The world of Oriel is made up of four continents: Aelua (1,2,3), Norrtea, Kirkelanda, and Salnavia.
Capital: Bayloria
Government: Monarchy
Language: Common
Society
Besatha is the largest nation on the continent of Aelua. It is a heavily agrarian society, with much of the eastern half of the country covered in farms and vinyards, though Besatha also maintains some of the largest cities on the continent. The population is largely human, and there exists a significant halfling minority, but due to the nation's size and emphasis on travel and immigration, several species call it home.
Groups and People
Royal Family: The House of Barna has ruled Besatha for four centuries.
King Karge (Aristocrat 10): Ruler of Besatha. All around nice guy.
Prince Mathes (Aristocrat 5/Fighter 3): Oldest child of Karge and heir of the throne. Currently a lieutenant in the army, stationed at Relica.
Princess Gailan (Aristocrat 5): Set to be married to Potentate Shaugar of Dunhurst.
Royal Guard: A small military force entrusted with guarding the Besathan royal family as well as other important government figures from Besatha and other countries.
Methild Hildcardis (Fighter 10): Leader of the guard and personal bodyguard of Princess Gailan.
Order of Baylor: Headquartered in the Coral Cathedral in Bayloria, these knights have dedicated themselves to helping travelers and protecting the roads and coasts of Bayloria. These blue-armored knights are a common sight throughout the country, escorting a group of pilgrims on their way to a shrine or guarding a shipment of darkwood from Kinings Isle.
Volgen Wulfbrandt (Paladin 15): Former leader of the Order of Baylor. Killed during an investigation into recent undead activity in the Wood of a Thousand Eyes.
Algus Reiner (Paladin 14): Current head of the Order.
The Brewery: The premier university of arcane arts and sciences in country. Named after the original building used by the school, an old brewery in the warehouse district of Bayloria.
Herilo Neubert(Wizard 8/Artificer 8): Chancellor of the university.
Meingotus Brott (Wizard 6/Loremaster 8): Reclusive historian.
Besathan Army: Besatha keeps a large military, but they have not fought a war in nearly 100 years. Most of the force are stationed at or near the Rorgl border. A large part of the population of Relica are military personnel.
General Rammius Dimar (Fighter 5/Marshal 10): Leader of the military and personal advisor to King Karge. Lives in Bayloria.
Religion
While the official religion of Besatha is the Church of Baylor, Besathans enjoy widespread religious freedom and temples to any god can be found in most cities. Other major religions include Oriel, Tauset, Salriel, and Piriel.
Major Cities
Bayloria (62,000): Largest city in Aelua and capital of Besatha. Sprawled over several islands in the Eastern River estuary, the buildings of Bayloria tend to be low but dense, with the tallest building in the city, the Coral Cathedral, only six stories tall. Bayloria has an expansive harbor and several large market areas. Almost any item desired can be found here.
Blackburn (40,000): Bethasa's other major port city. Headquarters of a large crime organization, the Aurix Waeth.
Bluefalls (5,000): Small city at the headwaters of the Blue River. Local spring water is reknowned for its medicinal effects.
Boonklein (11,000): Fishing city. Much of Besatha's prized coral comes from this area.
Bread Town (2,000): Town by the Wood of a Thousand Eyes. Originally a small village centered around the temple to Salriel, it has since grown into a bustling marketplace.
Brinkport (10,000): Small fishing city. Major temple to Piriel.
Endrec (30,000): Metropolis that often sees trade with the dwarves of Koth Amund. The huge prison tower here is the tallest structure in Besatha.
Fierton (7,000): Small city in the middle of farm country. Annual cuclocorn competition held at the racetrack at the edge of town.
Glosburg (1,800): Large town with an unexpectedly opulent shopping district.
Hilltop Fields (8,000): Halfling community. Lots of low earthen buildings and happy halfling music.
Meomar (1,000): Large dwarf population. Lots of trade with Thordala.
Relica (6,000): Main destination for darkwood shipments across the Sea of Loc. Sizable military presence in order to guard the Gate Wall at the Rorgl border.
Truedale (600): Druid village.
Wash (20,000): At the junction of two rivers, this large city sees a lot of traffic in goods and people as they pass downstream to Bayloria. Home to a grand opera house.
Other Places
Cenote: This large sinkhole in the Shemar Forest attracts many sorts of creatures with the deep, clear water collected inside. It is rumored to be connected to a large underground cave network.
Checkpoint: Once a small fort guarding the valley between the Momodi and Koth Amund mountain ranges, it has started to grow as a waystation and small market community after the increase in trade with Momod's independence from Dunhurst.
Crabfolk Village: A small group of humanoid crabs lives in the caves by the beach here.
Draconic Ruins: Once an temple belonging to a dragon worshipping cult, this long abandoned structure has recently become home to a band of kobold.
Gate Wall: A large fortified wall built to keep the orc tribes of Rorgl contained.
Kothgor Tunnel: A tunnel road leading to the city of Daldak in Koth Amund.
Jubbering Forest: Named after a mythical beast that is said to live in the forest, the Jubbering.
Shemar Forest: Large forest full of foresty stuff. Purported location of Prince Cinioch of Caerglen.
Summerwood Forest: Happy forest full of magic happy forest creatures.
The Wood of a Thousand Eyes: A small forest. Many have reported a feeling of being watched while in the Wood.
Capital: Normur
Government: Republic
Language: Dwarven, Common
Society
The dwarven inhabitants of Thordala spend much of their time searching for new ways to utilize their limited resources. Longtime enemies of Rorgl, the Thordalan military spends much of its time patrolling the trails and tunnels of the Razorcliff mountains.
Groups and People
Ruling Council: Thordala is ruled by a council of three representatives elected for life.
Religion
As the livelyhood of the dwarves depends largely on mining, Oriel is particularly popular.
Major Cities
Balbana (5,000): Port town. Large human population.
Bolkur (3,000): Small port. Defended by mercenaries.
Hammerhill (7,000): City with an impressive aqueduct.
Kilain (6,000): Built around a very tall waterfall.
Normur (13,000): Capital and largest city. Located in a narrow valley spanned by several small bridges.
Ovina (7,000): Known for its skilled blacksmiths.
Other Places
Deeptower : An enormous drilling platform controlled by a team of wizards trying to gain access to energy from the planet's core.
Razorcrest Fortress: Built into the mountainside. Staging point for anti-orc raids.
Capital: N/A
Government: Tribal Hegemony
Language: Orc
Society
Once a sprawling empire, Rorgl has in modern times been restricted to a small area enclosed by the Razorcliff mountains. The orc tribes occasionally band together in an attempt to fight against Besatha or Thordala, but infighting and internal power struggles usually prevent any full scale action.
Groups and People
Tribal Cheiftans: Each orc tribe has their own capital city where the cheiftan rules. These positions often change as assassinations and coups are common.
Religion
Dungeon is the premier god of the orcs, and as such maintains favored role in their religious life.
Major Cities
Dreek (5,000): Kierea tribe. Largest settlement. Built into the hillsides of the Guthead Valley.
Quchook (2,300): Ritoo tribe. Built strip-mine style into concentric holes.
Thugor (1,400): Kroor Tribe. Mostly tents.
Other Places
Cold Iron Mine: A large cold iron mining operation run by the Ritoo, the labor being provided mostly by slaves from other tribes.
Capital: N/A
Government: N/A
Language: Common, Draconic
Society
Though claimed by Besatha, the island is inhabited mainly by reptilian humanoids.
Groups and People
The Kinings Trading Company: Holds a monopoly on the sale of darkwood from the island.
Traass Tribe: Current leader of the lizardfolk nation.
Troglodyte Cult: Fanatical volcano worshippers.
Religion
The citizens of Gryphon point have the same religious views of the people from Besatha and Caerglen, while the lizardfolk worship the god Hssrsst.
Major Cities
Baalasl (1000): This town is home to a large number of lizardfolk tribes working together, sprawled out across a large area of swamp and connected by makeshift pontoon bridges and wooden huts.
Gryphon Point (500): A colony of Bethasa, Gryphon point acts as the island's only real port and is heavily trafficked despite its small size. The city contains several inns.
Other Places
Mt. Haasrt: This large volcano is home to a society of Troglodytes.
Capital: Wakuge
Government: Monarchy
Language: Elven, Common
Society
The forests of the Great Dynasty have long been home to the high elves. Their royal family traces its lineage back through several millenia. The elves are peaceful but are known to hold a grudge.
Groups and People
Royal Family: The emperors and empresses of the Great Dynasty are symbols of their people. They abandon their names upon ascension to the throne.
Religion
Mostly worship of the elven gods Nilito and Elusu, with some Salriel.
Major Cities
Bete (7,400):
Eradizu (4,100):
Hakia (3,700):
Juyu (12,000):
Maburan (28,000):
Wakuge (14,000): Capital.
Yuriken (14,000):
Other Places
Dayo Temple:
Geriwan Forest:
Observatory: Positioned high atop a smally rocky island, this structure offers unrivaled astronomic and astrological scrutiny.
Rijume Forest:
Robikon Forest:
Capital: Llandon
Government: Monarchy
Language: Common
Society
Caerglen is old money
Groups and People
:
Religion
I don't know
Major Cities
Benedale (2,600):
Benness (40,000):
Blushstone (2,100):
Bourneafon (7,200):
Inverham (12,600):
Juda (1,200):
Llandon (20,000): Capital.
Okeborne (9,000):
Other Places
Aussir Lake:
Dragon Graveyard:
Fort Rushgard:
Kalholm Pass:
Lighthouse:
Windmill Plains: Several gigantic windmills, some up to one mile tall, are scattered across the landscape. Their purpose is unknown, but they extend very far underground and have been turning continously for all of recorded history.
Capital: Prauchea
Government: Republic
Language: Goblin, Common
Society
Though considered by most to be nothing but a slightly civilized part of the Vermelands, the goblinoids of Bauchan have been strugling for legitimacy. They have adopted the government system of Thordala and are attempting to prove that they can maintain a stable state-level society.
Groups and People
Ruling Council: Bauchan is ruled by a council of three representatives elected from each of the main goblinoid races.
Religion
The goblinoid god Gruch is popular, but worship of other gods is enouraged by the government.
Major Cities
Leados (3,000): Location of only organized university in Bauchan.
Prauchea (9,000): Capital. Very eclectic mix of goblinoids and monstrous humanoids. Fishing vessels and pirates from here occasionally roam the Shield.
Tread (700): Nothing to see here.
Other Places
Spell Pillars: Expansive megalith said to have magic enhancing properties.
Capital: Kalholm
Government: Theocracy
Language: Dwarven
Society
A relatively isolationist society of mountain dwarves. Build their cities inside of the mountains.
Groups and People
Cult of Amund: Governing body of Koth Amund. Consists of clerics of Oriel.
Religion
Highly structured worship of Oriel.
Major Cities
Daldak (17,000): Connected to Besatha through Kothgor Tunnel. Small human population.
Kalholm (20,000): Capital city. Large multilevel structure. Basilica of Oriel.
Soderstad (1,300): Adamantine mining community.
Tonsgen (2,400): Craftsmen here specialize in magic cold-based products. Small gnome population.
Other Places
Dragonguard: Fortress that protects Koth Amund from the dragons of the Verthica Mountains.
Hagdal Plateau: Expansive glacier field. Bad weather and worse monsters.
Varmborg Peak: Highest point in Aelua.
Capital: Kheraq
Government: Republic
Language: Common, Gnome
Society
Dominated by a large desert. People tend to be nomadic, only building their settlements around access to water (magical or otherwise). Large gnome minority. Formerly a province of Dunhurst.
Groups and People
Governor: The head of Momod both before and after independece from Dunhurst.
Kheraqi Gladiators: Group of fighters that entertain in the colosseum in Kheraq.
Religion
Tauset and Piriel are popular, as is Baylor.
Major Cities
Cold Haven Downs (12,000): Gnome city. The valley keeps the weather calm year round.
Gharrun (2,000): Momod's main farming community.
Harja (1,100): Town founded at an oasis. Exports magical fruit.
Kheraq (30,000): Capital of Momod and only large city in the region. Busy port. Colosseum.
Qadej (5,000): Built around a small, complex magical aqueduct system.
Zourin (3,300): Small port by the border with Dunhurst. Large pottery industry.
Other Places
Burning Stone : Megalithic structure. The large central pillar is very hot.
Monastery : Ancient structure hidden in the middle of the desert. Home to an order of nihilists.
Capital: Whitefield
Government: Monarchy
Language: Common
Society
MORE ISLAND FUN
Groups and People
:
Religion
I don't know
Major Cities
Brickfight ():
Crookmont ():
Littlestorm ():
Lynimport ():
Maplelore ():
Rocmore ():
Whitefield ():
Other Places
Giant Mushroom:
Roving Pit:
Capital: N/A
Government: N/A
Language: Various
Society
The Vermelands have no single culture. The region is mostly empty wilderness, covered by wide rivers and vast marshes. Isolated groups of intelligent creatures exist, but rarely more than a few dozen in any one place.
Groups and People
:
Religion
I don't know
Major Cities
None
Other Places
Blood Lake:
Forest of Stars:
Great Verme Lake:
Lake Peril:
Capital: Sovrandale
Government: Dual monarchy
Language: Common, Elven
Society
Elves and humans?!!?
Groups and People
:
Religion
I don't know
Major Cities
Andu():
Gretecrag():
Jurica():
Kadsi():
Kurkar():
Menaka():
Monzam():
Sabral():
Sovrandale():
Other Places
Black Dome:
Denemel's Forest:
Fountain:
Frontier Station:
Oakcastle Forest:
Royal Tombs:
Capital: Duncester
Government: Autocracy
Language: Common
Society
A rainy but not unpleasant land, the Empire of Dunhurst had been a rather confrontational country for its entire history, with several border disputes and the occasional conquering of Momod. This did not change when the Empire was overthrown 30 years ago. Dunhurst is currently at war with Besatha and Vyon.
Groups and People
:
Religion
Though religion is actively supressed under the current regime, there are still sizable groups dedicated to Langa, Cora, Oriel, and Piriel.
Major Cities
Abercastle (12,000): Built around an imposing castle on a high cliff overlooking the Pearlescent Ocean.
Duncester (30,000): Capital. Theaters, museums, sprawling lakeside mansions.
Falshroud (27,000): Major port and industrial center.
Haywich (2,000): A small fey/monstrous minority exists here to avoid the forest fires.
Hempfolk (14,000): City that makes goods using the grass from the Silver Sink.
Leowick (1,800): Iron mining town.
Norland (24,100): Large port and the site of Dunhurst's largest military shipyard.
Northborough (4,200): A small port located at a break in the cliffs along Dunhurst's northern coast.
Onestray (2,700): Farming community. A military base exists here to guard and block off the intersection between the Rastur and Meriva.
Redborne (4,500):
Sufstone (9,600):
Other Places
Ancient Battlefield: Site of a massive battle between Vyon and Dunhurst many hundreds of years ago. Signs of the fight are still visible.
Burnwillow Forest: Prone to forest fires.
Fortress North: Fortress guarding the Rastur River in the north.
Fortress South: Fortress guarding the Rastur River in the south.
Lake Shaugarus: Large lake renamed for Shaugar. Noted for its clear water and ample fishing oppurtunities. Look out for the glaistigs.
Lanowar Forest: Several natural poisons are harvested in this particularly dangerous forest.
Silver Sink: Ancient lakebed. The only plant that grows here is a short metallic grass.
Woodview Fortress: Named for its proximity to Denamel's Forest. Staging point for attacks on Vyon's capital.
Alignment: LG
Domains: Creation, Fire, Healing, Sun
Sun god
Alignment: NG
Domains: Cavern, Earth, Metal, Strength
Earth goddess
Alignment: CN
Domains: Air, Destruction, Weather, Windstorm
Weather goddess
Alignment: LG
Domains: Community, Feast, Plant, Planning
Planet goddess
Alignment: CG
Domains: Animal, Charm, Liberation, Life
Animal goddess
Alignment: LG
Domains: Moon, Ocean, Protection, Travel
Protection god
Alignment: CE
Domains: Darkness, Tyranny, War
War god
Alignment: LN
Domains: Repose
Death goddess
Alignment: NN
Domains: Craft, Illusion, Magic, Pleasure
Art/Music goddess