I am enjoying your posts, thank you for telling us about it.
Well, thank you for the thread to spark all of this up again. hahaha.
Let's see what I can pull out of ye olde Steeldragons' Bag o' Orean Stuff for you today...Where were we? hmmm. Let's really try to get political geography out of the way and then move on to some more fun things (like past and present adventuring locales, Big Bads, and campaign/adventuring companies.
Steelddragons' World of Orea: Regions & Nations (hopefully the final installment thereof), PART IV (is it?)
MOVING ON from the sprawling seat of just young human kingdom of Grinlia, we shift east into the inhospitable north [at least the most northerly any humans have ever explored or settled.

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Gorundu: Similarly sized -at least for rough square miles- to the Arm of Tyris, this region is called by most learned of the realms by its indigenous name, the Gorundu. Endless tracks of wilds, icy moors, wooded and rocky hills, and rolling and sloping tundra that sprawls from the eastern edges of Grinlia's Barony of Farreach, nearly half the continent across to the Emerald Sea in the east. From the jagged, ice-capped and impassable, Worldcrest mountains in the north to the very edges of the elfin realm of Miralosta along most of its south. It is also the ancestral home to roughly a dozen or so (currently remaining) clans of the rugged light haired and eyes northmen, collectively called the "Gorunduun." Known through most of the civilized west and south as "barbarians." Each clan is bound and hold some mythologic tie to a totem animal that defines the barbarian and his/her clan's specific culture. At last tally, the most commonly known barbarian clans included: the Lion ("Luun"), the Bear ("G'Ruun"), the Stag ("Kabu"), the Eagle ("Z'chee"), the Wolf ("Wuul"), and the Dragon/Serpent ("Ch'ruun"). Other clans heard of in tales or through interactions with these larger/more commonly encountered clans include the Fox, Raven, Whale-Seal (two small clans on the verge of extinction who allied forces and families many decades ago, so are now considered a single clan), Bull/Ox, and the much-rumored in fearful whisper (apparently more feared than even the marauding Dragon clan) clan of the Blood Vole.
Aside from the barbarians who have mostly given up their raiding and pillaging ways for a more stable-farming and trade-based existence (though still feared across the known realms for their prowess and ferocity in battle -and rightly so) the Gorundu in a harsh and unforgiving landscape. Home to a number of natural predators, including the giant Wul'ruun ("dragon-" or "demon-wolves"), sabre-toothed lions, brown bears and white bears, and the deadly "killer ice worms," the Gorundu's sheer massive area conceals any number of cold-based monstrosities. Among its more commonly found foes are hordes of blue orcs from the lower Worldcrest, the occasional pack of [vaguely more than wolf-pack mentality/intelligence] white dragons, ice trolls and hags, and frost giants. The eastern coast, along the green-iced flows and bergs that make up the Emerald Sea, also plays home to a plethora of arctic aquatic threats.
Among the Gorundu's less deadly inhabitants, if the legends are to be believed, are the helpful but elusive "ice dwarves," the Korokun, and small tribes of wild-but-kind Kantiiri adapted to the terrain, commonly (and disdainfully by the barbarians) called "snow elves." The hills surrounding an ancient mile-long mound crowned by a circular monolithic structure, the Solumen Stones, is a sacred holding for the druids of Mistwood and considered holy ground -no fighting/bloodshed by honorable warriors- to all Grounduun clans (though the barbarians rely on their individual clan shamans for their rites and rituals, and do not follow the druidic religion). Assistance and rest may be found, though is rarely "offered," there. Of no concern to the sorcery-averse barbarians, but still fabled across the realms and for some reason enough (if not the only reason) to traverse these death-trap wilds, is a locale of unmatched mythical power. High in the Worldcrest mountains, in a hidden valley at the very pinnacle of the world, is rumored to be the last bastion of the great wyrms of ancient days, protective and helpful, the last [and only] font of true dragon magic, the Tower of Wyr.
R'Hath: the Mage-lands of the east, behind their wall of the treacherous and warded Zarchan Mountains, across the Emerald Sea from Gorundu, the penninsula "empire" was carved out, planned and protected by an originating "Founding Five" of the most powerful magic-users of that age from across the world, to escape persecution from the then-empowered servants of the newly triumphant deities [the current pantheon], the Zealotry. From these founders; Alkari the Wanderer, the sorceress Krallia of Tanku, Serion the Green, Zarcha Tam (of Thel), and the Archmage Nator, five provinces (named for each founder) were shaped in their founder's respective vision. Magic-using persons and creatures from across the realms emigrated to R'Hath to form the most magical (and magically adept) of all of Orea's realms. To this day, nearly every aspiring mage from across the known world will make a pilgrimage to R'Hath, at least once in the lifetime, to further their Craft. In R'Hath are to be found the collected and ever-expanding knowledge of the world of Orea with sages, specialists, and archivists on every topic from Astral Projection to Zooplanar Morphology, schools and mentors of all manner of wizarding styles on any and all sorcerous topics.
But foremost, R'Hath is the home to the sacred (to R'Hathi mages) Halls of Arkanademia, the nine schools of categories of arcane magic -eight specialties and the "typical/normal generalist" mage who studies and practices all. The latter, within R'Hath is a fading trend, with individuals striving to prove their expertise in ever more narrow terms. General mages are still found and taught in the traditional master/apprentice relationship. Outside of R'Hath, in fact, this is almost universally the case. Specialists, in nearly all cases, from all across the realms must at some point make their way to R'Hath and pass entry and graduate with their respective colored stole for their respective school of specialty.
Unsurprisingly, R'Hath is home to a variety of magical creatures and beings not to be found indigenous to any other realm of Orea, along with notable populations of all magic-using species (elves, gnomes, zepharim, etc...) that might be somewhat scarce in other parts of the world. One of the realm's greatest claims to fame is the temple-academy of the goddess of magic, the Witch-Priests of Manat, readily identified wherever they go by the five-pointed star tattooed in blue across the eyes and face, like a mask. Viewed with respect, and perhaps a bit fear, by other spell-casters, the Witch-pirests are among Orea's only thaumaturgists capable of wielding both the cosmic energies of Arcane magic and the godly essences of Divine magic. R'hath also is home to the worldwide mage's guild organization, the Fellowship of Alkari. It's primary administrative center found in the province of Serion in Flin, the "City of Scrolls." The Fellowship boasts guild-towers and facilities (for members only, of course) in several of Orea's greater cities, including Brightmoon and Aberol in Grinlia, nearly every city through the Freelands, and Talas Isthian. Obviously, Orea's mages' guild is not to be found in any of the island kingdoms as the study and practice of arcane sorcery is still forbidden there, to this day. The third largest of Mistwood's druidic holdings, Moonglade, is found buffering the provinces of Krallia and Zarcha, along the realm's southwestern coast on Whitegull Bay.
The endless tiers of hierarchy among the wizard-families and magic-using nobles are enough to make the most learned sage's head spin. Families are ever-vying for prominence and favor in the eyes of their respective provincial/regional rulers, the Primagi (pl.), and within the court of their Magus Imperius, Dalum Suth, Emperor of R'Hath, the presumed [debatable] most powerful magic-worker in Orea. Courtly intrigue abounds, mysteries to be solved, and long forgotten secrets to be found...with magics of all kinds to make it that much more difficult and deadly.
Alright, this is already taking too long...
Tanku (a.k.a. "the United Island Kingdoms of Tanku"): a large series of islands in the southeastern waters of the Irionic Ocean and South Sea. Innumerable smaller islands are allied with the three major independent kingdoms of Olba, Dalramii, Umduppo, and the largest and most powerful, Tanku (proper). These are the remains of the formerly vast empire of the dark-skinned Tanku that made war against the vile and wicked pale-skinned Selurians in what the Histories term "the Thousand Years War" that culminated in the catastrophe of the Godswar, the destruction and reshaping of the known realms. So, now, the devoted and [decimated but] victorious Tankuuns maintain these few hundreds of miles island realms, mostly sub-tropical to tropical paradises. Think, like, a combo of African tribes/cultures mixed with Indonesian and Polynesian cultures...with more advanced/sophisticated sailing ships and bustling marine trade. The Tankuun are fabled to be able to speak to and "hear" the waters over which they now hold dominance. All reverence and devotion are granted the Gods of Men, but of particular importance to their culture are Tyris (not surpirsingly), Irion, and Astar. The study or practice of arcane magic is strictly forbidden - viewed as inherently evil and demon-worship, as the Selurians are historically reputed to be exceptionally wicked sorcerers and alchemists - under pain of death.
Thel, a.k.a. Thelitia, the Desert Empire, a.k.a. the Lost Sands of Thel: where the cataclysm of the Godswar was wrought worst was the once verdant province in what was then the eastern region of the Selurian Empire, called Thole. Their great cities and war machines blasted into into dust and ash, leaving a broken scarred land of razor-sharp peaks, surrounded by a "fallout" desert of ever-shifting sands and nearly uncontrollable magic. The native tribes of the region, who call themselves the Thel, suffered greatly at the hands of the Selurians and Tankuuns, used as mercenaries and/or slaves by both sides of the conflict. Following the Godswar, what little the Thel possessed that was their own (or had been earned or stolen from their oppressors) was annihilated. In the Lost Age that followed the Godswar, a prophecy of the Thel was fulfilled and an emissary of the Sky King (an aspect of Astar), whom the Thel call "Arsha," came to the mortal plane and led the Thel to an oasis of magic and bounty. This immortal emissary is called -in Thelic- "the Shadarsha." That oasis became the beacon for all Thel peoples. The tiered garden-city of Ararshan (and its famed gladiatorial arenas) grew around the massive pyramid palace of the Shadarsha [still alleged to be the original immortal divine being, in residence] to become the literal and spiritual center of the Thel people, their empire of sorcerer-emirs, gladiator slave-trade, and traveling merchants (and slavers). Outside of the few commercial centers around the edges of the sea of deserts encompassing most of the center of the Orean continent, the dunes themselves are home to all manner of bizarre and fantastic creatures, lost Selurian ruins and artifacts, packs of savage demon-worshiping Grorn beastmen, and much much worse. Magic within the desert is unpredictable and dangerous for all except those of Thel heritage, those trained in the Thelish ways of sorcery (which is practically never done/shared with a non-Thel).
Daenfrii: independent realm roughly the size of Great Britain, the Vale of the Dragonmage, the Heir of Wyr, magical defender of the world. For 15 generations, almost 300 years (the first appearing during the Scourge Wars), the family of the original Dragonmage claimed this land as their own at the end of the Scourge War. Given the then Dragonmage, Keth, close friendship to the newfounded King of Grinlia, Elibon, this territory was freely granted and has never been earnestly threatened or disputed from without, though does fall -from time to time- under external magical or extraplanar threat given the centuries of magical enemies and supernatural beings the Dragonmage, in their very duty, has come into conflict with and tasked to thwart/defeat. Daenfrii abuts the Zarchan Mountains in the east and Miralosta in the west, grazing the Gorundu at its north and the river D'Evand to its south, giving way to the great Feldmere swamp and the Laklans, beyond. A realm of fertile valleys and gently rolling hills is a land of pastoral and sylvan beauty, and no small amount of magic. The current Dragonmage-apparent (and his warrior brother) began, some years ago, an organization of determined and singularly talented adventurers to seek out and report (and theoretically, defeat!) any grave/growing evils or magical anomalies that might arise. This group has grown and spread in both size and reputation across many of Orea's lands, with chapters and agents in many, as champions of Good and heroes of the highest caliber. They are known as "The Steel Dragons."
