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