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<blockquote data-quote="steeldragons" data-source="post: 7299705" data-attributes="member: 92511"><p>The World of Orea is a homebrew setting evolved through decades of development and play. </p><p></p><p>The known continent is home to at least a half dozen distinct and varied human cultures and realms. Multiple known (and a few yet unknown or believed myth) demihuman and humanoid realms of various size political and military power and/or threat. Analogues of most fantastical realms are to be found from Arthurian romantic chivalry to the mystic lands of the wizard-emperor, the wild north of the barbarian clans to the tropical south of the remnant-empire of dark-skinned mariners, Celtic-style verdant dwindling realm of elf-descended noble lords to the pharaonic Mesopotamian-style ziggurat-cities of sorcerer-sultans who rule the hidden trade routes of the shifting sands. </p><p></p><p>In addition to multiple thousands of miles of coastlines, mountains, forests, pastoral fields and hills with spired citadels, ancestral fortresses, and cosmopolitan centers of trade and arcanademic advancement, the continent houses a massive desert, desolate wastelands, and dark cursed realms long abandoned to evil. </p><p></p><p>Orea is home to layer upon layer of lost, forgotten, and/or legendary treasures and dangers built up over its long history of ancient kingdoms and empires of dragons, titans/giants, elves, dwarves, monsters, and men. The rise and fall of creatures of dazzling ferocity and heroes of terrible beauty have filled the Histories (with great sections lost or incomplete) for millennia.</p><p></p><p>From the failing monarchies to rising republics, corrupted temple hierarchies to ascendant cult movements, village elders, local mayors or cruel feudal lords, ruthless merchant guilds, and mysterious mage councils, just about any form of government can be found with any level of intrigue or politics needed or desired. </p><p></p><p>While there is a lot of magic and "high fantasy" elements, it falls short of the "magi-tech" commonality of, say, an Eberron or the "magic item shop" style of play. The very powerful stuff (and persons) are generally few and far between, known through reputation or infamy -if not legend or song, and/or kept well-hidden and/or guarded. Certain realms and areas of the continent are more or less magical than others and the great desert, in particular, is a region known for the erratic or unstable nature of the magic that fills it. </p><p></p><p>In addition to the 6 or 8 human cultures, there are significant numbers -if not separate realms/population centers for: elf, dwarf, daelvar (Orean halflings). Followed by a suitable commonality (enough to allow for PCs) of gnomes, half-elves, and centaurs. With rarities or singular known areas of (sometimes allowed): winged humanoids, werebears, grassland roaming felinoids, or sprites. </p><p></p><p>A pantheon of deities spanning generations of divine entities [currently ruled by Astar, the Celestial Sovereign, god of civilization, light, and the forces of Good and Order] oversees the smooth functioning and general protection of the cosmological and physical elements and ideals of Orea's existence, but is divinely prohibited from direct involvement or manifestation. Naturally, a cadre of evil deities [under the control, direction, or begrudgingly accepted "rule" of Karos, the Chaosbringer, god of destruction, demons, and the forces of Evil and Chaos] are always looking for -and finding- loopholes through which to infiltrate the world for their own nefarious motives.</p><p></p><p>Adventure, fame, and riches on as large or small a scale as you wish, renown and heroism in the local, regional, or global [or interplanar] realms is yours for the taking...if you can survive the World of Orea.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7299705, member: 92511"] The World of Orea is a homebrew setting evolved through decades of development and play. The known continent is home to at least a half dozen distinct and varied human cultures and realms. Multiple known (and a few yet unknown or believed myth) demihuman and humanoid realms of various size political and military power and/or threat. Analogues of most fantastical realms are to be found from Arthurian romantic chivalry to the mystic lands of the wizard-emperor, the wild north of the barbarian clans to the tropical south of the remnant-empire of dark-skinned mariners, Celtic-style verdant dwindling realm of elf-descended noble lords to the pharaonic Mesopotamian-style ziggurat-cities of sorcerer-sultans who rule the hidden trade routes of the shifting sands. In addition to multiple thousands of miles of coastlines, mountains, forests, pastoral fields and hills with spired citadels, ancestral fortresses, and cosmopolitan centers of trade and arcanademic advancement, the continent houses a massive desert, desolate wastelands, and dark cursed realms long abandoned to evil. Orea is home to layer upon layer of lost, forgotten, and/or legendary treasures and dangers built up over its long history of ancient kingdoms and empires of dragons, titans/giants, elves, dwarves, monsters, and men. The rise and fall of creatures of dazzling ferocity and heroes of terrible beauty have filled the Histories (with great sections lost or incomplete) for millennia. From the failing monarchies to rising republics, corrupted temple hierarchies to ascendant cult movements, village elders, local mayors or cruel feudal lords, ruthless merchant guilds, and mysterious mage councils, just about any form of government can be found with any level of intrigue or politics needed or desired. While there is a lot of magic and "high fantasy" elements, it falls short of the "magi-tech" commonality of, say, an Eberron or the "magic item shop" style of play. The very powerful stuff (and persons) are generally few and far between, known through reputation or infamy -if not legend or song, and/or kept well-hidden and/or guarded. Certain realms and areas of the continent are more or less magical than others and the great desert, in particular, is a region known for the erratic or unstable nature of the magic that fills it. In addition to the 6 or 8 human cultures, there are significant numbers -if not separate realms/population centers for: elf, dwarf, daelvar (Orean halflings). Followed by a suitable commonality (enough to allow for PCs) of gnomes, half-elves, and centaurs. With rarities or singular known areas of (sometimes allowed): winged humanoids, werebears, grassland roaming felinoids, or sprites. A pantheon of deities spanning generations of divine entities [currently ruled by Astar, the Celestial Sovereign, god of civilization, light, and the forces of Good and Order] oversees the smooth functioning and general protection of the cosmological and physical elements and ideals of Orea's existence, but is divinely prohibited from direct involvement or manifestation. Naturally, a cadre of evil deities [under the control, direction, or begrudgingly accepted "rule" of Karos, the Chaosbringer, god of destruction, demons, and the forces of Evil and Chaos] are always looking for -and finding- loopholes through which to infiltrate the world for their own nefarious motives. Adventure, fame, and riches on as large or small a scale as you wish, renown and heroism in the local, regional, or global [or interplanar] realms is yours for the taking...if you can survive the World of Orea. [/QUOTE]
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