This page contains information about the World of Greyhawk which all characters would  know.  Beyond this information, your character would only have knowledge about his or her particular home area, their past, and what ever knowledge skills your character may have.  Obviously an exceptionally stupid character may know less, while an exceptionally brilliant character may know more.  It is up to you to roleplay that out, but bear in mind that if information is not on this page, you must confer with the DM to work out additional information you may know.   

 

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

Fireseek 1st= New Year's Day. The first day following the Needfest was offically decreed as the first day of the new year by the Overking in Rauxes and has been accepted by most of the Oeridian dominated nations around the Flanaess. The Bakluni nations have their own new year.

Readying 1st= Festival of St. Bane. Attempts to turn undead on this date receive a +1 level bonus.

Readying 10th= Snowdrop Festival. Masks are worn to a sort of all-day party and at dusk clothing is exchanged between the sexes amidst general hilarity. Due to the weather, this is usually overclothing, though underclothing is not unheard of in some places.

Readying 11th – Great Moon’s Glory, Luna is full but Celene is new

Readying 14th= Heartsday, or "Myhrissian."

Coldeven11th= Festival of the Blood-Moon. Sacred to worshippers of Nerull and most lawful evil cults as well, this grim festival technically begins on the 10th and ends on the evening of the 12th. It commemorates the blood-red moon which appeared all over the Flanaess on this day in 294 CY. (Some sages postulated common volcanism as the source, but proponents dwindled quickly after several sages disappeared under mysterious circumstances.) Elaborate ceremonies are held in fell and shadowy places, many of which are grisly and unpleasant in the extreme. This festival is now honoured in Iuz' lands as well since the Wars, in mocking celebration of the surprise attacks which decimated the Heirarchs of Molag in 583 CY.

Coldeven 22nd-28th= Trapper's Rendezvous. Much favoured by rangers and other woodsmen.

Growfest * 1st day is Banapis, also known as "Losar" among certain Bakluni sects, who consider it to be New Year's! Huge parties with presents exchanged, considered everybody's birthday. Not celebrated in Suel lands, who consider celebration of any but one's actual birth date to be evidence of ignorance and barbarism.

* Last day is "Foolsday," sacred to Olidammara and other trickster gods. In Ulek and among rangers, it is traditional to send someone 'hunting the gawk' {a meaningless errand}. The Lord of Misrule from the Feast of Unreason, variantly named Motely or Widdershins, is sometimes elected to preside over this day as well. In Greyhawk, the Desportium of Magick is held that night in and around the Great Citadel.

* Also known as the Feast of Atroa in celebration of a new growing season and the promise of prosperity. This is time when communities gather together to plan for the future. It is not uncommon for a celebration to center around a community event like a barn-raising, to help a neighbor whose homestead may have been damaged over the winter. The day's community work is then relieved with revelry in the evening where bonds of friendship often grow.

Planting 11th= Tanabat, also known as the Seven Sisters Festival. Legend has it that Olidammara was entertained on this day by seven lovely sisters, who welcomed him in his guise as a minstrel and treated him royally. So impressed was he by their treatment and their wine that he revealed himself and offered to transport them to his halls, there to live in bliss forever. Though the vineyard's exact location is a mystery, the legend is widespread, and many grapegrowing regions claim that the Seven Sisters came from their lands. At night, therefore, the story is acted out and people head out to the grape arbours, listening for echoes of the sisters' laughter as they ascended to paradise. The rest of the holiday is a celebration of the grape and its byproducts and features prayers for a good vintage in the coming year, as well as much celebration and sampling of the previous year's wines. It is especially sacred to followers of the Laughing Rogue, though followers of other nature deities often officiate as well.

Flocktime 1st= Beory's Day. Villagers sing and dance around a wooden pole to celebrate the passing of the seasons and the blessings of spring.

Flocktime 8-14th= Dwarven rituals of Harnekiah, or "cleansing of the mountains." Ritual humanoid hunts conducted. Some humans {mountaineer rangers in particular} also celebrate "Ulaa's Hunt."

Flocktime 15th= St. Cuthbert's Day, which many of his more active followers honour by trying to root out evil cults before Walpurgis falls. Unfortunately, this frequently leads to mistakes and misunderstandings, especially when strangers are involved.

Flocktime 18th= Walpurgis, The Dark Night, is extremely sacred to priests of evil. Many evil congregations hold elaborate, depraved ceremonies in dark and unholy places. Others send agents out into the night to perform assassinations or otherwise engage in unspeakable acts. On this dread night, all turning rolls against undead are made at -4, in addition to any other penalties, and all evil priests may cast spells as if they were one level higher. Most other folk with any sense stay inside, preferably with shutters locked and barred.

Wealsun 1st= Goodrhys, a festival dedicated to the arrival of Mayaheine on Oerth.

Wealsun 16th= Bawming the Thorn, a placation of evil nature aspects by a parade of children who tie a ribbon to the oldest thorn tree in the region. Intended to ensure safety for the next day.

Wealsun 17th= Ceremony of the Turning. Celebrated among the Flannae, the Marklands, and in Druidic communities. Seven-year olds are carried blindfolded and barefoot into the woods, and must find a new name before returning to the village feast. Each child is released separately and alone. They are guided by rowdy singing {and a huge bonfire if they are slow}, and when they return they are carried into the centre of the gathering to whisper their name into the fire. This is their Truename, with all that implies. It should be noted that rangers and priests of Elhonna are also especially busy this night, quietly patrolling the area and looking out for the children's safety. In friendly lands some elves are also drawn to this sort of role, and it is considered a good omen for a child to successfully spot one.

Richfest - * Sealords' Feast celebrated in coastal areas, esp. "Festival of the Blue Moon" at midweek, when Celene is full. In Greyhawk and other inland areas, Guild Days are celebrated at this time instead.

* Also known in some communities as the Feast of Sotillion in celebration of the god's victory in wresting the sun from its southern decline and bringing it back to warm Oerth and promote growth and prosperity. Celebrants use the time to enjoy the leisures of summer with picnics and family reunions. It is a time to put aside family strife and offer reconciliation, in honor of the sun own homecoming.

* Midsummer Day is consider the Holy Day of Pelor, god of sun, light, and healing. In most good or neutral places this is an official rest day, and the holiday is even respected in some evil lands like the Great Kingdom. Feasting and enjoying the sun are important activities, and it is considered a sign of respect to wear yellow somewhere on one's person. In non-evil lands, at least, those who don't are regarded with some suspicion. The weather tends to be uncannily reliable (rain is generally a sure sign of Pelor's extreme disfavour with an area), and public services are held outdoors by Pelor's priests. A public processional is followed by a free meal, and healing and comfort is provided to the needy while priests and priestesses vigorously entreat the more fortunate for alms.

* All undead are turned at +4 during Midsummer's Day. Priests of Nerull also dread this day, as they suffer a -2 on all rolls and opponents get a +2 to save vs. their spells. The bonus against undead vanishes that night, but the priests of Nerull must lie low until the next night before their curse wears off.

* Note that in the Theocracy of the Pale, this day is held to be sacred of Pholtus instead, though many of the same activities occur. Travelers are warned that celebrants all wear white instead, and yellow clothing or a yellow fabric strip pinned to one's tunic are considered blasphemous.

* Both moons are full the 4th day of Richfest, on Midsummer Night. Lycanthropes aplently, but faeries are also extremely active and Mages also report certain spell enhancements now and again. This is often the evening when spell-shows happen.

Richfest 4th, Midsummer Night – Druids gather mistletoe, both Celene and Luna are full, and at midnight, Celene eclipses Luna

Reaping 25th= Sotillion's Day, know popularly as Labor Day and also, derisively, as "St. Ides" (for "Saint Idler's"). Followers will do no work and enjoy the summer. Widely popular, especially for the young and in love. As a result the full moon of this month is often referred to as the "lover's moon". PCs should be careful not to attack skulking figures or muffled noises!

Goodmonth 4th= Grandmote festival, involves large archery competition, fair, and festivities devoted to gods of luck (Istus, Ralishaz neg., Norebo, Rudd).

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.

                Harvester 20th= Raksha Bandhan, a Bakluni festival still celebrated in those lands, and in Perrenland and Highfolk as well. A celebration of siblings {usually, but not always, opposite sex}, where bracelets and flower necklaces are made and traded along with sweets. For those who do not have siblings, a 'blood brother' ceremony is sometimes performed among very close friends. It is considered a great honour to wear such a token on this day.

                Harvester 25th-28th= Imperium Invicta festival in the Great Kingdom. Still celebrated in Rauxes, North and South Kingdoms, Szeffrin's lands, and some other areas.

                Brewfest 4th= Celene's full moon, Autumnal Equinox

* Celebration of the harvest and the arts of brewing. Very important to Wenta, Berei, Beory, and Olidammara. The Halfling, Gnomic, and Dwarven pantheons also hold this day in very high regard.

* Also known as the Feast of Wenta in some communities and is a celebrated with song, dance and offerings of the summer's harvest to the goddess Wenta for her blessings during the cold days before winter.

* Keoland and allied states celebrate with the Regal Games in Niole Dra.

                Patchwall 7th= Bellringer's Feast in All but Brotherhood and Great Kingdom lands. Everyone gathers at the largest bell in the region (usually a town hall or temple) when it is rung, then exchange treats and other baked goods. The militia also turns out in full regalia, as this festival is connected with themes of warning and preparedness. Though this day has become more festive, in some embattled lands its original purpose has completely reasserted itself, and celebrations in Nyrond are likely to be strained at best.

Patchwall 14th= Druidic Festival of Lammas.

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 faeries 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.

Ready’reat 5th= Turning of the Shebbear Stone. Commemorates the feats of Shebbear, a famous Oeridian hero of awesome strength; also a way of clearing the land. The largest stone on the property is rolled once toward the west. This holiday produces many injuries, just in time for...

Ready’reat 7th= Festival of Hope. Healing and atonement offered, esp. by priests of Pelor and also for Zodal, for whom this is the holiest day of the year. It has attained even greater significance of late as a festival for good generally, especially among exile communities.

Ready’reat 11th-14th= Days of Dedication, sacred to followers of Trithereon. The Day of Remembrance, dedicated to those who died defending liberty, begins the festival.

Ready’reat 12th= Day of Reflection, for followers to reflect on their lives and their goals.

Ready’reat 13th= Day of Retribution, where solemn oaths of vengeance are typicaly sworn against those deserving same, priests publicly judge disputes among the faithful, and special favour may be shown by the deity to those attempting a daring deed in the name of liberty.

Ready’reat 14th= Great Freeday celebration ends "Days of Dedication."

Suns’ebb 23rd= Marihwyd. A parade of white costumed followers led by a white robed person wearing a horse's skull sing blessings at the doors of the village and are rewarded with treats. Popular among Geoffites, Tenha, and Sterish, as well as the County of Ulek and Greyhawk.

Suns’ebb 25th-28th= Days of Thought, sacred to devotees of Rao, Delleb, and some sages. Spent in self-examination and study.

Needfest 4thWinter Solistice

* Begins with 'Mummergin'. People wear disguises and try to remain unrecognized, in order to celebrate the wondrous and strange effect that magic and magical creatures have in the world. Nevertheless, it should be noted that actual use of magic in such disguises is considered cheating, and is frowned on in most areas. There is dancing and general carousing, and the high point is a parade and the Performance of the Mummers, a play in which good and evil battle. Evil wins but the youngest speaking child resurrects good and removes the evil from the bad actor. It is rare but not unknown for some members of evil cults to take steps at this point, and vigilance is usually tight in larger cities.

One exception is The Empire of Iuz, which holds a variant play in which their evil lord fights good and wins. This is usually enacted by having priests in ceremonial masks publicly fight, defeat, and then sacrifice a lightlyarmed prisoner amidst general rejoicing.

The rest of the holiday is devoted to general merriment, and the last night before the months are again counted in the calendar is very special. This is the Feast of Unreason, which is honoured by many diverse faiths (Boccob, Lydia, Lirr, Norebo, Olidammara, Ralishaz, Trithereon, and even Rao and Iuz!) for different reasons. In general, however, the mode of celebration is the same: Servants are promoted to the head of towns, villages, and even royal courts, where they preside over the feast's duration. They orchestrate silly laws {i.e.. having farmers push their carts, wearing only one shoe, etc.} which must be obeyed, though traditionally they are followed about by a 'true' authority who can overrule any proclamations deemed to be disastrous. Popular everywhere, even in the Great Kingdom, but ruthlessly suppressed in the Theocracy of the Pale. This is a very popular Greyhawk festival, where it is colloquially known as "Zagyg's Feast." The Mad Archmage retains his distinction as the only actual ruler to ever be elected to preside at these festivals, and his influence can still be felt today. Mages report that their spells will occasionally misfire in odd and/or humorous ways during this period, though such misfires will never occur in lifethreatening situations unless one has greatly offended Zagyg or Boccob.

  • Needfest is also known in some places as the Feast of Telchur, this holiday honours Telchur's valiant battle in creating winter, and celebrates the beginning of winter's waning. In some places, an elaborate play commemorates this event (Great Kingdom). In others, remembrance of family and recital of the family tree is an important part of the day (Keoish principalities, Geoff, and Ulek). Most places, however, celebrate primarily with an open house dinner after dark, the giving of presents, chainlighting of candles, and singing and folk dancing. The goal is to make the sun feel like he is missing the fun so that he comes back before it gets too cold.

Needfest, Godsday 4th, Midwinter Night – the Dark Time or the Dim Nights, only  Celene appears (a time of superstition to many peasants)

 

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.

 

Old Deities

Old 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

 

Old 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

 

Old 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