by
Justin of Wy'yshan
Compiled
Year 8, Cycle 14
University of Wy'yshan, N. Olerk
Edition 1.0
Second Edition
by
Kaitrin of Lorendan
Compiled Year 8, Cycle 15
Updated Year 14, Cycle 15
| Basic Facts | 6 |
| Countries and Empires | 7 |
| Duranglith | 7 |
| Empire of Nomos (Nomosian Empire) | 7 |
| Allahman | 8 |
| Continent of Ohlandia | 10 |
| Crystaltowne | 10 |
| Federated Cities of Tansal | 10 |
| Krax | 10 |
| Trading Cities League | 11 |
| Westen | 11 |
| Zarumkthar | 11 |
| Pelepon | 12 |
| Olerk | 12 |
| North Olerk | 12 |
| Datri | 13 |
| Dnar (Dwarfhome) | 14 |
| Elfland (Tanelorn) | 14 |
| Ellendi | 15 |
| Foran | 15 |
| Green Haven | 16 |
| Kamargia | 16 |
| Kolon | 17 |
| Korith | 17 |
| Lorendan | 18 |
| Nefrdri | 19 |
| Nerdri | 19 |
| Rhemuth | 20 |
| Rystil | 21 |
| Sendl | 21 |
| Wysh | 21 |
| Wy'yshan | 22 |
| The Barbarian Lands | 23 |
| The Kaled Lands | 23 |
| South Olerk | 23 |
| Balon | 23 |
| Golfen | 24 |
| Holt | 24 |
| Marlot | 24 |
| Omimam | 25 |
| Slingerlands | 25 |
| N. Tasnut | 25 |
| S. Tasnut | 26 |
| Wrennish | 26 |
| Major Islands | 27 |
| Palanach Islands | 27 |
| Rover Islands | 27 |
| Jai-Shuk Islands | 28 |
| Chapter 3 - Geography of Interest | 29 |
| Chapter 4 - Gods of Olere | 30 |
| The Rover Deities | 30 |
| Taumeril | 30 |
| Suderel | 30 |
| Belara | 30 |
| Landera | 31 |
| Gods of Olerk | 31 |
| Gods of Duranglith | 32 |
| Iconos | 32 |
| Bargash | 32 |
| The Wounded God ?? | 33 |
Prolog
The Creation Myth (Palanach Elves)
In the dim past the Elder Gods found a world populated only by plants and harmless creatures. The gods desired to create creatures to be companions for them, and went from Prime world to Prime world, creating new animals and people. In this world of Olere, they first created the higher animals, nobler and more intelligent than those that remain today. They then created two groups of intelligent creatures. These two groups were the shape-changers and the Kelei. The Kelei were extremely gifted in the mental arts, while the shape-changers took to the ways of nature. For some unknown time, the two groups existed in peace, living the way they were created. This was not enough for some of the gods, who desired chaos, rather than creatures living in harmony. So they caused strife to come between the two peoples.
The war that was started by the gods was fierce, and bitter. There were few numbers of each people, neither being very prolific. Soon the numbers of survivors of both races were few, and a truce meeting was called. It was here that the results of the gods interference was seen, as the long years of hardship and war had honed the survivors to a much greater level of being.
Among the Kelei and shape-changers were people who begged for peace, but on each side there were some who insisted on total destruction of the other. Among these was the Kelei warrior Iconos, afterwards known as the Warrior Mentalist.
He led the largest faction of the Kelei and demanded that all follow him to destroy the enemy. His opponents included Kaila, Sorrows, and T'char, Sorrows' brother. Iconos and his faction could not prevail upon the others, and their followers, to fall upon the shape-changers and destroy them. The majority called for peace with the shape-changers. But Iconos was clever, more than they suspected, and he arranged a trick. The shape-changers were fooled into attacking the camp of the Kelei, and the reluctant Kelei joined in destroying them. Only after the attack did the Kelei realize they had been fooled, and confront Iconos. He was prepared, for the most losses had been suffered by his opponent's followers. He and his followers attacked the others, his own people.
The battle between the two groups was tremendous, and nearly all of the Kelei were slain, as well as the few remaining shape-changers. When it was over, only a handful survived, including Kaila, Iconos, Sorrows, and T'char. Kaila, the former lover of Iconos, killed herself in grief. T'char and Sorrows refused to leave, or surrender. They spent many years in rebellion, fleeing from Iconos and opposing him where they could. T'char, who was very close to the land and the animals of the world, could not bear any more suffering and killing, and was forced to another world. Sorrows fled from Iconos, and for many, many years the two followed and battled each other. Eventually Sorrows was captured, and imprisoned, and others with him.
The Elder gods had achieved the end that they desired, Iconos and his followers were as powerful as the gods. But Iconos wished to rule the world without interference from the Elder gods, and was ever reluctant to do their bidding.
It was during this time that Corellon Larethian created the Elves. He desired to create a race of creators that would live in peace with the world and each other. They lived in peace with the Kelei for many years, and studied with them and created items of great power. But the Elves worshipped only a few of the Elder Gods, and the others gradually left this world. Those that remained behind, not to be outdone, created new races, including the dwarves, halflings, humans, orcs, and other humanoid races. Some of the Elder gods became deities to the new races, including Handraman and the demi-human and humanoid deities. Other gods came and were worshipped by humans.
In time, most of the Elves realized that Iconos and his followers were evil, and ceased to serve and work with them. Over time, most of Iconos' minions were killed by the Elder gods. Very few of his people were left, and over the years the rest of them died, at the hands of themselves or Iconos. Soon Iconos was a singular figure in Olere, a deity with no followers or people. It was during this time the new races multiplied across the world, and many of them followed Iconos as their deity. To this day, he reigns in the West as a feared force in the world.
(Palanach Elves version of the beginnings of the world)
Basic Facts
Equatorial Circumference - 21,000 miles.
Olere is mostly covered by ocean. There are 4 major land masses, these being the continents of Duranglith, Ohlandia, Pelepon and Olerk, in order of size.
Major island groups - Palanach, Allahman, and Rover Isles. There are smaller islands scattered throughout Olere's oceans.
At each of the poles, there are large areas of ice covered land, which are believed to be inhabited by cold loving creatures.
Number of Moons - 2, Ceres and Luna. Ceres is the larger moon, and circles Olere at a greater distance. Ceres has breathable air and is rumored to be inhabited. It is visited often by wizards and some priests. Luna is significantly smaller, and closer, but apparently has no life on it.
Both moons are full and at their closest to Olere once per year, at the Tides of Spring. The elves call this night Calainaglar. This convergence is believed by many people to be a night of great portents and magics. Later in the year, both moons are again full, but farther away, during what is known as the Fall Tides.
Olere is home to creatures of many types. The principal inhabitants are humans, with significant numbers of humanoids and demi-humans. The kaled people, which appear to be unique to this world, fall into the humanoid category. However, their intelligence and civilized ways indicate that they are more closely related to humans.
Every 100 years or so, Olere is subject to an increase in warmth. This warm period turns winter snows into rain over much of the world. It appears to also cause a form of insanity in kaleds, who migrate to cooler areas in vicious packs.
Countries and Empires
Countries are listed in alphabetical order for each continent. For each country, the estimated population of humans and demi-humans is listed for both the country and the capital city. The type of government is also indicated, which include: Deitocracy (rulership by deity), Monarchy, Theocracy (rulership by religion), Autocracy (rulership by a single non-elected ruler), and various councils. The leader of the government at the time is indicated, if known. Resources of the country may be listed, with the following qualifiers: ordinary - basic food and materials to support the population; many - plentiful basic resources; poor - not enough basic resources. Following this may be a list of specific resources plentiful or specific to that country.
Continent of Duranglith
Empire of Nomos (Nomosian Empire)
Population: over 50,000,000
Capital: Dorondor (1,000,000)
Government: Deitocracy
Head of Government: Iconos, Emperor of Nomos.
Resources: many, especially timber and silver.
Duranglith is the largest continent of Olere, and as such it includes many interesting physical features. Amoung them are the frozen mountains of the Northern Reaches. The northern areas of Duranglith are very cold, and dark for long periods of the year. Much of the very northern parts of the continent are covered with ice and snow year round. This is due to being very near to the northernmost region of Olere, where there is permanent ice in the Ice Lands, a region across a narrow sea just to the north of the inhabited areas of Duranglith. While forbidding, the Northern Reaches are not uninhabited, with terrible monsters dwelling there. The fierce hobgoblin tribes of Duranglith originated in the cold north, and migrated southward with Iconos.
The southern sections are warmer, extending down into the Equatorial regions. Much of the south is desert, divided by tall mountain ranges and bands of forest. Greener lands can be found near the mountains and rivers and along the southern coast. The central areas of Duranglith are the most hospitable and fertile.
Duranglith is bordered on the west by the Brown Sea, a curious body of water that is exceptionally shallow, and inhabited by many ocean humanoids. The Shoals, an area of reefs in the Brown Sea, is the final resting place of many ships, including the Golden Hawk, which carried an island prince's tribute to Moro, but never arrived. The Avian Forest, which lies along the coast of the Brown Sea, is famous for the thousands of bird species found there. A curious feature on the east coast is the Hand of Iconos, opposite the island nation of Allahman. Constant volcanic action extends small peninsulas, called the Fingers, toward Allahman; some say this is due to the will of Iconos reaching for the island! Many small islands can be found in the seas near Duranglith, most of which are under the control of the Nomosian Empire. Some of the denser island clusters are home to pirates, whose home islands are said to move about on the currents to avoid the ships of the Nomosian Navy. These pirates pose little threat to legitimate shipping, and are periodically routed by the formidable Nomosian Navy.
The acknowledged population of Duranglith includes humanoids, especially Hobgoblins. Very few demi-humans can be found on the continent. Many of the elves of Duranglith fled to the Palanach Isles during the 11th and 12th cycles.
The Nomosian capital city is Dorondor (Dark City or Black City). Dorondor is the largest city in all of Olere. Dorondor is a modern city, less than 200 years old, and is very well designed and managed. It is called the Dark City because of the black basalt used exclusively in its construction. It has many buildings of dark beauty and architectural interest. The city was built during Iconos' rule after he completed his conquest of the continent. The stone was mined by slaves from Ementur, out of the nearby mountains.
Dorondor is home to the Wizard's College, perhaps the foremost school of magic study in all Olere. Students from many lands come to study there, but must pass rigorous tests to be granted admission. Dorondor is also home to a school of psionic, or mental studies, the only such formal school anywhere on Olere.
The city of Moro Port is perhaps the greatest trading city in Olere, though this is disputed by West-of-Wind and Noram. Moro Port is certainly larger than both of these, and claims to provide every service and product known to any race of Olere. 'If you don't know where to find it, look at Moro' is a common saying among traders and merchants.
Duranglith is home to constructs and monuments of many cultures and races. One distinctive construction is the Fairy Bridge. This great bridge of white stone spans the Moro River just south of Lake Caelin. The bridge is uncounted centuries old and of unknown construction, possibly the joint project of Dwarven and Elven engineers from the Elder Days.
General History - Duranglith came under the rule of the Nomosian Empire in the 12th cycle. Prior to that time, the Nomosians ruled only the Northern part of the continent, and the southern half of the continent was divided between two smaller countries, Ementur and Dospora. After the Kaled invasion of the 11th cycle, the Nomosians, led by Iconos I, defeated both smaller states, and they became part of the Empire. They have since been completely assimilated, and the Kaleds have been nearly exterminated.
Population - 200,000
Capital - Oea (15,000)
Government - Monarchy
Head of Government - Ciryatan II
Resources - ordinary; ship timber, precious gems.
Allahman is a large island off of the east coast of Duranglith. It is sparsely inhabited, with no native population, all of its population migrating from Duranglith over many centuries.
The majority of the people there once lived on Duranglith in a country known as Ementur. During the 10th Cycle, Iconos killed Ciryatan I the Ementurian king, and drove most of the people out. The northern part of Ementur became the Nomosian Empire, until S. Ementur was defeated during the 12th Cycle. The remaining Ementurans joined many of their people on Allahman who had migrated there to escape Iconos. The people of Allahman are constantly preparing for war with Dorondor, as Iconos has sworn to conquer the last of his enemies.
Recent reports have indicated that the King, Ar-Pharazon is preparing to step down, and hand the throne to his only son, Ciryatan II.
Geography - Allahman is a temperate land, heavily forested, from which its people make many ships. These mountains are the training grounds of the famous rangers of Allahman, who constantly prepare for the day that Iconos finally invades their island nation.
One mountain, Mount Tempora, is said to be the tallest mountain in all of Olere. It is said that Mt. Tempora is so tall that it reaches nearly to the homes of the gods, and prayers spoken from the summit are certain to be heard.
Crystaltowne - Free City-state
Population - 30,000
Government - Autocratic
Head of Government - Mayor Thessel II
Resources - poor; chiming crystals and dragon treasure.
Crystaltowne is a small city located near the famous Dragonlands. It is a major trading city, and starting point for adventuring expeditions into the Dragonlands. Its most notable product are chiming crystals, which are found in abundance in the mountains of the Dragonlands.
The Dragonlands are home to a large number of dragons of every sort. Every 5 years, a large 'dragon hunt' is held by the merchants of Crystaltowne, with a large prize going to the group that kills the most dragons and returns home with the most treasure. The Dragonlands are rumored to be the home of a huge red wyrm, one of the oldest dragons on Olere.
Crystaltowne is a minor member of the Trading Cities League.
Federated Cities of Tansal
Population - 600,000
Government - Representative Senate
Head of Government - Mayor Kennd of Ollerton
Resources - ordinary; trading goods of all types, pearls.
The Federated Cities consist of 12 cities of north-western Ohlandia, an area known as the Tansal. The cities are governed by a central body known as the Cities Senate. Each of the 12 cities elects one representative to the Senate, and from those 12 one leader is chosen.
The Federated Cities cooperate on matters of trade and security, and generally oppose the actions of the Trading Cities. The Federated Cities include Ollerton, Bitarchi, Presterton and 9 others.
Population - 230,000
Capital - Spinnenburg
Government - autocracy
Head of Government - Overlord Krax VIII
Resources - ordinary; jewels, spices
This kingdom of central Ohlandia was once a great power on that continent. During the 12th and 13th cycles, the Kraxian empire stretched from the Qeb desert in the south to the fortress of Gilantur in the north, and from coast to coast. Forces from the Trading Cities, the Federated Cities, and Gilantur shattered several large Kraxian armies in huge battles, and the empire slowly crumbled. Famines, plagues and monstrous depredations in the following years led to a rapid decline in the population.
Trading Cities League
Population - 450,000
Government - Guild Council
Head of Government - Winemaster Hans Berch
Resources - trading goods of all types, gems, minerals.
The Trading Cities League is a loosely joined group of 7 cities concentrated in the north-eastern part of the continent. The Trading Cities formed an alliance soon after the fall of the Kraxian empire, mostly as a defense against the larger states near by. The Trading Cities maintain a strong influence in the fortress-city of Gilantur.
Crystaltowne and Esbith are members of the Trading Cities League.
Westen
Population - 500,000
Capital - West-of-wind (65,000)
Government - Monarchy
Head of Government - Mullarch II
Resources - many; copper.
Westwind, the capital of Westen, is a great port, handling much of the traffic between Ohlandia and Duranglith, as well as visits from ships from the Rover Islands and Islands of the Palanach. It saw trade with the cities of Pelepon in the past, before Pelepon was overrun by the insects.
Zarumkthar
Population - 60,000
Capital - Zarumkthar (40,000)
Government - Theocracy
Head of Government - God-King Zarum XXIII
Resources - poor; religious items.
Zarumkthar is a holy land of central Ohlandia, ruled by the representative of Zarum, the deity of this land. Supposedly Zarum, a legendary figure in Ohlandia, was deified on the location of Zarumkthar. The city at that location is dedicated to his worship. Zarumkthar is built on the slopes of a tall mountain, Mt. Zarum, and the surrounding foothills are controlled by the God-Kings. Many of the population are low-level clerics, and engage in the creation of potions, holy oils and water and scrolls, which are available for sale. This results in Zarumkthar having wealth and power far beyond its small population.
The continent of Pelepon was overrun by giant insects during the 11th cycle. Little is known about it now. There are tales told of kingdoms of intelligent insects, but no confirmation of this. According to recent reports, there may still be isolated human or demi-human settlements.
There is supposed to be an insect 'capital', known as Homehive. There is one known city, known to humans as Bizz. Some trading can be done there, but humanoid beings are not allowed inside most of the city, and trading ships can only stay a short time. There are different types of insects found within the city, including giant versions of ants, beetles, preying mantis, and bees.
The only known artifact of the insects of Pelepon is a great mound that rises 200' tall in the city of Bizz. It has no outside features, and its purpose is unknown.
Off of the coast of Pelepon is a small island called Zeman. It is inhabited by humans from the Rover Isles. The island is a stopping point for trade with the insects of Homehive, and the humans of Zeman maintain some relations with the insects.
The continent of Olerk consists of two civilized areas, separated by wilderness dominated by humanoids and kaleds. Of all the continents, only Olerk suffers the full affects of the Kaled Cycle. The settled parts of Olerk, North Olerk and South Olerk, are listed here separately, due to the large number of small states that dominate this continent.
North Olerk
North Olerk is famous for its large population of dragons of all of the evil types. For some reason dragons have always proliferated in the North of this continent, particularly with the waning of the Elven Nations. The mountain range that runs along the entire north coast of the continent is known as the Dragon Range. Many young and old dragons make their homes in these mountains.
Northern Olerk is also home to several unique peoples, including the kaleds and the wandering tribesmen of the plains. Other unique groups are the Shaqua hillmen of Kolon, and the Galena; a reclusive, studious people that bear some resemblance to the Ementurans of Duranglith.

Datri
Population - 400,000
Area - 29000 sq. miles
Capital - Darrenham (65,000)
Government - Council
Head of Government - Rhendan, head of the Council
Resources - poor; copper and tin.
Until the 12th Cycle, Datri was a closely held protectorate of Nerdri, a buffer between Nerdri and Lorendan, and Nerdri's first defense against the Kaleds. As such, it was the scene of many large battles, and remains to this day a war-torn and ravaged land.
Datri achieved freedom from Nerdri after the 11th Kaled migration, with the aid of forces from Lorendan. At that time, a council was formed to govern the country, consisting of the principal lords who lead the rebellion.
Datri is home to many small groups of humanoids, due to its past history. Western Datri, where it climbs into the foothills of the Lendour Mountains, contains the lairs of several large dragons, and quite a few smaller specimens. This makes the western duchies very popular with adventurers.
Dnar (Dwarfhome)
Population - 85,000 (mostly dwarves; some halflings, some humans)
Area - 9600 sq. miles
Capital - Dunhere (10,000)
Government - Monarchy
Head of Government - Thekk II
Resources - ordinary; ores and minerals
Dnar is the home of the majority of the dwarves of N. Olerk. It is a cold, hilly land occupying the north west corner of Olerk, which it shares with no other country. Dnar is bordered on one side by nearly impassable mountains, and on the other 2 by the Elvish Sea.
The original dwarves of Dnar have lived here for as long as history has been recorded, back to the time of the Elvish kingdoms. Some of the dwarves are more recent immigrants, leaving other lands for Dnar.
The principal trade of Dnar is in metal goods of all types, and some special stonework and rare stone. There is a significant human population, that operates trading and fishing vessels, and farms. The dwarves and humans of Dnar coexist in a friendly manner.
Elfland (Tanelorn)
Population - ? (100,000+ Elves, others?)
Area - 35000 sq. miles
Capital - Tanelorn, the Forbidden City (10,000?)
Government - Monarchy
Head of Government - King Galan and Queen Jessa
Resources - many; gold, gems, rare woods
Elfland, as it is typically called, is the home of most of the Elves of N. Olerk, as Dnar is the home of the Dwarves. It is a forested land, ranging from light forests in the south and east, to the thick, dark Somber Wood in the northwest.
The Elves have little to do with other countries, trading crafted items such as jewelry and leather goods for grain and food with Ellendi and Rystil.
Like Dnar, the origins of Tanelorn go back into the dim past, as this was one of the original Elvish kingdoms, and the only one to remain. The capital, Tanelorn, is also called the Forbidden City, as no human is allowed to walk its streets uninvited. Virtually none have returned from there, and those that do rave of the indescribable beauty of the city.
There are rumored to be many beautiful sights within Elfland. Two of them are the famous Singing Falls, and Elvish Rock, a giant rock cliff seemingly carved in the shape of an elvish warrior.
Ellendi
Population - 575,000
Area - 29000 sq. miles
Capital - Ellendi (80,000)
Government - Hereditary Council
Heads of Government - Lord Elventar, Lord Elfstar, Lord Liossun
Resources - many; rare woods.
Ellendi and Rystil were once part of the last of the large Elven kingdoms of N. Olerk. When the kingdom ended and the Elves retreated to Tanelorn, their human and half-elven allies formed two new kingdoms, with the Elves' blessing.
The government of Ellendi is unique, consisting of 1 representative of 3 hereditary ruling houses. Each house, no matter how small, rules equally. This also provides for the strange social structure of Ellendi, as each person in the country belongs to one of the three houses, by birth, or adoption. The members of each house may be human, elven or half-elven, very little distinction is made between the races. House Elventar is predominantly elvish, the others are more mixed. The houses each engage in finance, commerce, and the common defense of the country.
Like Tanelorn, Ellendi is blessed with great natural beauty. Its woodlands and streams are some of the most peaceful of N. Olerk, and Ellendi is famous for its many rivers and small lakes. The great Nalan River, which winds across N. Olerk to become the Meaht River at Wy'yshan, truly has its origins here, even if its source lies somewhere in Elfland. The Falling Hills, foothills to the Sky Pinnacles Mts, contain many dancing streams and beautiful waterfalls.
The primary trade goods of Ellendi are crafted items and artwork, and rare woods.
Foran
Population - 750,000
Area - 32,000 sq. miles
Capital - Foran (127,000)
Government - Monarchy
Head of Government - Ryios I
Resources - poor, silver.
Foran is a relatively poor country, having few of the export products of its neighbors, except for its mineral wealth. Gold and silver are found in the western Lendour Range, in the aptly named Silver Hills, and in the streams and rivers coming from them. It is also sparsely populated, with many areas of open land unclaimed by man or un-man.
Foran has at times been a part of the Western Confederacy, a union of the countries west of the Lendour Range. At this time, the Confederacy does not exist, and Foran is an independent country.
Foran completely surrounds a free city, the city of Polis. Polis is ruled by Hubert of Warhall. While independent from Foran, they maintain cordial relations, even though Polis is a haven for anyone fleeing the oppression of Foran's unusually strict government.
The Silver Hills are Foran's most unique geographical feature. These hills get their name from the silver colored grass that grows there, as well as the small amounts of silver found in the rivers that run through the hills. Unfortunately the hills are also the home of small groups of humanoids, and the favorite path of infiltrating bands from the Lendour Mts.
Green Haven
Population - 180,000 (Halflings and Half-elves)
Area - 13,000 sq. miles
Capital - Hobbitton (12,000)
Government - Elected Representation
Head of Government - Elias Bluecoat, Mayor of Hobbitton
Resources - many; rare foodstuffs.
Green Haven is the home of a large number of N. Olerk's halflings, and a few half-elves and elves. This is a peaceful land of rolling hills and dales.
Green Haven has been acknowledged as a sovereign country since the 10th cycle, when Tanner Bluecoat led a regiment of halfling and elf archers south during the migration. Out of gratitude, Lorendan, Nerdri and Rystil, in one of their few agreements ever, agreed that the halflings had sole and official claim to their lands. Tanner Bluecoat became Mayor of Hobbitton, and official leader of the Mayor's council, the ruling body of Green Haven.
The halflings and half-elves live together peacefully in Green Haven, with a few humans, dwarves and elves. They maintain peaceful though watchful relations with Nerdri, which they border in the Tailspike Mts. They have good relations with Rystil and Wy'yshan, though they tend to be isolationist. They have only a little trade with other lands, but their jewelry and fine clothing is much sought after in other lands.
The lands outside of the settlements of Green Haven are very rough, and home to several sorts of brigands and humanoids. However, Green Haven is also the reported home of the Great Gold Dragon of N. Olerk, a dragon reputed to be older and larger than any other in Olerk.
Kamargia
Population - 650,000 + humanoids and monsters
Area - 90,000 sq. miles
Capital - Kamar (45,000)
Government - Monarchy
Head of Government - Over-king Exonor III
Resources - ordinary
Kamargia is a large, flat land, with many marshy and swampy areas. There are many lakes and small rivers and streams criss-crossing this sparsely populated country. These watery areas are also the home of some of the strangest and most dangerous monsters of N. Olerk, also making it a frequent visiting place for adventurers. Some claim that the swamps of Kamargia are ruled by lizard men in watery citadels deep in the swamps.
Kamargia was the final stronghold of the Over-king of the Western Confederacy, when it collapsed during the 9th cycle. While Exonor I began his conquests from Korith, it was only Kamargia that remained loyal when the Confederacy began disintegrating. Kamar is still referred to as the capital of the Confederacy, although the Korians refuse to admit it. The kings of Kamargia still use the title of Over-king, and constantly seek for ways to rebuild the Confederacy.
Kamargia is well-known for its strange monsters, particularly the catoblepas. A very rare creature, several herds are known to live the in the Red Swamp, and a few specimens have been seen in other wetlands in the country.
Kolon
Population - 1,500,000
Area - 35,000 sq. miles
Capital - Kolam (25,000)
Government - Monarchy
Head of Government - King Benefis III
Resources - many; fish and meat.
Kolon is famous for the peaceful and gentle nature of its people, both the Kolon fishermen in the west, and the Shaqua hillmen in the east. The Shaqua are dissimilar to most of the inhabitants of N. Olerk, having the height and tan skin more common to S. Olerk. However they arrived, they have lived in Kolon in peace for as long as any human records mention.
While once a part of the Western Confederacy, Kolon long ago broke off, and has refused to become part of any of the attempts to ressurect that union of nations. Very few events or locales of interest can be found in Kolon, except for the Shaqua.
There are virtually no humanoids to be found in Kolon. For some reason the Shaqua hate all humanoids, and relentlessly hunt down any that enter the country from Foran or Kamarg, both of which have problems with humanoids.
Korith
Population - 2,500,000
Area - 67,000 sq. miles
Capital - Korith City (35,000)
Government - Monarchy
Head of Government - WestKing Rigos I
Resources - ordinary.
Korith is well known for its history and the magic school that resides in the capital. Korith was the first home of the Over-king of the Western Confederacy, which at it's height during the 9th Cycle consisted of all of the western states of N. Olerk, and much of what is now Lorendan and Datri. The capital city is the home of the only school for the Elemental Mages of Earth and Fire. This school is a great rival of the two other Elemental schools, though only the Fire Musers tend to be adventurous.
The rulers of Korith continue to have visions of leading another Confederacy, and constantly scheme to take over Sendl, their weaker neighbor to the south. While the rulers of Kamargia have claim to the title of Over-king, the rulers of Korith hope to replace them through conquest. Almost yearly skirmishes occur along the border with Sendl, and occasionally larger scale battles.
Korith is relatively rich in gems and metals, as it shares the rich mountains of the north with the dwarves of Dnar. This metal and gems continues to finance the wars of the kings, who have total control over several of the more procerus mines.
Lorendan
Population - 1,750,000
Area - 40,000 sq. miles
Capital - Lorendan (80,000)
Government - Council and Senate
Head of Government - High Lord Jori Snurrisson
Resources - ordinary; silver, copper, star metal
Lorendan is one of the oldest of the human kingdoms in N. Olerk, but it has gone under several other names in the past. It was originally formed as part of a larger kingdom when the Elves first began moving northward, as a buffer between the Elves and the Barbarian Lands. At one time it encompassed all of Datri and Nefrdri. It has also changed forms of government several times. At this time, Lorendan is ruled by a Council of 3 lords, elected from the members of the Senate of Lords.
The capital city is famous for its fortified walls. The city has never fallen during war, even during the Long Siege of the 6th Cycle. The small but competent standing army is famous for its battles with humanoid raiders, and has a large contingent of medium and heavy cavalry. It is said that dark times will fall on all of Olere if Lorendan ever falls to an invading army.
As it is on a major trade route between the western countries and the Barbarian Lands, Lorendan is relatively wealthy. It lies on 2 of the best passes to the west, and good roads cross it to the east. The Border Road, which currently lies to the north of the Lorendan border, is a raised road originally intended as a wall, to provide defense during humanoid raids or kaled invasions.
Lorendan also contains the landmark known as the Devil's Hole, a curious crater surrounded by a hilly, desolate region. A very valuable metal is mined there, which can be used to make magical swords and armor. It is rumored to be the prison of a powerful devil or other planar creature, which may be released if too much of the metal is removed.
The native humans of Lorendan (few demi-humans dwell there) originated in N. Olerk many cycles in the past. While there has been some small influx of humans from the Rover Islands and S. Olerk, the only significant cultural minority are the Galena. The Galena are a mysterious clan of people dedicated to law, order, and learning. Physically, they appear related to the Rover Islanders, but their speech is entirely different. They maintain several libraries containing great works on many subjects.
Lorendan enjoys good relations with Datri, Wy'yshan and Wysh, but considerable rivalry with Nefrdri. The rulers of Lorendan have always been opposed to the designs of Nerdri, and there have been many wars fought between the two.
Nefrdri
Population - 400,000
Area - 23,000 sq. miles
Capital - Nefrdri (40,000)
Government - Monarchy
Head of Government - Vassal-King Boris IV
Resources - ordinary.
As the title of Vassal-King suggests, Nefrdri is a vassal state to Nerdri. It was founded after the 9th Migration, to protect Nerdri from further kaled incursions. With this purpose in mind, the rulers of Nefrdri maintain a very warlike country.
There is constant friction between Nefrdri, Lorendan, and Wysh. Small border wars constantly spring up, as the rulers of Nefrdri seek to train their troops and expand their borders. Much of the northern reaches of the country is uninhabited grassland.
The richer lands to the south and east are often the site of these border battles. The lands of Nefrdri are fertile, though not rich in mineral wealth or timber, but they do produce famous beef cattle.
Like Nerdri, Wysh and Wy'yshan, Nefrdri is sometimes host to the wandering bands of barbarians who roam the grasslands of central N. Olerk.
Nerdri
Population - 2,700,000
Area - over 100,000 sq. miles
Capital - Corwym-An (The Crystal City) (85,000)
Government - Monarchy
Head of Government - King Ungolus IX
Resources - many; warhorses, grain.
Nerdri is the largest of the kingdoms of N. Olerk, both in territory and people. It is an ancient kingdom, that since its early days has never been conquered. Unlike its southern neighbors, it has rarely been bothered by the Kaled migrations, especially since the formation of its buffer-states to the south, Datri and Nefrdri. It is ruled by the Ungast family, who have ruled since early in the 6th cycle.
Within its vast boundaries Nerdri includes many different peoples and domains. Its lands vary from the pine forests of the west, to the arid plains of the south and the rolling green dales of the northeast. All of these lands and peoples are ruled by the Ungast clan with an iron fist from the throne in the Crystal City.
Strangely enough, Nerdri is home of one of the few Elven homelands outside of Elfland. Deep in the heart of the Abin Forest dwell wild elves, and with them halflings and many sylvan creatures. While Nerdri claims to rule the forest, the inhabitants refuse to acknowledge that rule. The inhabitants defend the forest from outside intruders, and the forest has resisted cutting and burning for centuries. According to legend, each year on the night of the Spring Tide, the forest dwellers gather to dance a dance of great mystical power that renews the forest for another year.
While they are often enemies, Nerdri shares trade in finished goods with Ellendi, Rystil and Wy'yshan, and this trade is its primary source of profit. They also supply grain and horses, both grown on the great Plains of Hym, to their neighbors. Much of this trade is carried on the Nalan River. Cattle and sheep also graze on the great plains. The herds are often raided by the barbarian horsemen that live in the border area between Nerdri and Wy'yshan.
The capital city, Corwym-An is sometimes called the Crystal City. Many years ago, King Agar III decreed that every spire and tower should be adorned with crystal chimes and bells. This has remained a tradition with builders in the city.
Corwym-An is home of a school of Elemental Musers, those of Air and Water. The rulers of Nerdri sponsor the school, and one of the ruling family is usually a practitioner of elemental magic.
Nerdri is home to one of the more unusual artifacts of Olere. A great obelisk of nearly transparent crystal, 30' tall sits in the foothills of south-western Nerdri. According to legend, anyone who fasts before the Obelisk of Fate will eventually see his or her fate displayed in the crystal. Pilgrims from many nations flock to the crystal, some starving to death, while others leave claiming to see visions of their future.
Rhemuth
Population - 475,000
Area - 75,000 sq. miles
Capital - Rhemuth (35,000)
Government - Monarchy
Head of Government - King Astromanus II
Rhemuth is a sparsely populated land that has often suffered from the Kaled invasions. It was once considerably larger, but any attractive northern counties were taken by Kolon or Foran long ago, and some of the southern counties have been overrun by humanoids.
The capital city, Rhemuth, has suffered greatly in the invasions, being almost completely destroyed during the 6th and 9th migrations. It has been extensively rebuilt during the reign of the last 3 kings, and is now one of the most graceful and beautiful capitals of N. Olerk.
The people of Rhemuth are very religious, and the countryside and the capital are home to many temples and shrines. At various times during its past, the clerics of Rhemuth have often co-ruled with the King. The Knights of the Flame, a military order, supply a large, well-trained defense force.
Rystil
Population - 440,000
Area - 28,000 sq. miles
Capital - Rhystil (28,000)
Government - Elected Autocracy
Head of Government - Lord-Protector Jareth Eldred
Rystil, like Ellendi, is a kingdom formed from the last of the Elven Kingdoms. Unlike Ellendi, the lords of Rystil chose to elect one of their members to rule, rather than a council.
Rystil is a rugged, hilly land, which tends to be lightly forested. It is inhabited by humans, half-elves and halflings, and a few elves. Small clans of dwarves live on the northern border, but do not officially follow the rule of the Lord-Protector.
Rystil is allied with Ellendi against Nerdri.
Sendl
Population - 350,000
Area - 32,000 sq. miles
Capital - Sendl (25,000)
Government - Monarchy
Head of Government - King Guthwart I
Sendl is one of the smaller countries of western N. Olerk. It shares several passes through the Lendour Mts. with Nerdri, which causes it much trouble. It is also the target of invasion attempts from Korith.
Wysh (Protectorate of Wy'yshan)
Population - 1,700,000
Area - 128,000 sq. miles
Capital - Wysh (60,000)
Government - Monarchy
Head of Government - Prince Wengeld
Wysh is one of the younger kingdoms of N. Olerk. It was formed from the southern part of Wy'yshan, and areas taken out of the Barbarian Lands. It serves the same purpose as Datri and Nefrdri, namely a buffer between Wy'yshan and the kaleds and humanoids. To the south of Wysh, in the Barbarian Lands lies the famous Plain of Blood. According to barbarian legend, one of their great chiefs and 200 of his clansmen defeated ten times their number of orcs in a great battle on the plain. Since then, the grasses on the plain have been colored red, to commemorate the great victory. Local sages claim that the red grains are native to the region and grow in great profusion on that plain, and have done so for many centuries.
Wysh is fully independent from Wy'yshan, though it's rulers are descended from the ruling family of Wy'yshan. Wysh was created after the 9th migration, when even Imperial Wy'yshan saw roving bands of kaleds in the streets. Because of its purpose, Wysh is very military in nature, though not so repressive as either Foran or Nefrdri. Wysh and Wy'yshan cooperate militarily when either country is attacked.
Wysh is also the home of a military and religious order called The Keepers of the Lamp. The Keepers, as they are known, man fortresses along the border of the Barbarian Lands and
keep order wherever they are found. Many of the elder members of the Keepers have been famous as justices in Wysh, known for their impartiality and search for truth. The Keepers get their name from the Lamp of Truth and Justice, a relic that was said to have been given to them by Tyr.
The capital city of Wysh is a strongly fortified city, enclosed by four forts linked by strong walls. It is designed to be self-sufficient in time of battle, and is home to many smithies, woodworkers and stonemasons. It is also home to the infamous Gold Blade school for combat. Fighters from all over Olere come to this school to increase their skill against the best. Smaller and less famous schools train fighters with less skill, and less gold.
The port of Darow is second only to Noram on the east coast of N. Olerk.
Wy'yshan
Population - 1,900,000 (plus some demi-humans)
Area - over 100,000 sq. miles
Capital - Imperial Wy'yshan (55,000)
Government - Monarchy
Head of Government - King Szechow III
Resources - many; iron, copper, gems.
Wy'yshan is second only to Nerdri in size and population, and second to none in splendor. The capital city, Imperial Wy'yshan, is home to the regions best universities, museums, parks and temples. Unlike Nerdri, Wy'yshan is ruled by a kinder and gentler family.
The Imperial city is located at the juncture of 3 major rivers, which come together to form the mighty Meaht River. The port city of Noram is located at the mouth of this river, and is the greatest port in N. Olerk.
Timber for shipbuilding is harvested in the forests, and the hills and mountains yield valuable metals, though little gold. The plains are rich with grain crops, and fine horses and sheep are raised there. Wy'yshan wool is famous throughout N. Olerk for its quality and rain repelling qualities.
Aside from the native Wy'yshanis, many humans and a few elves, dwarves and halflings inhabit this country. Along with them are many barbaric plains tribesmen, a few natives from the eastern islands, and a good number of Galena. These otherwise reclusive people maintain several centers of learning, and often serve in the government as scribes and functionaries.
The Barbarian Lands
To the south of the human lands in N. Olerk, and to the north in S. Olerk lie two largely wild reaches. These are both known as the Barbarian Lands. There, humanoids and human tribesmen, and even kaleds live. While there are a few small countries, cities and towns, it is primarily a wild and unsettled place. Nomadic human tribesmen roam the plains of the area, and small clans of humanoids settle everywhere. There is constant skirmishing between the tribesmen and humanoids, and between the various humanoid races. There is only one kingdom of note, the Kingdom of G'nash, ruled by a large and ruthless hobgoblin king. G'nash has often invaded the human kingdoms of the north, with little success.
The Kaled Lands
In the equatorial regions of Olerk lie the Kaled Lands. Here, the kaleds reign supreme. No humans live in these lands, and very few humanoids. The region is very hot, and mostly forest or jungle. For some unknown reason, strange totems mark out two separate reaches of the jungle. The Snake Jungle and Bat Jungle they are called, after the animals on the totems.
Very little is known about the kaleds, and no one has ever been able to explain the migrations. Every 100 or so years, the kaleds leave their lands and move north and south, in a great frenzy. Only the old and crippled stay behind, although the journey kills many. The kaleds set upon any non-kaleds they meet, until for some unknown reason they return to their lands.
South Olerk
Balon
Population - 75,000
Area -
Capital - Baerlon (15,000)
Government - autocracy
Head of Government - Lord Benjam
Little is known about this small nation. For a brief period, this small city-state ruled nearly half of S. Olerk, conquering most of Holt and Omimam, under the leadership of Blackheart. However, his empire was short-lived, and much of Balon's territory became what is now the kingdom of Holt.
Golfen
Population - 300,000
Area -
Capital - Sigolf (20,000)
Government - Monarchy
Head of Government - King Sigol III
Golfen lies on the east coast of Olerk, and is bordered on the north by the Southern Barbarian Lands. Golfen is primarily a trading nation, receiving cargoes from N. Olerk and Duranglith. Constant raids from the Barbarian Lands force them to maintain a small but well trained army.
Holt
Population - 190,000
Area -
Capital - Holten
Government - Monarchy
Head of Government - King
Holt occupies the southernmost tip of Olerk. It is rich in minerals and ores. Large forests of valuable species of trees grow there, and make it the shipbuilding capital of S. Olerk. Holt is home to many druids, who preserve the land and assist in gathering the riches of this land without ruining it.
Marlot
Population - 220,000 (plus some demi-humans)
Area -
Capital - Marlot (20,000)
Government - Monarchy
Head of Government - King Verotis II
Resources - many; sheep.
Marlot is an ancient kingdom, which has been ruled by the Marlot family since its inception. The first ruler was King Otis, who created the kingdom by defeating the forces of the Tasnutic Empre.
The family reign was briefly interrupted when Marlot was conquered by Balon, during the time of Blackheart. The Marlot King Beotis was killed by Blackheart, and much of his family was slain with him. Remaining members of the family were instrumental in defeating Blackheart's forces and regaining their lands.
While basic resources are plentiful, Marlot's most valuable resource is its sheep.
Omimam
Population - 350,000
Area -
Capital -
Government - Monarchy
Head of Government - King
Omimam is a remnant of the once-large Tasnutic Empire. Parts of it were conquered by Blackheart, but he did not complete his conquest here.
Slingerlands
Population - 110,000
Area -
Capital - Salugar (10,000)
Government - Elected Monarchy
Head of Government - High Slinger
Slingerlands, once known as Salugar, was renamed over time by those who visited this small mountainous country. According to legend, a now famous native killed a small dragon using only his favorite weapon, a sling. The sling is now the national weapon of the country. Many types of slings are employed by these people, including large two-handed varieties that can throw stones capable of breaking doors. Other unique types are used as melee combat weapons, though these might be more properly called flails.
The Slingers, as they prefer to be known, are fiercely independent, and have been very successful at defending their mountain homeland. When not being invaded, groups of Slingers can often be found hiring out as mercenaries, providing unique missile and infantry troops.
N. Tasnut
Population - 275,000
Area -
Capital -
Government - Monarchy
Head of Government - King Thegrane VI
N. Tasnut is a remnant of the original Tasnut, and the largest remaining portion of the Tasnutic Empire. The Empire once ruled most of S. Olerk.
In the 8th cycle, the power of the Empire was broken by an alliance from what are now the countries of Marlot, Golfen and Holt. The empire was divided into 2 separate countries, and the kingship of S. Tasnut was given to a Prince of Holt.
S. Tasnut
Population - 175,000
Area -
Capital -
Government - autocracy
Head of Government - Thane Roldof Helm
S. Tasnut is the smaller part of once was the Tasnutic Empire.
Wrennish
Population - 150,000
Area -
Capital - Dogren (10,000)
Government - council
Head of Government - High Councillor
Wrennish is a large, but sparsely populated country. The Wrennish are bitter enemies of the Omamis, and several wars have been fought between the two countries in the last two centuries.
Major Islands
Palanach Islands
Population - 250,000+ (Mostly Elves, < 20,000 humans)
Area - unknown
Capital - Beltast, Trieveren
Government - Inherited Representation
The Palanach Islands are home to a large number of Elves and other Faerie creatures. Originally the islands were settled by seafaring humans from Duranglith, who also settled the Rover Islands. For many years the Elves and humans shared the islands, with the Elves inhabiting the mountains and the humans the coasts. However, during the 10th and 11th cycles, there was a large exodus of Elves from Duranglith to Allahman and the Palanach Isles. These new settlers, having had trouble with humans and humanoids, convinced the others to drive out the humans. After years of bloody war and forced relocations, many of the humans left the isles, and the rest settled in small coastal enclaves.
The Elves are loosely ruled by a council that consists of the heads of 10 families. This council meets rarely, even by Elven standards (twice in the 12th and 13th cycles) and the families each rule their lands independently. The humans have their own leaders, and they have little contact with the Elves. While little is known about the Elves, they have made it clear that they are anxious to return their kin to their homeland on Duranglith.
The Palanach Islands are famous for the many sylvan glades and valleys in the mountainous interior. Besides Elves, many other Faerie creatures such as pixies, sprites, nixies, and brownies (and many other diverse creatures) came with the Elves from Duranglith, and inhabit the uplands. The Palanach are also famous for the Palanach Wizards, Elvish wizards of unusual talent and longevity, who are famous for their items of wondrous and unusual magical powers. Several of the most powerful have engaged in centuries long contests to create the most unique and powerful items. It is traditional that once one of these great wizards dies, by whatever means, his tower or castle is not inhabited, often becoming a haven for monsters (and adventurers!).
Rover Islands
Population - 100,000+
Capital - Okracoke (8,000)
Government - Autocracy
Head of Government - Fleet Captain Blacksail
The Rover Islands were settled many cycles ago by people from Allahman or Duranglith, as they bear a strong resemblance to the Ementurans of Allahman. This settling, by the accomplished sailors of that race occured before written records, probably 2 or 3 cycles before the Kingdom of Ementur was established. The islands are numerous, but small, and lightly populated. The life of the Rovers revolves around fishing and privateering, which occupies nearly all of the population. The contempt of the Rovers for sailors from other lands is infamous.
The island's vegetation is tropical in nature, as the islands enjoy warm weather with an adequate amount of rain. Many exotic fruits, animals, and plants can be found on these islands. The climate is mild and very enjoyable.
The title of Fleet Captain is always held by the captain with the largest and most successful fleet. The position changes hands frequently, although short-lived dynasties have existed. The few decisions that need to be made for the permanent inhabitants of the islands are made by the Fleet Captain.
The inhabitants of the islands have developed a unique pantheon, which is nearly universal to all of the inhabitants. The islanders claim that these deities have mated with the islanders, and descendents of these unions still reside there. These semi-immortal children of the deities are said only to age when they spend time on land.
According to the Rovers, there was once a chain of islands to the west. This entire island group and its inhabitants sunk beneath the waves many centuries ago. Legends say that some of these 'Missing Islands' sometimes rise above the waves to let ships of undead sailors patrol the waters near the islands.
Jai-Shuk Islands
Population - 100,000+
Capital -
Government - Autocracy
Head of Government - Emperor
The Jai-Shuk islands are a mysterious group of small islands rarely visited by humans or demi-humans. They are inhabited by ogres of several varieties, including giant ogres and the unusual ogre mages. Those ogres with magical powers rule the others as nobles, and related mages rule small regions or even whole islands.
Very little is known about these lands, as no non-ogre ships are allowed to land there. Sailing vessels manned (ogred?) by ogres travel to the west coast of Lorendan and the Palanach Isles for trading purposes.
Abin Forest
The Abin Forest is a mysterious woodland located in the center of Nerdri. It is one of the few Elven homelands in N. Olerk, and is reputed to be the home of many other faerie creatures. Some nearby residents claim that the woods have a magical power to regrow when cut down.
Avian Forest
The Avian Forest, which lies along the coast of Duranglith just to the west of Moro Port, is home to many bird species. Many of these birds are rare, or even unique. Among the more interesting are the Jewelled Peacocks. These birds are said to have actual jewels imbedded in their beautiful plumage. The forest is also said to be the home of huge Rocs, which prey on other large birds, passing ships, and incautious visitors.
The Rover Deities
The pantheon of the Rover Islands is a small one, consisting of 4 deities. The major deity is Taumeril, the God of the Waves. His wife is Suderel, Lady of the Peaceful Ocean. Their children are Belara and Landera, Fish Goddess and the Oceanfriend. There is also a small sect to Sekolah, the Shark of the depths. At various times, any of the deities may be venerated by the inhabitants of these islands, depending on circumstances. Members of this pantheon are also worshipped by small groups on the coast of the Big Continent, and in S. Olerk. The islanders claim that it is not unusual for the gods to mate with normal humans, and many of the islanders are said to be related to the gods. It is also said rumored that the children produced by these unions only age when they spend time away from the sea.
Taumeril, God of the Waves
God of storms, Winds, and Currents
Greater God, Home Plane of Olympus NG
Symbol: Green spiral, representing a whirlpool.
Taumeril is the King of all Oceans, master of all water creatures, and he controls everything the happens on or under the sea. Sailors pray to him before undertaking any voyages, asking for fair winds and safe seas. However, it is his wife Suderel who they pray to during storms.
Suderel, Lady of the Peaceful Ocean
Fair winds, favorable currents, calms storms. Goddess of ocean birds.
Greater God, Home Plane of Olympus NG
Symbol: Blue circle, representing calm water.
Suderel is the wife of Taumeril, and as such calms his violent moods, and helps sailors in trouble who pray to her. She is often prayed to by families on shore before a voyage, or during a storm. Many stories are told of ships being saved from certain destruction through her intervention. According to some tales, Suderel sometimes keeps rescued sailors underwater with her for some time. Some of the inhabitants of the Rover Isles are said to be children of Suderel and these sailors, are rumored to have strange powers related to the sea. At least one nearly immortal son of Suderel and a sailor is said to constantly roam the seas of Olere, returning to the isles often to visit, but rarely setting foot on land.
Belara, Fish Goddess
Goddess of all fish, crustaceans, and fishermen.
Lesser God, Home Plane of Olere LN
Symbol: Green sailfish
Belara is a cold and distant goddess, presiding over schools of fish in her underwater palace. She is not entirely uncaring, as fishermen pray to her before setting their nets and lines, asking for their share of the sea's bounty. Fishermen having no luck catching fish are said to be cursed by Belara, and will offer sacrifices of valuable items or driftwood carvings, which she is said to collect.
She is known to be able to summon large schools of fish to her, including sharks.
Landera, Oceanfriend
God of Marine mammals
Lesser God, Home Plane of Olere CG
Symbol: Black whale on blue background
Landera wanders the oceans of Olere, traveling with the whales and the dolphins. While he has little to do with the humans of the islands, they occasionally offer a prayer to him, particularly if a mammal is killed accidentally. He can shapechange into any marine mammal form, including killer whale. Beside this power, he is said to be able to summon 4 of the largest whales to him.
Gods of Olerk
The gods of Olerk are divided into two pantheons, that of the good and neutral gods, and the evil gods. The two pantheons are constantly in conflict. The two heads of the pantheon are Odin and Hiisi. The good pantheon includes Odin, Forseti, Thor, Ahto, Untamo, Meilikki, and Heimdall, Sif and Balder. The Vanir are also spoken of, but rarely worshipped, including Frey and Freya. Loki is usually spoken of with this group, but has been known to work with the evil pantheon, and the giants.
The evil pantheon consists of Hiisi, Surma, Hecate, Hel and Manu. This pantheon is organized into a rigid structure. Hiisi is the leader of the pantheon, with Hel, Manu and Asmo reporting directly to him. Under those three deities are the rest of the devils, Hecate and Surma. The demons, demodands and daemons also fit into this hierarchy, but very loosely, with little control by either Hiisi or his underlings.
The following is a list of the deities, roles, strength, and places of worship of the deities in the pantheons.
Odin - (GG) Head of
Pantheon
- Lorendan, Wy'yshan, Rhemuth, Koln, Datri, Sendl. Odin is
worshipped
by those in positions of
leadership, and those who
seek after worship and knowledge. He is often prayed to by
farmers
and sailors to prevent storms.
Forseti - (GG) God of Justice - Wysh, Lorendan, Wy'yshan, Keepers. Forseti is worshipped by paladins, and those seeking justice.
Loki - (GG) God of chaos and thieves - Nefrdri, Datri, Sendl. Loki is viewed as the god of fun and chaos, even by those who are not thieves.
Thor - (GG) Weather God - Nerdri, Koln, Wysh. Thor is the god often prayed to by warriors and adventurers, as well as farmers seeking protection from bad weather. He is the primary god of air elementalists. He is the most popular deity with the common folk.
Ilmatar - (LG) Goddes of Mothers - Rhemuth, some presence in all countries. Ilmatar is often worshipped by women, and is a popular deity for clerics who tend to a congregation.
Untamo - (LG) Sleep and dreams - Datri, wizards (non-elemental). He is often prayed to by the common folk to prevent bad dreams, and when ill news is heard.
Meilikki - (GG) Goddess of Forests - Lorendan, Sendl. Meilikki is the goddess of many rangers and druids. Common people pray to her to protect forests, and for protection from forests.
Heimdall - (GG) Guardian - Lorendan, Rhemuth, Wysh, Wy'yshan.
Sif - (LG) Goddess of battle - no organized worshippers. She is worshipped by female warriors, and some male warriors specializing as swordsmen. She is seen as the goddess of adventurers, rather than soldiers.
Balder - (LG) God of poets, beauty - Foran, some Rhemuth, Lorendan. Balder is worshipped by bards, and rangers, and all those who seek to create art. He is also prayed to as the protector of the household.
Hiisi - (GG) God of evil - Nefrdri, G'nash. Patrol of those who seek evil to gain control over others.
Surma - (DG) God of death - Nerdri
Hel - (GG) Goddess of the underworld - Nerdri
Hecate - (LG) Goddess of magic - elemental wizards, Kamarg.
Manu - (LG) God of rulers - Foran, Lorendan, Nerdri, Nefrdri. Prayed to by those seeking power, or by rulers to provide inspiration.
Asmo - (LG) God of lies - small cults of followers everywhere.
Gods of Duranglith
There is a very limited number of deities on Duranglith, due to the rule of Iconos. Besides Iconos, only two deities are actively worshipped, Manu and Ilmatar. There are several other minor deities associated with this continent, and small groups of devil worshipers, and followers of now disbanded religions. Iconos also has a son, but he has no official following, although he is recognized as a deity.
Iconos - Warrior Mentalist, 'Dark Mind'
God of Warriors and Psionics
Lesser God, Home plane of Olere LE
Symbol: Silver sun rising over a dark plain
Iconos is said to be
the
only remaining member of a great race of beings that once shared Olere
with shape-changers and great animals. Iconos survived uncounted
centuries
through the worship of many evil creatures. Over time, this worship
gave
him the
status of a deity on this
plane. He is especially revered by the Hobgoblins of Duranglith, who
call
him Dark Warrior, and Elf-Slayer.
Iconos is said to have great mental powers, equal to any god. Little is known of his abilities with magic. Many psionicists revere him, for he is said to know disciplines and modes unknown to any others.
Bargash - Left Hand of Iconos, Dark Death
God of Warriors
Demi-god, Home Plane of Olere
Symbol: Black whip on a silver background
Bargash is Iconos' second son, and currently in favor with his father. He serves as High Commander of the Nomosian forces when Iconos is not present, and has led them to many important victories. He is said to strongly resemble a hobgoblin, and some have claimed that his mother was a hobgoblin. He is a strong and fierce warrior, with awesome mental abilities.
The Wounded God (Name unknown)
God of Warriors and Battles
Demi-God, Home Plane of Olere (DG or Hero)
Symbol: A bleeding man, on a field of white.
The origin of the Wounded God is unknown. He most commonly appears on the field of battle as a common soldier or leader of a small group of men. Most often, the Wounded God is not recognized as such until a battle is over. The Wounded God usually, but not always, appears in the midst of a battle on the losing side. He has often been seen to take horrible wounds in battle, but never loses any individual combat, and never falls during battle. He typically takes the lead of leaderless men, straight in to the thickest part of the battle. Only when the battle is done and stories are traded, and the Wounded God is nowhere to be found, do soldiers sometimes realize he has been amoung them. His purposes and interests are unknown, and he is worshipped only by a few soldiers and warriors. Small shrines to this mysterious being can be found on the sites of many large battlefields all over Duranglith.
It is rumored that he
always
appears in battles involving the forces of Iconos, and always on the
opposing
side, although some accounts have placed him with Nomosian forces.
While
his presence seems to positively affect the side he fights for, they do
not always win!
The Elder Gods
The Elder Gods
discovered Olere sometime after it was initially created (see the
Creation Myth) and populated it with the first plants, animals, and
inhabitants. \
After the gods of the various intelligent races appeared, the Elder
Gods were
not worshipped. Only Hiiisii, the god of Evil is actively
worshipped today.
Horus-Ra God of
Creation and Light. Greater God No longer worshipped
anywhere on Olere.
Nanilee Goddess
of Nature Greater God No longer worshipped
anywhere on Olere, except perhaps by Treants, or survivors of the Elder
days.
Erebus God of
Darkness and Death 'The Void in the Darkness' Greater
God. No longer worshipped on Olere, but may have
worshippers on the Shadow Plane.
Hiisii God of Magic and Evil Greater
God Worshipped by some evil cults and priests on
Duranglith as Iconos' patron. Other evil gods of Olere are
subservient to Hiisii.