West of Chomur, in a small valley, the Shaofeng outpost of Behow stands as a gate to the wonders of the Far West. Though largely independent from the Shaofeng Kingdom, the Behoise conform strictly to imperial laws and religion, a fact that gains them few visitors from the east.
Due north of Behow, the legendary land of Sa'han claims the title of easternmost holding of the Shaofeng Kingdom. Like the empire proper, magic is said to operate on different principles here, and the art of the Wu Jen is practiced widely, as is a complicated from of martial arts that is believed to have been the origin of the forms currently employed by the Scarlet Brotherhood.
Both Western Realms have been adamant in their hatred for the Suel, and while many, many refugees have managed to work their ways into western society, they do so primarily as low-caste workers or slaves. The wars between these peoples are legendary, and animosity flows, still.
Aside from these realms, Shaofeng dominates much of the rest of the continent. It is likely that an actual base of power, in fact called Shaofeng, exists, but the name is also applied to the greater realm as a whole, and it is all rather confusing. Adding to the difficulty of matters is the fact that the Shaofeng Emperor declares the entire western half of Oerik under his care, despite the less absolute reality of the matter.
The culture of the empire is quite foreign to that of the Flanaess, and places great importance upon mysticism and the elements. This latter fact has caused the most arguments between the severe Shaofeng and the people of the east. Aside from the Bakluni, whose entire system of belief and much of their culture hinges upon the importance and veneration of the elements, the Flanaess views the elements (air, oerth, fire and water, of course) simply as a given part of their everyday experience. There are, certainly, eastern wizards who focus exclusively upon one of the four elements, and the followers of Telchur, Artroa, Sotillion and Wenta are often (incorrectly) viewed as elemental cults, but the elemental forces are not often considered by the average man of the Flanaess.
Not so with the Shaofeng, with whom the elements play, if possible, a more important role than they do in the Near West. In fact, many of the mages of these western realms are tied intimately to their land, and the inability of their most powerful magi to venture far from the site of their personal elemental connection is often cited as the primary reason this otherwise technologically advanced race has not been able to make itself a serious presence east of the mountain ranges that bisect the continent.
Not only do the scholars of the west place greater importance upon the elements, they also disagree as to the nature of elemental power itself. Westerners hold that, instead of the four elements generally acknowledged in the east, the multiverse is composed of five elements. As proof, they offer the existence of the so-called "Imperial Dragons of Shaofang," apparently outer-planar dragons of largest size and power that come in a variety of five colors, each of which supposedly corresponds to one of the elements of the natural world (this relationship is further elucidated in Scholar Thu Kin Boh's extended treatise, Fo Ling-Ku (Elemental Structures), currently on reserve in the University Library at Rel Mord).
Apparently, these Imperial Dragons each correspond to one of the western elements and are said to live within the elements themselves (whatever that means). Because these creatures reside outside of the Prime Material plane, they visit worlds such as Oerth and her four sisters only when they so choose--or are summoned. Golden is the color of the Fire Dragon, green that of Water, while blue is said to represent Air/Wind. The Imperial Dragon of silvery hue is Metal, and that with a shade of violet is associated with Wood/Nature.
Eastern scholars scoff at the conception of the world as defined by five elements (they say that "metal" is clearly a product of Oerth, and that "nature," as a force of life, simply does not enter the equation). Indeed, extra-planar travel seems to have assured that those of the east are correct, since beings have thusfar failed to locate a fifth elemental plane. This brings up the intriguing possibility that the Imperial Dragons and spirits of the western elements do not allow Shaofeng sorcerers the ability to travel off-plane, thus proving the fault inherent to their entire system of belief. Still, however, the Wu Jen (as most western mages are known) are a terribly powerful lot, and that power must come from somewhere.
It appears that this cult of elemental dragons extends to the boundaries of the Shaofeng Kingdom's vast empire (although, disturbingly, Nerull seems to hold some degree of influence, as well), just as do their strict and often draconian laws said to have been drafted over seven thousand years ago.
In fact, many of the Shaofeng colonies south of the great bay that intersects southwest Oerik are almost wholly independent from this rule, despite the wishes of the greater government. Most prominent of these is the large theocracy known as Tsing-Chu.
There, a devoted caste of priests diligently follow the teachings of the god Khuzkan (a complicated figure who may or not be Pelor under a different guise), who implores them to scour the world, rewarding the actions of kind men and the dispatching of evil. Of course, Khuzar conceptions of evil often vary significantly from the morality of the rest of western Oerik, and this alone has been the cause of several prolonged disputes. The justice of Khuzar priests is swift and unflinching, and few understand what is happening to them before their sentence has been carried out.
Another spur in the side of Tsing-Chu's neighbors are the Tsongs, large groups of malign humans exiled from their homelands. These men and women prey upon the shipping lanes of the southwest, and are an annoyance to the people of the south, who view them both as a subtle diplomatic weapon employed by the rulers of Tsing-Chu and as proof that the "sentencing" of the Khuzar priests is often less strict within the nation's own borders than it is without.
To the north, the Shaofeng have constructed the Wall of Tsian, a massive fortification separating Shaofeng from Darak Urtag, a formidable deterrent to anyone but the king of Darak Urtag. The Imperium has begun another, even grander wall farther west.
Ryuujin:
A densely populated island nation of fishermen, warriors, and poets, Ryuujin is ruled by an emperor claiming lineage from a divine dragon, similar to the types of dragons the Shaofeng venerate. The emperor of Ryuujin is said to have absolute power and commands fierce loyalty, however it is believed that the real power of the nation comes from the many feudal lords known as shoguns. The shoguns are responsible for maintaining the armies of Ryuujin; fierce elite warriors known as samurai, as well as cadres of secretive stealth agents known as ninja (though if asked, no shogun will admit to having ninja in his employ). Ryuujin has a powerful navy and dominates the Sea of the Dragon King (named after their emperor), as well as the large peninsula extending south of Shaofeng and Zahind.
Other areas in Central Oerik:
:arrow: The Baklien Khanates: The Baklien are a fierce nomadic warrior society, made up of Baklunish and Shaofeng ancestry. Their society is often referred to as the "High" and "Low" Khanates. The High Khanate is an arid land peopled by two tribes of sturdy nomads. The inlanders resemble the horsemen of the Baklunish Basin, but on the coast they take to boats. The Low Khanate is a companion realm to the High Khanate; named more for its location in a deep vale below the mountains than for any inferior status. A hidden valley reputedly contains the tombs of khans from both realms.
:arrow: Darak Urtag: A nation of orcs ruled by a tyrannical king. The orcs seem to thrive under the brutal regime.
:arrow: Mur: Technically part of the Baklunish West on the Flanaess, Mur borders the Gulf of Ghayar and includes a chain of tall mountains. The warm currents of the ocean join with the cold air blowing from Telchuria to the north to create a very wet land that includes a temperate rain forest. The rain forest spreads through the mountains themselves, along with many spectacular waterfalls. The lowlands are somewhat drier, and include several ports through which trade is conducted with the outside world.
The people of Mur are not Baklunish, nor are they a member of any of the other human sub-races known to the Flanaess. Rarely, a child of Mur will be born with four arms. This is considered a blessing of the nature spirits the people worship. Animals of Mur sometimes are born with the same trait, and the land is full of displacer beasts, kamadans, shensahti, and girallons. It is possible that all of these creatures originated in Mur. Those born with four arms are known as the obah-blessed, while those who offend the obahs become twisted, charred parodies of themselves and are known as the scorned.
The folk of Mur are plagued by their Komali neighbors, whose warlike ways force the population of Mur to dwell primarily in villages and cities built into the sides of the mountains.
The people of Mur worship the 3,000 obahs, a word they use for divine spirits believed to influence every aspect of their lives. Mur is home to the Order of the Shensites, a group of pacifist monks who withdraw from ordinary society in order to avoid the corruption of day-to-day existence. The Shensites are named for their patron obah, Shensi the Serpent.
Apart from Shensi, named obahs include Balim (actually an archdevil), Tektek the faithful, and Karkush, patron of girallons.
The nation of Mur is believed to be ruled by a divine monarch who rules from a hanging palace somewhere in the mountains.
Mur formerly traded with Zeif, but pirates and sea serpents have made trade routes to Mur unreliable.
:arrow: Risay: Risay is a state on the Gulf of Ghayar. Diplomatic relations with Zeif extend back to the rule of Sultana Ismuyin the Wise (2529-2577 BH). Risay was ruled by an Imam. In 3186 BH, the government was overthrown. No information about subsequent government exists. Risay has been visited by Deshani, daughter of the sheik of Barakhat. Risay is now a sharifate, and we know it is south of Barakhat.
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While ancient legends envisaged that the Tharque Empire would endure forever, a black dawn rose with the appearance of the Magocracy of Obart, which created an army of walking corpses. As it crushed villages and towns before it, its army of the dead grew stronger. Destroying everything in their path, the demonic hordes supported by the endless stream of undead rose to the heart of the empire leaving behind ruins and flames. Thus the death knell of civilization was sounded.
However, the unthinkable occurred in the third province of the Tharque Empire. In Altenberg, which was still a small citadel at the time, the soldiers managed to stop the invasion of twice-born. For a month, when all seemed lost, the men and women, guided by the Light delivered a desperate fight for their lives and for the salvation of their souls. Born in the blood paid by the war, the Order of Light had come to be victorious. Then, little by little, hope blew over the ashes and ruins, sweeping everything in its path. In Sysigie an Archangel of Justice appeared, then in the rest of the empire afterward, the people raised their heads and fought. The Order of Light, the Knights of Justice, and the army which would become afterward the Imperial Army allied with the Dragonmasters and converged to deliver the ultimate battle, driving the necromancers away in the province of the Big South of Der Hem Shelbem.
The victors, having saved their way of life, then turned to the Oracle for guidance. In the center of what would become the empire was a vast plain, and in its center, surrounded by a disproportionately large mound, was chained the Oracle, knowing all but unable to do anything, ever sought, forever torn. At the heart of a huge fireball, he lies chained by the gods of fate for a forgotten crime. Only one can know his destiny, and it was the General of the victorious army. The Oracle predicted that he would become emperor and he would bring peace and prosperity. The Oracle promised to help each new emperor by revealing their coronation. This mortal, guided by the multiple voices describing a prophetic kingdom, would be able to better manage the empire.
Before his coronation had even concluded, this new emperor formed a covenant with two holy orders. This second pillar of the empire, more unsung than Oracle, was sealed between the god Rao and the empire. In the form of crystal tablets guarded by angels who only let humans approach them, these tablets of law were a very important assurance of protection from a demonic invasion of the empire. These tablets bring power and protection to the various religious orders who have decided to pray to Rao. In order to preserve them, the emperor made orders wall them up and in the exact place where they were began the most fabulous construction all the time, the Imperial City of Lynn. This compact, now forgotten, lies in a crypt beneath the throne of the emperor. It is based on these two major assets that the new emperor decided to raise the high banners of the double-headed eagle on a background of scarlet blood. The Empire of Lynn was born.
The story does not stop there. As one chapter ends, another begins. The rest of the Tharque Empire, who had ruled the known world for over a millennium, came to close on its original borders. The two most important orders are the Order of the Light and the Knights of Justice. The first one led a quest against all evil within the empire, marking any place bathed by the Light by castles. The Knights of Justice retired to Sysigie to heal its wounds. The time of the human beings had come. As for the other races, the dwarves are withdrawn in the city of Ghrunkedash, while the immortal elves, facing so many horrors before them, longed to decline and disappear in peace, leaving humans fight for an empire which, as all human empires would, disappear. To the north, barbarian invasions become more and more frequent, in the south, the kingdom of Khemit intended to draw riches from the thin possessions of this still weak empire. It is in this chaos arose the cult of the Black Moon. Built on the worship of the archmage Haazheel Thorn, this religion was threatened at first by the Order of the knights the Light. But this order benefited from a new magic, that of the menthats (a type of psion) and from the almost divine power of its founder. The latter, rather than respond to Order of Light, proved his membership to the Empire by helping the Baron of Moork definitively rule out a barbarian threat by retaking lands stolen by the Kingdom of Khemit. The emperor endorsed this new religion. The menthats were more numerous in the empire, some from the Black Moon.
The borders of the Empire of Lynn changed little. Centered physically and spiritually on the citadel of the Oracle, he saw the coronation of Haghendorf I. The stone mask of the Oracle speaks to all, but only Haghendorf can see its true face. After his coronation, this mortal, carrying only the weight of his destiny, has acquired the power to change the course of his life and empire. Although he appears meek, the emperor is considered by many as a tyrant. Living in his millennium palace, his policies favor without any discretion the human beings. So that among other peoples, and even the green skins, resistance is growing.
The Empire of Lynn
Lynn, capital of the Empire:
Lynn is the all-powerful capital of the empire. Immense and fabulously rich city, Lynn welcomes everything, and everything is in profusion there: silk, gems, works of art, jewelry, weapons and armor... From the ramparts, it is possible to contemplate the most gigantic naval port of the Empire. A lighthouse guiding ships is at the top of the imperial palace. This colossal edifice is both the place of imperial residence, barracks for the guards and also contains the important ministries. The walls are able to resist the attack of giants and the most powerful siege engines. It is said that the heaviest stones were cut by dwarves in order to have a perfect finish. Yet, their sheer size means that they can only have been placed by several giants. A little farther, in the shade of this disproportionate structure is the district of the temples within which almost all the religions of the empire are represented. One cannot describe Lynn without mentioning the imperial college, training many thaumaturges; and its library which constitutes the largest gathering of knowledge. There, mages study constantly, waiting to accompany the imperial armies. We find finally numerous military academies, training the best legionaries as well as the best strategists who will become imperial centurions.
The Plain of the Oracle:
In the center of the Empire is a vast plain set with a disproportionate rock in which the Oracle is chained. The doors of the immense cairn only open to let pass those whom the Oracle has chosen to see. It is known to be infallible, also the latter are legions. Some wait months to hear its call. The path to the oracle is lined with stalls of false seers, soothsayers and magicians and real charlatans in addition to those who wait the call and those who watch politicians go. Only one can know its destiny but the reflection of the Oracle agrees to answer a question put aloud. To come to him is nevertheless frustrating because his cryptic answers bring often more questions than of answers. The Oracle's sanctum is a sacred place where fighting is not allowed.
Altenberg, all-powerful fortress of the Order of the Light
Never conquered, never subjugated, Altenberg is the lighthouse of the purity, the seat of the Order of Light. It is the stronghold of the Grand Master Frater Sinister... There, the brothers train tirelessly to ensure that their actions are as safe as their souls immaculate. Their faith is always forged in fires of the sun and the Lord. A good part of their spare time is dedicated to the saving prayers and to the purificatory ablutions. This city is in fact made up of gigantic fortresses inside larger fortifications still. Saint-of-the-Saint, the ultimate keep, is located in the middle of the citadel. It includes the room of the high commander and a gigantic cathedral from which rise litanies and the sounds of bells seven times blessed. From these emanate the most powerful clerical spells that guide the arms of the faithful throughout the empire. This warrior order depends on the authority of the emperor, and been able to raise many castles within the empire making this order more popular than the Order of Justice. In fact, this order is managed militarily by the Grand Master Frater Sinister and morally by its Archpriest.
The symbol of the Knights of the Light is a scarlet cross placed on the pristine white of the Light. It represent the blood shed by these warlike monks for the continual defense of the imperial colonists against the brutality of nonhumans. The spearhead of the army is composed of the nobility and the youngest son of each major family.
Sysigie, Kingdom of Justice
On the borders of the empire is the principality of Sysigie. The latter is named after the astronomical phenomenon that is its origin. Indeed, the “basin” which constitutes this territory comes from the fall from an enormous meteorite caused by a syzygy (or syzygia) or alignment from celestial bodies. Led by Prince Parsifal, Commander of the Order of the Knights of Justice, this land bathed by a sea of clouds is a place of peace and of harmony. In the shelter of strong walls of granite, has developed a secular order of pure-hearted knights. These obedient servants of the Lord are composed mainly of monks, warriors, and ordained priests. This vast kingdom is bordered by high, impassible mountains. Its only access is a gorge a few hundred meters wide. There, a huge fortress wall was raised by his government in order to protect access. The gates of brass, also called gates of Dawn, are controlled by a powerful machine.
Defended by the twice-blessed swords of master paladins, Sysigie also hosts a population of strange dracomorphs (draconic shapeshifter, like a were-dragon) dedicating themselves to the cause of Rao.
Barony of Moork, home of the Black Moon
Situated in the northeastern portion of the Empire, the Barony of Moork sits between the powerful provinces of Northhind to the west and Horkher to the east. Benefiting from lands less rich than its neighbors, the Barony of Moork became allied to the Black Moon to protect itself from barbaric kingdoms situated even more in the North of the north marches of the Empire. According to legend, the Black Moon lives in a gigantic palace situated in the borders of the marches of the empire at the end of the Barony of Moork. What few people know, is that the Grand Arch, which separates the two fiefs, is actually a portal between Oerth and the Black Moon, as only a reflection of the palace on Oerth. In fact, the structure exists on the surface of the moon Celene itself, a symbol of the power of the archmage Haazheel Thorn. From there comes the nickname of the Black Moon. The titanic palace, protected from all, accommodates a million faithful. The nerve center of his power is a huge ball room whose wall is divided in small cavities resembling a honeycomb. These cells host, for a while, the soul of a believer in prayer. The energy of his faith is concentrated in that room. Stored, it is then distributed among the various priests.
Drach, the Kingdom of Dragons
The Pass of Dragons is one of the rare entrances to legendary kingdom of the wyrms, within an immensely rocky and jagged part of the country. There are sleeping dragons whose number is unknown. The oldest dragons reign mercilessly over their offspring by means of some human knights with whom they enter into an alliance. These "Dragonmasters" watch carefully and forbid all access to the Kingdom of Drach.
Dragonmasters are descendants of humans who had a pact with the dragons. Combined with the wyrms in the Kingdom of Drach, they protect the Pass of Dragons and forbid access. They also raise the offspring of dragons. A veritable symbiosis develops between the dragon and its rider. Indeed, by weaving an empathic link the creature sees its intelligence increasing and the human being sees his life expectancy prolonged.
Kendrhir Vale
Kendrhir, the city of Grand Magi, has the distinction of being governed by the directors of the different schools of magic that comprise it. This city was built by the sorcerer's apprentices who wanted to find calm and rest for a place conducive to study. Unofficially, it is rather composed of students who were rejected at Imperial College.
Feyhin Forest
Feyhin Lockthat, the city of gladiators and the game is home to many adventurers and merchants. By exempting travelers from taxes, it attracts a more heterogeneous population.
Sunken Glade of Magistrya
Magistrya is a city winding as a stony snake around a rock peak forming an amazing maze of lace. The most beautiful houses spread out to higher ground. Magistrya is also home to the palace of the Magister, a powerful mage that many say is immortal. He rules the city with an iron fist and keeps order. The guards are numerous, well-trained and brutal.
The Territories of the Marches
The Territories of the Marches are a succession of small bordering provinces in the empire. Ruled by lords who are trying to ensure their own protection, these realms have only relatively dry land. It is, however, these limited resources that provide better protection. Nevertheless, Taarak, Klindor, and Hazol are often subjected to barbarian raids. These cities are the three largest cities of the Territories of the Marches.
Ghrunkedash, the Crater City:
The dwarf city of Ghrunkedash is famous in the empire for the quality of its metals. The city gates are steel and appear to be impregnable. The interior resembles that of an anthill. At the heart of the maze of fire and steel are the masters of the forges. All that is built and much more is to be sold still there. Everything has a price. The masters of the forges work for all nations. The city is built on an active volcano. The sinking lava transforms the landscape into a blood-red hell.
Tharque Empire:
The Empire such as it is known at the moment consists of only the ancient third province of the Tharque Empire. The Obart Magocracy left a ravaged land, but little by little, the humans rose up and began to reconstruct what had been destroyed. In spite of these losses, the Tharque Empire remains powerful. The Empire derives its name from the ancient capital city Tharquatis.
The Tharque Empire seeks to reclaim its lost territory, namely the present-day Empire of Lynn. To this end, the Tharque Empire is willing to join forces with anyone seeking to unseat Haghendorf. Meldrim is the current emperor of Tharque, and his younger brother Sierholt controls Tharque's navy, possibly the largest navy in the world.
Khemit, the Kingdom of Pharaoh
The kingdom of Khemit is crossed by the Iteru, the big feeder river. At its center is an island where the sacred city of the magi of Khemit is located. This city does not have a name so that no one can find it.
More to the north is Inebou-Hedjou, the capital of the two kingdoms of high and low Khemit. The place ruled by the almighty Pharaoh. Surrounded by gigantic walls, no other city of Khemit is as beautiful, as large nor as richly decorated. Protected by magic canals, the main channel, also called royal canal, leads directly to the palace reserved for the Pharaoh, the Magi and the great nobles. This huge canal is lined with high walls decorated with countless statues and covered by a number of vigilant archers. Immense, magnificent and teeming with people, Memphis finds an equivalent in the superlative degrees only with the capital of Lynn. The city of the Pharaoh was, however, far more prosperous for many years. And the rich are much richer and the poor have given up their freedom. There are many palanquins advancing slowly on the large esplanade of the palace of the Great Vizier. Memphis has many architectural wonders, most notable are the gigantic pyramids, royal tombs of the preceding Pharaonic dynasties, and the great royal square, so large that it could contain a whole city. The wonders of Inebou-Hedjou stretch out of sight and seem to have no end.
The Kingdom of Khemit was born of the alliance of the Nubian people to share, for a time, with the Tharque Empire with the largest area of the world. Nevertheless, contrary to Atalyans and Tharques, Khemit knew how to moderate its ascent as well as its fall. Governed by the living God, Pharaoh, the land includes the greatest fighters (the Sphinx Guards) as well as the most powerful mages.
The Tribes of Enllaves:
A land of proud desert nomads who eke out a living on a high plateau that escapes the worst heat of the sand sea. A few tribes-men live in mud-brick towns built around central squares that contain steep-sided pyramids. It is unknown whether the pyramids serve as monuments, tombs, temples, or something else altogether
lshtarland:
A land watered by southern storms and at least two great rivers. The city of Ishtar vies with the merchants of Lynn and the warlords of Tharque for control of coastal trade.
Red Kingdom:
This land is so named for the color of its rocks. Its inhabitants remain unknown to the rest of the Oerth.
Barbarian Seameast:
A windswept land covered with primeval forests where fiery but convivial tribesmen dwell.