Post by The Dungeon Master on Aug 15, 2013 14:25:20 GMT -5
Things everybody knows
Eastern Oerik in relation to the whole Oerth & the heavenly bodies.
As is obvious, the Oerik continent is the major center of the world, and the eastern portion, the Flanaess, is the center of enlightened humanity. Oerth has four great continents and countless islands, and four great oceans and countless seas, which surround these bodies of land. Little is known about the lands of the western portion of Oerik, less still about the savage inhabitants of the other continents, but such knowledge is, of course, of little use anyway and of no importance to humanity. The heavens are far more important and interesting. We must study the stars, those which wander and those which are fixed, to properly understand Astrology. The sun travels once around Oerth in 364 days, visiting the 12 lairs of the zodiac in an appointed round which never varies. The Great Moon (Luna) waxes and wanes in fixed cycles of 28 days each, upon which our months are based; while the Handmaiden (Celene, the small aquamarine satellite) follows a path which shows Her in full beauty but four times each year, thus showing us the time for our festivals. When both Mistress and Handmaiden are full, things of great portent are likely to occur, depending on the positions of the five wandering stars in the Lairs, naturally.
Days and Months of the Year. The Flan standard week of seven days has the following days:
Starday – Work
Sunday – Work
Moonday – Work
Godsday – Worship
Waterday – Work
Earthday – Work
Freeday – Rest
The Dozenmonth of the moon and the Four Festivals are:
Common
Olven
Nomads
Season
Needfest
Festival
Fireseek
Diamondice
Tiger
Winter
Readying
Yellowillow
Bear
Spring
Coldeven
Snowflowers
Lion
Spring
Growfest
Festival
Planting
Blossoms
Frog
Low Summer
Flocktime
Violets
Turtle
Low Summer
Wealsun
Berrytime
Fox
Low Summer
Richfest
Midsummer Festival
Reaping
Goldfields
Snake
High Summer
Goodmonth
Sunflowers
Boar
High Summer
Harvester
Fruitfall
Squirrel
High Summer
Brewfest
Festival
Patchwall
Brightleaf
Hare
Autumn
Ready’reat
Tinklingice
Hawk
Autumn
Sunsebb
Lacysnows
Wolf
Winter
Events
Needfest, Godsday 4th, Midwinter Night – the Dark Time or the Dim Nights, only Celene appears (a time of superstition to many peasants)
Readying 11th – Great Moon’s Glory, Luna is full but Celene is new
Richfest 4th, Midsummer Night – Druids gather mistletoe, both Celene and Luna are full, and at midnight, Celene eclipses Luna
Goodmonth 11th – Both moons are new. This is always a Godsday. Called the Dark Night, Black Night or Star Night. Many ordinary folk light all night bonfires.
Patchwall 18th - Wiccrhys. Originally celebrated as Samhain ("Oidche Samha") Or All Hallows Eve in Geoff, the Ulek states, and Druidic areas. The borders of the spirit world grow thin this night, so people traditionally dress as spirits and cavort all night as fairies are always depicted as doing. The hope is that true spirits will not recognize them as mortal and thus not harm them. 'Soulcakes' are begged of passerby, and some larger cities also have a great mummers' play in which everybody dies at the end but then resurrect themselves. Persons being raised from the dead on this night receive a +20% bonus to their survival rolls, but evil is also strengthened. Aside from the obvious danger of summoned fiends et. al., saves vs. spells from any evil caster are at -2.
Climate And Seasons. The Flanaess is particularly blessed in regards to its weather. Except in the northern latitudes, the winter temperatures seldom dip below freezing except during the two winter months, and at night during early spring and late autumn. In the depths of winter, there will be a few days when the temperature reaches 0, and then gradual warming begins. The northeast and central northern regions tend to be considerably colder, as the sea of those regions causes winter to linger about twice as long. An important exception to this is the Drawmidj Ocean; its warm currents tend to moderate the climate of the lands which border it, to a degree similar to several latitudes farther south. Both spring and autumn are protracted seasons, by and large. Summer in the central lands of Oerik lasts five or more months.
Prevailing winds tend to be from the northeast in the winter and autumn, from the east and southeast in other times. The wintry north wind is often called “Telchur’s Breath” after the Oeridian god of the north, and the spring wind from the esat is called “Atroa’s laugh”, for the Oeridian goddess of the east and springtime. Mountain ranges and the like may alter this. Most areas of the Flanaess have sufficient rainfall to assure abundant crops.
Population Distribution
In most states, the majority of the population is centered round the capital city and the other large urban areas of the state. Similarly, most population density occurs in the midlands of an area, with decreasing density as the border is neared.
Small towns, Villages, et. Al.
Communities are nearly always located on a waterway, road or coast (lake or sea). Some small settlements occur in wilderness areas where some produce, resource, or the like, gives a reason for habitation. These communities are most thickly scattered in agricultural areas.
Fortifications
Forts and castles are generally found as the seat of aristocratic power or as protection against hostile incursion. Therefore, there will be several types of fortifications within a state – those of a ruler, those of his/her liegemen, and military forts built to protect coasts or borders. There are also the fortified places built by independent nobles, petty lords, bandits, and so forth. These occur in borderlands, unclaimed areas, and other out-of-the way locales.
It is safe to assume that one will encounter some form of habitation or stronghold in any given area of 100 square leagues, provided the place is relatively fertile and flat. The harsher the terrain, the less the likelihood of discovering habitation, although robber forts and the castles of petty aristocrats might well be found in such areas.
Distribution of humanoids
The various races of humanoids have generally been driven into the least favorable areas-mountains, barrens, marshes, swamps and forest. From time to time groups of humanoids band together and attempt to retake areas of better land. This occurred in the Pomarj and Bone March. A similar attempt is now taking shape in the area of Furyondy and Highfolk.
Only Iuz, the Horned Society, and portions of the Great Kingdom allow the more civilized humanoids to dwell amongst the humanfolk, at least to any large scale. The large free cities are also known to allow various sorts of humanoids free access to their precincts.
Land Communications
There are roads between major cities in each state. The general condition of these highways depends upon the particular state, but most are fairly broad and well-kept. These roads continue through border areas where trade routes exist.
A secondary system of poor roads and cart racks connects the small towns and border forts to the main traffic arteries. Roads of this nature are usually the only links between most states. There are notable exceptions, such as in the Ulek States, the two Urnst states, Furyondy and Veluna, and Keoghland and Gran March.
Maintenance of thoroughfares is by political subdivisions and communities. In certain areas travelers pay a toll for road usage, and a portion of this fee is used to maintain the road.
Characteristics of the Races inhabiting the Flanaess
There are few pure racial groups extant on the Flanaess, save perhaps at the fringe areas of the continent. Of course, the races of demi-humans are relatively unmixed, but humankind, as is its wont, has industriously intermixed in the central regions to forma hybrid type which has actually become the norm.
Baklunish: The Baklunish people have golden skin-tones. Eye color is commonly grey-green or green, with gray uncommon and hazel rare. Hair color ranges from blue-black to dark brown. Ekbit, the Tiger Nomads, Ull and Zeif, typify the straight Baklunish strain. The Wolf Nomads are intermarried with the Rovers of the Barrens, so they show the darker Flan blood. Ket is so mixed with Suel and Oeridian blood as to be the least typical of the Baklunish race, for the people of Ket are pale yellow or golden-brown or tan in skin color, with virtually any hair color possible save the lightest yellows and reds. Both the Paynim tribes and Tusmit show occasional admixture also.
Flannae: The flan race has a bronze-colored complexion. This varies from a lighter, almost copper shade to a very dark tone that is deepest brown. Eye color is commonly dark brown, black, brown or amber (in declining order of occurrence). Hair coloration is black, brown-black, dark brown, or brown. Also, Flannae tend to have wavy or curly hair.People of the Duchy of Tenh are pure Flan, proud of their bronze color. Geoff and Sterich , despite mixture, show strong Flan racial nfluence. The Rovers of the Barrens are of the copper-toned sort of Flannae, although the western tribes show the golden skin color of the Baklunish due to interbreeding with the Wolf Nomad tribes. The people of the Hold of Stone Fist and the citizens of the Theocracy of the Pale are primarily hybrids, the former Flan/Suel and the latter Flan/Oeridian. The inhabitants of the Pale are particularly handsome.
Oeridians: The Oeridians have skin tones ranging from tan to olive. They have hair that runs the gamut of color from honey blonde to black, although brown and reddish brown are most common. Likewise, eye coloration is highly variable, although brown and grey are frequently seen in individuals. Unmixed Oeridians, despite claims of the Great Kingdom, are most common in Furyondy, Perrenland, the Shield Lands, and in the east and south in North Province, Medegia, and Onnwal and Sunndi.
Suloise: The fleeing Suel folk were scattered in a broadcast fashion across the Flanaess, so that most tended to mix with other groups. The Suel race is very fair-skinned, some being almost albino. They have light red, yellow, blonde or platinum blonde hair. Eye color varies from pale blue or violet through deep blue, with gray occasionally occurring. Curly to kinky hair is common. The inhabitants of the Duchy of Ernst are nearly of pure Suel race. The Frost, Ice and Snow Barbarians are perfect specimens of unmixed Suloise Blood; the nearly albino Snow Barbarians are the best example. The Suel folk are quite predominant in the island groups off the eastern coast of the Flanaess as well as on Tilvanot Peninsula, in the Scarlet Brotherhood region. Those bands that migrated into the vast Amedio Jungle and Hepmonaland are so altered as to be no longer typical of the race; they are tan to brown with heavy freckling.
The original Flannae stock shows up with either Oeridian or Suloise or both as a coppery or bronze overtone. Oeridian and Baklunish develops a fairly light complexion, but the skin coloration is true yellow. A hybrid of Baklunish and Flannae gives a golden-copper or golden-bronze color that is possibly the most attractive complexion of any of the admixtures of the basic races.
In general, the skin color of an individual is of no particular importance. The dark Flan complexion shows up quite often in most nations. By contrast, the nobles of the Great Kingdom are proud of being light-skinned, just as the rulers of Tenh are overly conscious of the supposed superiority of their deep bronze color. In the central region of the Flanaess, from western Urnst to the Duchy of Geoff, there is little heed paid to either skin color or racial type, whether human or demi-human (or eve humanoid, in some places). The main exception to this is the demi-human kingdoms, where humankind is judged inferior, especially in Celene.
Racial and National Dress
Oeridians typically favor checks and plaids. Aerdi and Nyrondal houses tend to wear plaids, while the southern and western Oeridians favor checks, often of a diamond pattern or similar variation from the standard square. Clothing tends toward tight-legged trousers, close-fitting upper garments, and capes or cloaks.
Suloise folk have long used solid colors. Aristocratic houses have two or more such colors in their dress, so parti-colored garments are not uncommon. Similarly, the Suel people tend to favor display of emblems or tokens on their garments, typically of a contrasting color to their basic one. Dress was originally loose pantaloons topped by a baggy blouse. This form of dress has changed to meet the needs of the varying climates, so the northern Suloise barbarians wear furs and skin garments, while those in te southern-most area have replaced the blouse with vest-like upper wear.
Flannae once wore brightly hued body paints, with yellow ochre and vermilion being the favorites. While the Rovers of the Barrens still use considerable body painting (where their high boots, loincloth and chest and arm leather don’t cover them), the more civilized Flan dress in the mode currently fashionable in their portion of the continent. Garments, however, tend to be of solid primary colors, with very bright hues predominant.
Baklunish peoples are of two sorts. The northern branch favors bright patterns and gaudy colors. They wear gowns and robes, or else short breeks and flowing coats. The poorer folk even wear gaudy prints, although their garments are typically a one-piece coverall with whatever additional garb they can add. The southern branch like parti-colors of a more pastoral hue. Their dress is complex and full of many puffs and slashes when adorned for special events. They commonly wear rough hide and cloth when traveling or at war, with shields and banners showing clan colors.
Dwarven (called “dwurfolk”) folk love shades of brown, red, and gray contrasted with a bright splash of color and icked out with as much precious metal as they can possibly wear. Leather is a favorite material, with wool being popular also. Dwarves wear clothing similar to that of the Oeridians,
Elves (called “olve” or “olvenfolk”) of the Sylvan ilk dress similar to Suloise, except their colors are pale tints of green fawn, ecru & dove gray. High elves are similar in mode of apparel but they add blues, lilacs and purples to the more natural forest hues of their woodland kin. Hunting and war garments are brown, russet or tan. Grey Elves wear very complex and flowing garb of pure white , sun yellow, silver and gold lame set off by polished leather of contrasting colors and highlighted by jewels. All elvenkind wear cloaks, especially when traveling. These garments are neutral gray or gray-green.
Gnomes (called “noniz”) and Halflings (called “hobniz”) dress in similar fashion, often replacing their trouser with knee-length britches. The gnomes favor more stolid colors – brown breeks, a tan blouse, green boots and belt, with a dark brown jacket or coat. A Halfling in the same garb might have a yellow shirt and top off with a cap of green with a bright yellow feather in it. Both races will often wear striped clothing. When hunting or at war, they likewise favor garb of a curiously mottled sort, with greens and browns intermixed.
languages
Most scholars agree that only five of the countless dialects of Eastern Oerik were or are spoken by enough people to be properly called languages. These are: Common, Suloise, Flan, Ancient Baklunish, Old Oeridian.
Suloise: This ancient and widespread language became all but extinct when the Rain of Colorless Fire destroyed the Suloise Empire. Today it is rarely spoken, even among the few scholars who know the tongue; rather it exists in its written state for the sake of those who would delve into the surviving arcane tomes of the Suel people.
Flan: Doubtless the oldest language still spoken to any considerable extent. The Tenha still speak Flan, albeit a time-corrupted version of the language that once was widespread throughout the Flanaess. A stagnant language, it is difficult to translate modern concepts into Flan.
Ancient Baklunish: One of the ancestors of the Common tongue, Baklunish nevertheless bears its offspring little resemblance; this is to be expected after nearly a millennium of change, however. The Paynim tribes still speak Ancinet Baklunish, although some traders and educated men learn Common for dealing with outsiders.
Old Oeridian: A younger language, Oeridian was totally free of outside influences until a few centuries ago. As a result, its linguistic components are unique and translation into any language except Common is all but impossible.
Common: a combination of Ancient Baklunish and the dialect of Old Oeridian spoken in the Great Kingdom forms the basis of this new widely used tongue. Virtually anyone who crosses national boundaries must learn at least a smattering of common or be greatly handicapped. It is frequently the case that one language must be translated into Common before it can be translated into another desired language. This is possible because of the universality of Common’s roots.
In addition to the above five languages, there are several dialects and sub-languages worthy of note. These are Ferral, Nyrondese, The Cold Tongue (Fruz), Velondi, Keolandish, Lendorian.
Ferral: Ferral is a now-secret Oeridian tribal language spoken only by officials of the Iron League. Ferral is used only for command and identification purposes, and thus cannot be considered an actual living language.
Nyrondese: This is a High Oeridian dialect of Common that is spoken in some areas of Nyrond. It is a primary language particularly for peasants, shopkeepers and the like. Learned people almost always speak Common as well.
The Cold Tongue: This dialect, also known as Fruz, is primarily Suloise with Flan admixture. It is spoken commonly by the Ice, Snow, and Frost Barbarians. It has no relation to Common, and even speakers of Suloise find it hard to understand.
Velondi: Velondi is an old Oeridian tribal language spoken primarily by rural folk near the Furyondy-Veluna border. Those who speak only Common cannot understand it.
Keolandish: This is a widespread dialect of Old High Oeridian with local admixtures. It is spoken in areas in and around Keoland.
Lendorian: This is an obscure dialect of Suloise spoken in the Spindrift Isles. It has no relation to the Cold Tongue and is a secondary language to those who speak Common.
Deities
Greater Gods
Beory – The Oerth Mother, Goddess of Nature and of Rain
Incabulos – God of Evil, Plagues and Nightmares
Kord – God of Athletics, Sports and Brawling
Nerull – God of Death, Darkness and the Underworld
Pelor – God of Sun, Strength, Light and Healing
Procan – God of Oceans, Seas and Salt
Rao – God of Peace, Reason and Serenity
Ulaa – Goddess of Hills, Mountains and Gemstones
Zilchus – God of Power, Prestige, Influence, Money and Business
Lesser Gods
Allitur - God of Ethics and Propriety
Atroa – Goddess of the Spring and the East Wind
Berei – Goddess of Home, Family and Agriculture
Bleredd – God of Metals, Mines and Smiths
Bralm – Goddess of Insects and Industriousness
Celestian – God of Stars, Space and Wanderers
Ehlonna – Goddess of Forests, Flowers and Meadows
Erythnul – God of Hate, Envy, Malice and Panic
Fharlanghn – God of Horizons, Distance and Travel
Fortubo – God of Stones, Metals and Mountains
Geshtai – Goddess of Lakes, Rivers and Wells
Heironeus – God of Chivalry, Honor, Justice and Valor
Hextor – God of War, Discord and Massacre
Joramy – Goddess of Fire, Volcanoes, Anger and Quarrels
Lirr – Goddess of Prose, Poetry and Art
Lydia – Goddess of Music, Knowledge and Daylight
Myhriss – Goddess of Love and Beauty
Obad-Hai – God of Nature, Wildlands, Freedom and Hunting
Olidammara – God of Music, Revelry, Rougery and Wine
Phaulkon – God of Air, Winds and Clouds
Pholtus – God of Light, Resolution and Law
Phyton – God of Beauty and Nature
St. Cuthbert – God of Wisdom, Dedication and Zeal
Sotillion – Goddess of Summer, the South Wind, Ease and Comfort
Telchur – God of Winter, The North Wind, and Cold
Tritherion – God of Individuality, Liberty and Retribution
Velniuis – God of the Sky and Weather
Wenta – Goddess of Autumn, the West Wind and the Harvest
Xan Ye – Goddess of Twilight, Shadows, Stealth, Mind Over Matter, et. al.
Xerbo – God of Sea, Water, Travel, Money and Business
Zodal – God of Mercy, Hope and Benevolence
Demi-Gods
Iuz – God of Oppression, Deceit and Pain
Rudd – God of Chance, Good Luck and Skill
Zagyg – God of Humor, Occult Studies and Eccentricity
Zuoken – God of Physical and Mental Mastery
Social Rank & Hierarchies of Status
Imperial Royalty (office holders)
Royalty
Heads of State (office holders)
Dependent Royalty and Heads of State (office holders)
Independent Nobility and Lords Mayor of Free Cities (office holders)
Greater Nobility
Major Clergy
Lords Mayor of Great City
Free Lords
Lesser Nobility
Guild Masters
Clergy
Great Knights
Lords Mayor of Towns
Military Officers
Lesser Knights
Petty Clergy
Sages
Minor Officials
Landed Gentry
Wealthy Merchant Gentlemen
Freeholders
Petty Lords (Lairds)
Esquires
Master Craftsmen
Property-owning Merchants and Tradesmen
Soc-men (large land owners)
Heads of Small communities
Gentlemen
Scholars
Petty Landlords
Merchants
Craftsmen
Tradesmen
Freemen
Professional Soldiers
Village Elders
Mercenaries
Students
Laborers
Masterless Men
Apprentices
Bondsmen
Indentured Servants
Beggars and Vagabonds
Slaves
Human and demi-human monster familiarity
Badger, Bat, Cat, Dire Rat, Dog, Gelatinous Cube, Ghast, Ghoul, Goblin (called “jebli”), Hawk, Hell Hound, Hobgoblin (called “hoch jebline” {high goblins}), Merrow , (aquatic Ogre), Ogre (called “eiger”), Orc (called “euroz”), Owl, Rat, Raven, Red Dragon, Skeleton, Snake, Toad, Unicorn, Weasel, Zombie
Human and demi-human jewel familiarity
Diamond, Hematite, onyx, pearl, ruby, Sapphire, Topaz
Human and demi-human potion familiarity
Cure light wounds, invisibility, neutralize poison, Protection from elements, spider climb,
Human and demi-human rod familiarity
Rod of metal and mineral detection
Human and demi-human staff familiarity
Staff of size alteration
Human and demi-human wand familiarity
Charm person, cure light wounds, Detect magic, ghoul touch, magic missile,
Human and demi-human ring familiarity
Climbing, elemental resistance (minor), force shield, protection, ram
Human and demi-human armor familiarity
Shield of bashing, armor of blending, shield of blinding, minor reinforcement, armor of spell resistance
Human and demi-human weapon familiarity
Distance, flaming, frost, keen weapon, mighty cleaving, returning, shock, throwing
Human and demi-human magic item familiarity
Bag of holding, boots of elvenkind, cloak of resistance, gauntlets of ogre power, horn of goodness/evil, rope of climbing
Eastern Oerik in relation to the whole Oerth & the heavenly bodies.
As is obvious, the Oerik continent is the major center of the world, and the eastern portion, the Flanaess, is the center of enlightened humanity. Oerth has four great continents and countless islands, and four great oceans and countless seas, which surround these bodies of land. Little is known about the lands of the western portion of Oerik, less still about the savage inhabitants of the other continents, but such knowledge is, of course, of little use anyway and of no importance to humanity. The heavens are far more important and interesting. We must study the stars, those which wander and those which are fixed, to properly understand Astrology. The sun travels once around Oerth in 364 days, visiting the 12 lairs of the zodiac in an appointed round which never varies. The Great Moon (Luna) waxes and wanes in fixed cycles of 28 days each, upon which our months are based; while the Handmaiden (Celene, the small aquamarine satellite) follows a path which shows Her in full beauty but four times each year, thus showing us the time for our festivals. When both Mistress and Handmaiden are full, things of great portent are likely to occur, depending on the positions of the five wandering stars in the Lairs, naturally.
Days and Months of the Year. The Flan standard week of seven days has the following days:
Starday – Work
Sunday – Work
Moonday – Work
Godsday – Worship
Waterday – Work
Earthday – Work
Freeday – Rest
The Dozenmonth of the moon and the Four Festivals are:
Common
Olven
Nomads
Season
Needfest
Festival
Fireseek
Diamondice
Tiger
Winter
Readying
Yellowillow
Bear
Spring
Coldeven
Snowflowers
Lion
Spring
Growfest
Festival
Planting
Blossoms
Frog
Low Summer
Flocktime
Violets
Turtle
Low Summer
Wealsun
Berrytime
Fox
Low Summer
Richfest
Midsummer Festival
Reaping
Goldfields
Snake
High Summer
Goodmonth
Sunflowers
Boar
High Summer
Harvester
Fruitfall
Squirrel
High Summer
Brewfest
Festival
Patchwall
Brightleaf
Hare
Autumn
Ready’reat
Tinklingice
Hawk
Autumn
Sunsebb
Lacysnows
Wolf
Winter
Events
Needfest, Godsday 4th, Midwinter Night – the Dark Time or the Dim Nights, only Celene appears (a time of superstition to many peasants)
Readying 11th – Great Moon’s Glory, Luna is full but Celene is new
Richfest 4th, Midsummer Night – Druids gather mistletoe, both Celene and Luna are full, and at midnight, Celene eclipses Luna
Goodmonth 11th – Both moons are new. This is always a Godsday. Called the Dark Night, Black Night or Star Night. Many ordinary folk light all night bonfires.
Patchwall 18th - Wiccrhys. Originally celebrated as Samhain ("Oidche Samha") Or All Hallows Eve in Geoff, the Ulek states, and Druidic areas. The borders of the spirit world grow thin this night, so people traditionally dress as spirits and cavort all night as fairies are always depicted as doing. The hope is that true spirits will not recognize them as mortal and thus not harm them. 'Soulcakes' are begged of passerby, and some larger cities also have a great mummers' play in which everybody dies at the end but then resurrect themselves. Persons being raised from the dead on this night receive a +20% bonus to their survival rolls, but evil is also strengthened. Aside from the obvious danger of summoned fiends et. al., saves vs. spells from any evil caster are at -2.
Climate And Seasons. The Flanaess is particularly blessed in regards to its weather. Except in the northern latitudes, the winter temperatures seldom dip below freezing except during the two winter months, and at night during early spring and late autumn. In the depths of winter, there will be a few days when the temperature reaches 0, and then gradual warming begins. The northeast and central northern regions tend to be considerably colder, as the sea of those regions causes winter to linger about twice as long. An important exception to this is the Drawmidj Ocean; its warm currents tend to moderate the climate of the lands which border it, to a degree similar to several latitudes farther south. Both spring and autumn are protracted seasons, by and large. Summer in the central lands of Oerik lasts five or more months.
Prevailing winds tend to be from the northeast in the winter and autumn, from the east and southeast in other times. The wintry north wind is often called “Telchur’s Breath” after the Oeridian god of the north, and the spring wind from the esat is called “Atroa’s laugh”, for the Oeridian goddess of the east and springtime. Mountain ranges and the like may alter this. Most areas of the Flanaess have sufficient rainfall to assure abundant crops.
Population Distribution
In most states, the majority of the population is centered round the capital city and the other large urban areas of the state. Similarly, most population density occurs in the midlands of an area, with decreasing density as the border is neared.
Small towns, Villages, et. Al.
Communities are nearly always located on a waterway, road or coast (lake or sea). Some small settlements occur in wilderness areas where some produce, resource, or the like, gives a reason for habitation. These communities are most thickly scattered in agricultural areas.
Fortifications
Forts and castles are generally found as the seat of aristocratic power or as protection against hostile incursion. Therefore, there will be several types of fortifications within a state – those of a ruler, those of his/her liegemen, and military forts built to protect coasts or borders. There are also the fortified places built by independent nobles, petty lords, bandits, and so forth. These occur in borderlands, unclaimed areas, and other out-of-the way locales.
It is safe to assume that one will encounter some form of habitation or stronghold in any given area of 100 square leagues, provided the place is relatively fertile and flat. The harsher the terrain, the less the likelihood of discovering habitation, although robber forts and the castles of petty aristocrats might well be found in such areas.
Distribution of humanoids
The various races of humanoids have generally been driven into the least favorable areas-mountains, barrens, marshes, swamps and forest. From time to time groups of humanoids band together and attempt to retake areas of better land. This occurred in the Pomarj and Bone March. A similar attempt is now taking shape in the area of Furyondy and Highfolk.
Only Iuz, the Horned Society, and portions of the Great Kingdom allow the more civilized humanoids to dwell amongst the humanfolk, at least to any large scale. The large free cities are also known to allow various sorts of humanoids free access to their precincts.
Land Communications
There are roads between major cities in each state. The general condition of these highways depends upon the particular state, but most are fairly broad and well-kept. These roads continue through border areas where trade routes exist.
A secondary system of poor roads and cart racks connects the small towns and border forts to the main traffic arteries. Roads of this nature are usually the only links between most states. There are notable exceptions, such as in the Ulek States, the two Urnst states, Furyondy and Veluna, and Keoghland and Gran March.
Maintenance of thoroughfares is by political subdivisions and communities. In certain areas travelers pay a toll for road usage, and a portion of this fee is used to maintain the road.
Characteristics of the Races inhabiting the Flanaess
There are few pure racial groups extant on the Flanaess, save perhaps at the fringe areas of the continent. Of course, the races of demi-humans are relatively unmixed, but humankind, as is its wont, has industriously intermixed in the central regions to forma hybrid type which has actually become the norm.
Baklunish: The Baklunish people have golden skin-tones. Eye color is commonly grey-green or green, with gray uncommon and hazel rare. Hair color ranges from blue-black to dark brown. Ekbit, the Tiger Nomads, Ull and Zeif, typify the straight Baklunish strain. The Wolf Nomads are intermarried with the Rovers of the Barrens, so they show the darker Flan blood. Ket is so mixed with Suel and Oeridian blood as to be the least typical of the Baklunish race, for the people of Ket are pale yellow or golden-brown or tan in skin color, with virtually any hair color possible save the lightest yellows and reds. Both the Paynim tribes and Tusmit show occasional admixture also.
Flannae: The flan race has a bronze-colored complexion. This varies from a lighter, almost copper shade to a very dark tone that is deepest brown. Eye color is commonly dark brown, black, brown or amber (in declining order of occurrence). Hair coloration is black, brown-black, dark brown, or brown. Also, Flannae tend to have wavy or curly hair.People of the Duchy of Tenh are pure Flan, proud of their bronze color. Geoff and Sterich , despite mixture, show strong Flan racial nfluence. The Rovers of the Barrens are of the copper-toned sort of Flannae, although the western tribes show the golden skin color of the Baklunish due to interbreeding with the Wolf Nomad tribes. The people of the Hold of Stone Fist and the citizens of the Theocracy of the Pale are primarily hybrids, the former Flan/Suel and the latter Flan/Oeridian. The inhabitants of the Pale are particularly handsome.
Oeridians: The Oeridians have skin tones ranging from tan to olive. They have hair that runs the gamut of color from honey blonde to black, although brown and reddish brown are most common. Likewise, eye coloration is highly variable, although brown and grey are frequently seen in individuals. Unmixed Oeridians, despite claims of the Great Kingdom, are most common in Furyondy, Perrenland, the Shield Lands, and in the east and south in North Province, Medegia, and Onnwal and Sunndi.
Suloise: The fleeing Suel folk were scattered in a broadcast fashion across the Flanaess, so that most tended to mix with other groups. The Suel race is very fair-skinned, some being almost albino. They have light red, yellow, blonde or platinum blonde hair. Eye color varies from pale blue or violet through deep blue, with gray occasionally occurring. Curly to kinky hair is common. The inhabitants of the Duchy of Ernst are nearly of pure Suel race. The Frost, Ice and Snow Barbarians are perfect specimens of unmixed Suloise Blood; the nearly albino Snow Barbarians are the best example. The Suel folk are quite predominant in the island groups off the eastern coast of the Flanaess as well as on Tilvanot Peninsula, in the Scarlet Brotherhood region. Those bands that migrated into the vast Amedio Jungle and Hepmonaland are so altered as to be no longer typical of the race; they are tan to brown with heavy freckling.
The original Flannae stock shows up with either Oeridian or Suloise or both as a coppery or bronze overtone. Oeridian and Baklunish develops a fairly light complexion, but the skin coloration is true yellow. A hybrid of Baklunish and Flannae gives a golden-copper or golden-bronze color that is possibly the most attractive complexion of any of the admixtures of the basic races.
In general, the skin color of an individual is of no particular importance. The dark Flan complexion shows up quite often in most nations. By contrast, the nobles of the Great Kingdom are proud of being light-skinned, just as the rulers of Tenh are overly conscious of the supposed superiority of their deep bronze color. In the central region of the Flanaess, from western Urnst to the Duchy of Geoff, there is little heed paid to either skin color or racial type, whether human or demi-human (or eve humanoid, in some places). The main exception to this is the demi-human kingdoms, where humankind is judged inferior, especially in Celene.
Racial and National Dress
Oeridians typically favor checks and plaids. Aerdi and Nyrondal houses tend to wear plaids, while the southern and western Oeridians favor checks, often of a diamond pattern or similar variation from the standard square. Clothing tends toward tight-legged trousers, close-fitting upper garments, and capes or cloaks.
Suloise folk have long used solid colors. Aristocratic houses have two or more such colors in their dress, so parti-colored garments are not uncommon. Similarly, the Suel people tend to favor display of emblems or tokens on their garments, typically of a contrasting color to their basic one. Dress was originally loose pantaloons topped by a baggy blouse. This form of dress has changed to meet the needs of the varying climates, so the northern Suloise barbarians wear furs and skin garments, while those in te southern-most area have replaced the blouse with vest-like upper wear.
Flannae once wore brightly hued body paints, with yellow ochre and vermilion being the favorites. While the Rovers of the Barrens still use considerable body painting (where their high boots, loincloth and chest and arm leather don’t cover them), the more civilized Flan dress in the mode currently fashionable in their portion of the continent. Garments, however, tend to be of solid primary colors, with very bright hues predominant.
Baklunish peoples are of two sorts. The northern branch favors bright patterns and gaudy colors. They wear gowns and robes, or else short breeks and flowing coats. The poorer folk even wear gaudy prints, although their garments are typically a one-piece coverall with whatever additional garb they can add. The southern branch like parti-colors of a more pastoral hue. Their dress is complex and full of many puffs and slashes when adorned for special events. They commonly wear rough hide and cloth when traveling or at war, with shields and banners showing clan colors.
Dwarven (called “dwurfolk”) folk love shades of brown, red, and gray contrasted with a bright splash of color and icked out with as much precious metal as they can possibly wear. Leather is a favorite material, with wool being popular also. Dwarves wear clothing similar to that of the Oeridians,
Elves (called “olve” or “olvenfolk”) of the Sylvan ilk dress similar to Suloise, except their colors are pale tints of green fawn, ecru & dove gray. High elves are similar in mode of apparel but they add blues, lilacs and purples to the more natural forest hues of their woodland kin. Hunting and war garments are brown, russet or tan. Grey Elves wear very complex and flowing garb of pure white , sun yellow, silver and gold lame set off by polished leather of contrasting colors and highlighted by jewels. All elvenkind wear cloaks, especially when traveling. These garments are neutral gray or gray-green.
Gnomes (called “noniz”) and Halflings (called “hobniz”) dress in similar fashion, often replacing their trouser with knee-length britches. The gnomes favor more stolid colors – brown breeks, a tan blouse, green boots and belt, with a dark brown jacket or coat. A Halfling in the same garb might have a yellow shirt and top off with a cap of green with a bright yellow feather in it. Both races will often wear striped clothing. When hunting or at war, they likewise favor garb of a curiously mottled sort, with greens and browns intermixed.
languages
Most scholars agree that only five of the countless dialects of Eastern Oerik were or are spoken by enough people to be properly called languages. These are: Common, Suloise, Flan, Ancient Baklunish, Old Oeridian.
Suloise: This ancient and widespread language became all but extinct when the Rain of Colorless Fire destroyed the Suloise Empire. Today it is rarely spoken, even among the few scholars who know the tongue; rather it exists in its written state for the sake of those who would delve into the surviving arcane tomes of the Suel people.
Flan: Doubtless the oldest language still spoken to any considerable extent. The Tenha still speak Flan, albeit a time-corrupted version of the language that once was widespread throughout the Flanaess. A stagnant language, it is difficult to translate modern concepts into Flan.
Ancient Baklunish: One of the ancestors of the Common tongue, Baklunish nevertheless bears its offspring little resemblance; this is to be expected after nearly a millennium of change, however. The Paynim tribes still speak Ancinet Baklunish, although some traders and educated men learn Common for dealing with outsiders.
Old Oeridian: A younger language, Oeridian was totally free of outside influences until a few centuries ago. As a result, its linguistic components are unique and translation into any language except Common is all but impossible.
Common: a combination of Ancient Baklunish and the dialect of Old Oeridian spoken in the Great Kingdom forms the basis of this new widely used tongue. Virtually anyone who crosses national boundaries must learn at least a smattering of common or be greatly handicapped. It is frequently the case that one language must be translated into Common before it can be translated into another desired language. This is possible because of the universality of Common’s roots.
In addition to the above five languages, there are several dialects and sub-languages worthy of note. These are Ferral, Nyrondese, The Cold Tongue (Fruz), Velondi, Keolandish, Lendorian.
Ferral: Ferral is a now-secret Oeridian tribal language spoken only by officials of the Iron League. Ferral is used only for command and identification purposes, and thus cannot be considered an actual living language.
Nyrondese: This is a High Oeridian dialect of Common that is spoken in some areas of Nyrond. It is a primary language particularly for peasants, shopkeepers and the like. Learned people almost always speak Common as well.
The Cold Tongue: This dialect, also known as Fruz, is primarily Suloise with Flan admixture. It is spoken commonly by the Ice, Snow, and Frost Barbarians. It has no relation to Common, and even speakers of Suloise find it hard to understand.
Velondi: Velondi is an old Oeridian tribal language spoken primarily by rural folk near the Furyondy-Veluna border. Those who speak only Common cannot understand it.
Keolandish: This is a widespread dialect of Old High Oeridian with local admixtures. It is spoken in areas in and around Keoland.
Lendorian: This is an obscure dialect of Suloise spoken in the Spindrift Isles. It has no relation to the Cold Tongue and is a secondary language to those who speak Common.
Deities
Greater Gods
Beory – The Oerth Mother, Goddess of Nature and of Rain
Incabulos – God of Evil, Plagues and Nightmares
Kord – God of Athletics, Sports and Brawling
Nerull – God of Death, Darkness and the Underworld
Pelor – God of Sun, Strength, Light and Healing
Procan – God of Oceans, Seas and Salt
Rao – God of Peace, Reason and Serenity
Ulaa – Goddess of Hills, Mountains and Gemstones
Zilchus – God of Power, Prestige, Influence, Money and Business
Lesser Gods
Allitur - God of Ethics and Propriety
Atroa – Goddess of the Spring and the East Wind
Berei – Goddess of Home, Family and Agriculture
Bleredd – God of Metals, Mines and Smiths
Bralm – Goddess of Insects and Industriousness
Celestian – God of Stars, Space and Wanderers
Ehlonna – Goddess of Forests, Flowers and Meadows
Erythnul – God of Hate, Envy, Malice and Panic
Fharlanghn – God of Horizons, Distance and Travel
Fortubo – God of Stones, Metals and Mountains
Geshtai – Goddess of Lakes, Rivers and Wells
Heironeus – God of Chivalry, Honor, Justice and Valor
Hextor – God of War, Discord and Massacre
Joramy – Goddess of Fire, Volcanoes, Anger and Quarrels
Lirr – Goddess of Prose, Poetry and Art
Lydia – Goddess of Music, Knowledge and Daylight
Myhriss – Goddess of Love and Beauty
Obad-Hai – God of Nature, Wildlands, Freedom and Hunting
Olidammara – God of Music, Revelry, Rougery and Wine
Phaulkon – God of Air, Winds and Clouds
Pholtus – God of Light, Resolution and Law
Phyton – God of Beauty and Nature
St. Cuthbert – God of Wisdom, Dedication and Zeal
Sotillion – Goddess of Summer, the South Wind, Ease and Comfort
Telchur – God of Winter, The North Wind, and Cold
Tritherion – God of Individuality, Liberty and Retribution
Velniuis – God of the Sky and Weather
Wenta – Goddess of Autumn, the West Wind and the Harvest
Xan Ye – Goddess of Twilight, Shadows, Stealth, Mind Over Matter, et. al.
Xerbo – God of Sea, Water, Travel, Money and Business
Zodal – God of Mercy, Hope and Benevolence
Demi-Gods
Iuz – God of Oppression, Deceit and Pain
Rudd – God of Chance, Good Luck and Skill
Zagyg – God of Humor, Occult Studies and Eccentricity
Zuoken – God of Physical and Mental Mastery
Social Rank & Hierarchies of Status
Imperial Royalty (office holders)
Royalty
Heads of State (office holders)
Dependent Royalty and Heads of State (office holders)
Independent Nobility and Lords Mayor of Free Cities (office holders)
Greater Nobility
Major Clergy
Lords Mayor of Great City
Free Lords
Lesser Nobility
Guild Masters
Clergy
Great Knights
Lords Mayor of Towns
Military Officers
Lesser Knights
Petty Clergy
Sages
Minor Officials
Landed Gentry
Wealthy Merchant Gentlemen
Freeholders
Petty Lords (Lairds)
Esquires
Master Craftsmen
Property-owning Merchants and Tradesmen
Soc-men (large land owners)
Heads of Small communities
Gentlemen
Scholars
Petty Landlords
Merchants
Craftsmen
Tradesmen
Freemen
Professional Soldiers
Village Elders
Mercenaries
Students
Laborers
Masterless Men
Apprentices
Bondsmen
Indentured Servants
Beggars and Vagabonds
Slaves
Human and demi-human monster familiarity
Badger, Bat, Cat, Dire Rat, Dog, Gelatinous Cube, Ghast, Ghoul, Goblin (called “jebli”), Hawk, Hell Hound, Hobgoblin (called “hoch jebline” {high goblins}), Merrow , (aquatic Ogre), Ogre (called “eiger”), Orc (called “euroz”), Owl, Rat, Raven, Red Dragon, Skeleton, Snake, Toad, Unicorn, Weasel, Zombie
Human and demi-human jewel familiarity
Diamond, Hematite, onyx, pearl, ruby, Sapphire, Topaz
Human and demi-human potion familiarity
Cure light wounds, invisibility, neutralize poison, Protection from elements, spider climb,
Human and demi-human rod familiarity
Rod of metal and mineral detection
Human and demi-human staff familiarity
Staff of size alteration
Human and demi-human wand familiarity
Charm person, cure light wounds, Detect magic, ghoul touch, magic missile,
Human and demi-human ring familiarity
Climbing, elemental resistance (minor), force shield, protection, ram
Human and demi-human armor familiarity
Shield of bashing, armor of blending, shield of blinding, minor reinforcement, armor of spell resistance
Human and demi-human weapon familiarity
Distance, flaming, frost, keen weapon, mighty cleaving, returning, shock, throwing
Human and demi-human magic item familiarity
Bag of holding, boots of elvenkind, cloak of resistance, gauntlets of ogre power, horn of goodness/evil, rope of climbing