding realms of Grinlia.

Stelak has entreated Selara’s aid in the past for their common goal of the destruction of the Dragonmage. However, Selara’s reasons, plans, and interests are her own, not to be commanded by anyone. Still Selara holds a certain respect for the ambitious and not unattractive young warlord.

The Wizard of Towerton, Urellon
While it’s believed by many that the current resident of the floating tower of Towerton is the original mage that created the hovering fortress, several wizards have kept residence there over the ages. The current Wizard of Towerton happens to be a wizard of some power named Urellon. He is somewhat reclusive, but he and/or his apprentice, Torin, make semi-regular appearances in and around the town. He appears, as you would think, an elderly man with a thick white beard, clothed in robes emblazoned with arcane symbols, using a gnarled staff carved with more symbols. Urellon is known and respected by many of the other great mages of Orea. He holds a bitter grudge against the Witch-queen of Dunsmoor, who was once his pupil.
 

The Holies & Religious Organizations of note

The Ancient Order of Mistwood
From the beginning of history, in the days before the Godswar, Mistwood has been the first and largest of the druid holds. The druids of Mistwood have been the watchers and keepers of balance in the undying battle of good and evil since before the Age of Order. They are governed by the mysterious council known as the Grove and led by the enigmatic “Lord of Oaks.” Throughout history, most contact with members of the Ancient Order comes from “The Mouth of Mistwood,” a particular druid whose role it is to speak for the Grove in the lands of Men.

The Ancient Order has spread across Orea in various sacred woods and other natural places. Their largest, most well known holdings are Mistwood (currently in the Freelands but considered part of Mostrial for countless centuries), Starglen in Grinlia (kept by the Lord or Lady of Birch), and Moonglade in R’Hath (kept by the Lord or Lady of Ash). But other than the "Mouth Of Mistwood" and the aforementioned lords of the major druid woods, only the Keeper of Ef'Thriel (the Lord or Lady of Rowan) is known in common lore. Generally unconcerned with the affairs of the lands of Men and their gods, the druidic order has played an important role in some of the pivotal moments in Orean history.

The Grove
The ruling council of the druids of Orea. The Grove consists of 13 of the most powerful druids in Orea, headed by the Lord of Oaks. They are stationed throughout Orea at the most powerful/sacred natural places watched and protected by the Ancient Order. When called, the Grove convenes at their ancient meeting ground deep within the forest hold of Mistwood. While so little is known of the Druids of Mistwood, an accurate list of the Grove membership has been gathered over the ages. This includes the Lords and/or Ladies of: Birch (Keeper of Starglen), Ash (Keeper of Moonglade), Rowan (Keeper of Ef'Thriel), Aspen, Elm, Fir, Willow, Blackthorn, Alder, Ivy, Yew and Apple. It is not known necessarily who stands where in the order's hierarchy (if any), only that all defer to the Lord of Oaks.

The Brotherhood of the Rising Moon
High in the northern reaches of the Dragonreach mountains on a secluded peak(or in a hidden valley) is the monastery of the Brotherhood of the Rising Moon. The scribe-monks there are said to have some profound connection with their deity and are granted knowledge beyond any other mortal men, all of which they record. They possess the largest library in the realms of the west, surpassing the great library of Sanctum and possibly even the libraries of R’Hath. The monastery is sought out by mages, sages, priests of all faiths, and other knowledge seekers from all over the world for answers to questions from the trivial to the most arcane. The answers are available for all if you can survive the perilous journey to and find the mystic temple.

Corandralla
Corandralla is currently the high-priestess of the Witch-priests of Manat, goddess of magic. While she almost never leaves the temple, located on a lone plateau to the east of the Zarcha mountains in R’Hath, she is a force to be reckoned with. Keeping a mystic eye on the magical goings-on across the whole of Orea. The combination of sorcery and divine magics that the witch-priests utilize make Corandralla among the most powerful spellcasters in all of Orea, if not the most powerful. Her counsel and wisdom is sought by the Magelords of the Principalities on a regular basis, and oftentimes from rulers beyond R’Hath. The followers of Manat have long been friendly with the lords of Daenfrii. Conandralla, herself, was a student of Montor’s grandfather, alongside Arganor and Car’tyr, and was very close with the prince of Daenfrii’s mother.


Ellshor Veron
Ellshor Veron is "Cleris Suprima" of Grinlia, the highest religious figure in the realms. High-priest of the temple of Astar, Lord of Sanctum and religious advisor to Her Majesty's court in Aberol. Considered to be the most powerful cleric on Orea and, by many, the most powerful person politically (second only to the queen, herself) in all of Grinlia.

The Sorarynae
The Sorarynae, elvish for "Golden Stags", are an order of elite mystic elf warriors from the realms of the Miralostae. They are the wooded kingdom's sacred protectors combining highly developed senses and communion with the natural world, acute martial prowess and a variety of mystical abilities.

Though their abilities in the ways of the wood are unmatched, they are highly virtuous and honorable in all they do, seeming more paladin than ranger. The Sorarynae are able to harness and channel the energy of the natural world around them to varying effects. Their mystic abilities to speak with and control woodland creatures and natural surroundings seem more druidic in nature than sorcerous, though their skills are not known or taught by those of the Ancient Order. The more experienced among the soraryn have also been known to demonstrate psionic abilities. They are extremely skilled (even among their own kind) with sword and bow, but are best known for the use of their "syplarith", a sacred weapon that is an elegant combination of staff, spear and bow. Only a soraryn may properly wield a syplarith.

Those of the Sorarynae are held in high esteem in the eyes of their kinsmen and are usually found accompanying elvin royalty or other Miralostae of importance as guardians and/or mentors. They are unyielding in the defense of their homeland but will sometimes be found outside the Miralostae realms on quests of grave importance for their order or the Miralosta king. Initiates to the order are more often sought out than merely accepted eager applicants, but there are some (though not many) who come unbidden who are able to master the secret ways of the Golden Stags.

The Witch-Priests of Manat
The order of worshippers of the goddess of magic, Manat, are among the most respected (and feared) spellcasters on Orea. Their combination of the spiritual magics of prayer and the sorcerous arts of study make even the lowest novice extremely potent. Thankfully, they are primarily concerned with the furthering of their understanding and use of magic, studying the magic of the world, and of course, the will of their goddess.

Their temple is located on/in a lone plateau at the foot of the Zarchan mountains at the western edge of R’Hath. There, deep within and heavily guarded lies one of Orea’s greatest treasures, Alkari’s Endless Tome. The ancient arch-mage Alkari was a greatly devout practitioner of the mystic arts and is credited with founding the temple of Manat where the Witch-Priests now reside, train, study, and worship.

Witch-priests of Manat are easily recognized by the blue five pointed star that is tattooed across their face creating a sort of "mask" effect (the side points crossing over the eyes, the bottom points extending down to the cheeks and the top point going up the forehead to the hairline or crown of the head). The current head of the order, and arguably the most powerful spellcaster on Orea, is named Corandralla.
 

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