Encyclopaedia Midde Realme

CY 10, Game Master's Edition

Kelly A. McCauley

April D. McCauley

Josh Cady

John Coates

Edited by

Kelly A. McCauley

This is the alpha version. Rough draft.

This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/2.0/ or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford California 94305, USA.

Revision History
Revision 12001-09-21
Alpha version. Moved to Docbook SGML 4.0
Revision 22001-11-29
2nd editing of the Alpha version.
Revision 32002-01-04
3rd editing of the Alpha version.
Revision 42002-11-25
Moved to Docbook XML 4.2. Reworked directory structure and build process.
Revision 52004-08-21
An initial rework of the build process. Moved to using xincludes instead of system entities.
Revision 62005-03-28
Completed the world climate map and the PCY 10, CY 1, and CY 10 world maps. Updated the political regions' world map references. Added physical attribute sections to several more cultures.

Table of Contents

I. Prefaces
Introduction
II. Chapters
1. Sociology
1.1. Cultures
1.1.1. Atdans
1.1.2. Cuills
1.1.3. Dari
1.1.4. Dwehrow, Western Tanroek
1.1.5. Enorians
1.1.6. Ghruks
1.1.7. Gnomoi, Noldok
1.1.8. Hurans
1.1.9. Kadaenolds
1.1.10. Khimzers
1.1.11. La'yaats
1.1.12. Mabkuli
1.1.13. Mognizi
1.1.14. Qui'Shri'Qin
1.1.15. Qui'Shri
1.1.16. Rasiks
1.1.17. Rhimsians
1.1.18. Sutari
1.1.19. Tarharens
1.1.20. Tellars
1.1.21. Vresh
1.1.22. Dhar'Chandi
1.1.23. Humans, Western Tanroek
1.2. Languages
1.3. Religious Beliefs
1.3.1. Deities
1.3.2. Religious Organizations
1.4. Notable Individuals
1.5. History
1.5.1. Calendars
1.5.2. Selected Writings
2. Geography
2.1. Continent of Tanroek
2.2. Continent of Vula
2.3. Geographic Regions
2.3.1. Haunted Lands, The
2.3.2. Scrug Lands, The
2.3.3. Wasted Lands, The
2.4. Political Regions
2.4.1. Auldral, Free City State of
2.4.2. Cilfey, Kingdom of
2.4.3. Clear Canyon Territory
2.4.4. Cyrwel, Kingdom of
2.4.5. Domelen, Kingdom of
2.4.6. Drenmar, Country of
2.4.7. Dun, Kingdom of
2.4.8. Falmuria, Kingdom of
2.4.9. Gildskarda Isle, Country of
2.4.10. Great Road City
2.4.11. Ishram, Kingdom of
2.4.12. Istria, Kingdom of
2.4.13. Korm, Empire of
2.4.14. Lisfin, Kingdom of
2.4.15. Mryse, Country of
2.4.16. Nishorn, Theocracy of
2.4.17. Qui'Shri'Ta, Country of
2.4.18. Raehurn, Kingdom of
2.4.19. Rhuik, Kingdom of
2.4.20. Segken, Kingdom of
2.4.21. Talliamain, Kingdom of
2.4.22. Talorr, Kingdom of
2.4.23. Thranis, Kingdom of
2.4.24. Tremeir, Country of
2.4.25. Vehnawood, Kingdom of
2.4.26. Wenyr, Kingdom of
2.4.27. Yurmenol, Kingdom of
2.5. Historic Political Regions
2.5.1. Baerdoth, Kingdom of (Conquered)
2.5.2. Dolohiem, Kingdoms of (Conquered)
2.5.3. Hemrost, Kingdom of (Conquered)
2.5.4. Sulmer, Kingdom of (Conquered)
2.5.5. Vilshem, Kingdom of (Conquered)
2.6. Sites and Locations
2.6.1. Geological Places of Interest
2.6.2. Holy Sites
2.6.3. Ruins
2.6.4. Cities, Towns, and Villages
III. Appendices
A. Common Laws
A.1. Slavery
A.2. Tolls and Taxes
A.3. Detainment
A.4. Adultery
A.5. Incest
A.6. Rape
A.7. Theft
A.8. Murder
B. Maps
C. Campaigns
C.1.
C.2. Travelers
C.3. Beyond The Supernatural
C.3.1. The Unnatural At Tilnis Ruins
C.3.2. The Siege At Fox Tower
C.3.3. The Pits of Baku
C.4. Clear Canyon
IV. Indexes
Index

List of Figures

1.1. Height / Weight Chart for Atdans
1.2. Skin Color Chart for Atdans
1.3. Eye Color Chart for Atdans
1.4. Hair Color Chart for Atdans
1.5. Height / Weight Chart for Cuills
1.6. Skin Color Chart for Cuills
1.7. Eye Color Chart for Cuills
1.8. Hair Color Chart for Cuills
1.9. Height / Weight Chart for Dari
1.10. Skin Color Chart for Dari
1.11. Eye Color Chart for Dari
1.12. Hair Color Chart for Dari
1.13. Height / Weight Chart for Enorians
1.14. Skin Color Chart for Enorians
1.15. Eye Color Chart for Enorians
1.16. Hair Color Chart for Enorians
1.17. Height / Weight Chart for Ghruks
1.18. Skin Color Chart for Ghruks
1.19. Eye Color Chart for Ghruks
1.20. Hair Color Chart for Ghruks
1.21. Height / Weight Chart for Gnomoi, Noldok
1.22. Skin Color Chart for Gnomoi, Noldok
1.23. Eye Color Chart for Gnomoi, Noldok
1.24. Hair Color Chart for Gnomoi, Noldok
1.25. Height / Weight Chart for Hurans
1.26. Skin Color Chart for Hurans
1.27. Eye Color Chart for Hurans
1.28. Hair Color Chart for Hurans
1.29. Height / Weight Chart for Khimzers
1.30. Skin Color Chart for Khimzers
1.31. Eye Color Chart for Khimzers
1.32. Hair Color Chart for Khimzers
1.33. Height / Weight Chart for Mabkuli
1.34. Skin Color Chart for Mabkuli
1.35. Eye Color Chart for Mabkuli
1.36. Hair Color Chart for Mabkuli
1.37. Mabkuli Quirks and Disadvantages
1.38. Tailton Calendar

List of Tables

2.1. Adjacent Regions to the Haunted Lands
2.2. Adjacent Regions to the Scrug Lands
2.3. Adjacent Regions to the Wasted Lands
2.4. Adjacent Regions to Auldral
2.5. Adjacent Regions to Cilfey
2.6. Adjacent Regions to the Clear Canyon Territory
2.7. Adjacent Regions to Cyrwel
2.8. Adjacent Regions to Domelen
2.9. Adjacent Regions to Drenmar
2.10. Adjacent Regions to Dun
2.11. Adjacent Regions to Falmuria
2.12. Adjacent Regions to Gildskarda Isle
2.13. Adjacent Regions to the Great Road City
2.14. Adjacent Regions to Ishram
2.15. Adjacent Regions to Istria
2.16. Adjacent Regions to Korm
2.17. Adjacent Regions to Lisfin
2.18. Adjacent Regions to Mryse
2.19. Adjacent Regions to Nishorn
2.20. Adjacent Regions to Qui'Shri'Ta
2.21. Adjacent Regions to Raehurn
2.22. Adjacent Regions to Rhuik
2.23. Adjacent Regions to Segken
2.24. Adjacent Regions to Talliamain
2.25. Adjacent Regions to Talorr
2.26. Adjacent Regions to Thranis
2.27. Adjacent Regions to Tremeir
2.28. Adjacent Regions to Vehnawood
2.29. Adjacent Regions to Wenyr
2.30. Adjacent Regions to Yurmenol
2.31. Adjacent Regions to Baerdoth
2.32. Adjacent Regions to Dolohiem
2.33. Adjacent Regions to Hemrost
2.34. Adjacent Regions to Sulmer
2.35. Adjacent Regions to Vilshem

Prefaces

Table of Contents

Introduction

Introduction

This tome, Encyclopaedia Midde Realme, is filled with the facts of our world. Our world is called Midrealm by most scholars. It is set above the depthless voids of the Hells and below the shining towers of the Heavens, thus it is the middle land. We call it home.

Midrealm is an ancient world of wonder and adventure. Intelligent races have walked upon our world for millions of years. Each leaving their mark upon it. Civilizations rise and fall, knowledge is gained and lost, histories are made and forgotten in this endless cycle, like waves crashing onto a sandy beach.

Today, now, this instant, we humans are the dominant civilization. This was not the case in our distant and almost forgotten past; when we were just mere two legged beasts. The Qui'Shri have existed long before we gained the knowledge of fire. They have watched us grow into the dominate race, while their own dwindles. We have learned much from our companions of this world and we have contributed to their knowledge as well.

This tome of knowledge is written for the scholars, the students, the practitioners, the educates, the travelers, and the curious. This tome is by no means complete or will ever be complete because our knowledge constantly grows by vast amounts each and every day.

This work is divided into major chapters covering sociology, geography, and appendicies. The topics cover interesting knowledge about the known world, including the continent of Tanroek and the continent of Vula. Tanroek is the most densely populated continent of Midrealm and deserves the most attention.

Chapters

Table of Contents

1. Sociology
1.1. Cultures
1.1.1. Atdans
1.1.2. Cuills
1.1.3. Dari
1.1.4. Dwehrow, Western Tanroek
1.1.5. Enorians
1.1.6. Ghruks
1.1.7. Gnomoi, Noldok
1.1.8. Hurans
1.1.9. Kadaenolds
1.1.10. Khimzers
1.1.11. La'yaats
1.1.12. Mabkuli
1.1.13. Mognizi
1.1.14. Qui'Shri'Qin
1.1.15. Qui'Shri
1.1.16. Rasiks
1.1.17. Rhimsians
1.1.18. Sutari
1.1.19. Tarharens
1.1.20. Tellars
1.1.21. Vresh
1.1.22. Dhar'Chandi
1.1.23. Humans, Western Tanroek
1.2. Languages
1.3. Religious Beliefs
1.3.1. Deities
1.3.2. Religious Organizations
1.4. Notable Individuals
1.5. History
1.5.1. Calendars
1.5.2. Selected Writings
2. Geography
2.1. Continent of Tanroek
2.2. Continent of Vula
2.3. Geographic Regions
2.3.1. Haunted Lands, The
2.3.2. Scrug Lands, The
2.3.3. Wasted Lands, The
2.4. Political Regions
2.4.1. Auldral, Free City State of
2.4.2. Cilfey, Kingdom of
2.4.3. Clear Canyon Territory
2.4.4. Cyrwel, Kingdom of
2.4.5. Domelen, Kingdom of
2.4.6. Drenmar, Country of
2.4.7. Dun, Kingdom of
2.4.8. Falmuria, Kingdom of
2.4.9. Gildskarda Isle, Country of
2.4.10. Great Road City
2.4.11. Ishram, Kingdom of
2.4.12. Istria, Kingdom of
2.4.13. Korm, Empire of
2.4.14. Lisfin, Kingdom of
2.4.15. Mryse, Country of
2.4.16. Nishorn, Theocracy of
2.4.17. Qui'Shri'Ta, Country of
2.4.18. Raehurn, Kingdom of
2.4.19. Rhuik, Kingdom of
2.4.20. Segken, Kingdom of
2.4.21. Talliamain, Kingdom of
2.4.22. Talorr, Kingdom of
2.4.23. Thranis, Kingdom of
2.4.24. Tremeir, Country of
2.4.25. Vehnawood, Kingdom of
2.4.26. Wenyr, Kingdom of
2.4.27. Yurmenol, Kingdom of
2.5. Historic Political Regions
2.5.1. Baerdoth, Kingdom of (Conquered)
2.5.2. Dolohiem, Kingdoms of (Conquered)
2.5.3. Hemrost, Kingdom of (Conquered)
2.5.4. Sulmer, Kingdom of (Conquered)
2.5.5. Vilshem, Kingdom of (Conquered)
2.6. Sites and Locations
2.6.1. Geological Places of Interest
2.6.2. Holy Sites
2.6.3. Ruins
2.6.4. Cities, Towns, and Villages

Chapter 1. Sociology

This chapter provides sociological information for the our known world. Midrealm is a large world that has many cultures who speak many different languages, hold faith in many different religions, and live in very different ways. Each one being unique and yet similar. The Korm culture from the frigid north of Tanroek is a somber and violent culture, where the Fairy Folk, south of the Midrealm Mountains in the southern reaches of the continent of Vula, are a light hearted and seemingly friendly culture.

1.1. Cultures

The people of Tanroek are diverse. Different races and cultures are scattered throughout all lands, kingdoms, nations, and empires. Of these, the longest living race is the Qui'Shri and Qui'Shri'Qin. The Qui'Shri are found in the country of Qui'Shri'Ta and Qui'Shri'Qin are found most anywhere. Their cultures are as diverse as humans. Dwehrow, a squat and wide race, live in and on the mountains of Tanroek. The dwehrow have had the best relations with the humans when compared to the other cultures and races. There has been open trade between the humans and dwehrow for thousands of years. Waefolk are the closest kin to the humans, but are smaller in stature. Their habits, traits, and tendencies are human-like. There are more races in Midrealm and numerous cultures and subcultures. The most prominent, dominant,or noteworthy cultures are described below.

1.1.1. Atdans

1.1.1.1. Summary

The dwehrow that dwell on the foothills of the northwestern ranges of the Midrealm Mountains call themselves Atdans. The Atdans were once part of the Mabkuli. They are foresters and lovers of wood. There are 12 major clans that compose the Atdanian culture. Atdans are some of the worlds best carpenters and craftsmen of wood.

1.1.1.2. Locations

The Atdans are located in the foothills of the northwestern ranges of the Midrealm Mountains. Some can be found in nearby towns and villages working as carpenters.

1.1.1.3. Physical Description

1.1.1.3.1. General

The Atdans are taller and less stocky than other dwehrow. An Atdan can pass as a short hairy human. Adult males and females heights range between 4'11" and 5'7" tall. Adult male weights range between 140 and 220 pounds. Adult female weights range between 100 and 200 pounds. Hair tends to be dark brown, brown, light brown, or blonde. Eye color can be black, brown, blue, yellow, or green. Skin color tends to be light tan to a dark red-brown. Atdans, like other dwehrow, are hairy. They grow their hair and beards long and braid in wooden trinkets. The average life span for a male Atdan is 60 years and 70 years for females.

1.1.1.3.2. Typical Dress

Atdans will wear light and dark woodland colored clothes. The foresters will wear reinforced leather chaps to protect their legs when cutting wood. During the summer months they will wear dyed cotton. During the winter months, the Atdans will wear animal hides. Each clan has a distinct color pattern that is woven in cloaks, shirts, and knit hats.

1.1.1.3.3. Physical Attributes

Figure 1.1. Height / Weight Chart for Atdans

 Male HeightFemale HeightMale WeightFemale Weight
6d6(inches/cm)(inches/cm)(lbs/kg)(lbs/kg)
642/10642/106120/4475/27
743/10943/109124/4680/29
844/11144/111128/4785/31
945/11445/114132/4990/33
1046/11646/116136/5095/35
1147/11947/119140/52100/37
1248/12148/121144/53105/39
1349/12449/124148/55110/41
1450/12750/127152/56115/42
1551/12951/129156/58120/44
1652/13252/132160/59125/46
1753/13453/134164/61130/48
1854/13754/137168/62135/50
1955/13955/139172/64140/52
2056/14256/142176/65145/54
2157/14457/144180/67150/55
2258/14758/147184/68155/57
2359/14959/149188/70160/59
2460/15260/152192/71165/61
2561/15461/154196/73170/63
2662/15762/157200/74175/65
2763/16063/160204/76180/67
2864/16264/162208/77185/69
2965/16565/165212/79190/70
3066/16766/167216/80195/72
3167/17067/170220/82200/74
3268/17268/172224/83205/76
3369/17569/175228/85210/78
3470/17770/177232/86215/80
3571/18071/180236/88220/82
3672/18272/182240/89225/83

Figure 1.2. Skin Color Chart for Atdans

2d4Skin Color   
2brown   
3light tan   
4tan   
5light red-brown   
6red-brown   
7dark red-brown   
8light pink-white   

Figure 1.3. Eye Color Chart for Atdans

2d4Eye Color   
2green   
3blue   
4-5black   
6-7brown   
8yellow   

Figure 1.4. Hair Color Chart for Atdans

2d4Hair Color   
2blonde   
3-4dark brown   
5-6brown   
7-8light brown   

1.1.1.4. Subsistence Patterns

The Atdans are sedentary agriculturists that supplement their diet with hunting and domesticated animals. The Atdans learned to be agriculturists from the Tarharens.

1.1.1.5. Government

Each Atdanian clan governs itself. Disputes between clans can erupt into feuds and open conflict. Clans that hold land within established kingdoms either abide by the kingdom's law or have been granted leave to govern themselves.

1.1.1.6. Cultural Organization

An Atdanian clan is patriarchal. Related males compose the "clan". Females of the clan are almost always married into the clan. Marriage within the clan is discouraged but not unheard of in the larger clans. The clan typically lives together in great log houses built for communal living. Allied clans will live near each other for mutual support and defense. Clan leaders are always the elder males. Females are not allowed to officially participate in clan decision making roles.

1.1.1.6.1. Marriage

Atdanians marry for life. A marriage can occur at any age. Arranged marriages typically occur at a very young age. Arranged marriages usually have other "strings" attached along with the typical dowry exchange. If the marriage is not arranged, the future husband must raise a dower that the father of the bride set. If the husband to be cannot raise the dowry, he can negotiate alternative payment with the father of the bride. This can include a period of time the future husband will be in the service of the bride's father. The marriage can continue once the dowry is paid in full. When the marriage ceremony is complete, the bride will move in with her new husband and be integrated into her new clan.

1.1.1.6.2. Cultural Personality

Atdans have a wide spectrum of personalities. They will openly trade and barter with other cultures and races. It is not uncommon to see a traveling Atdan in search of new wood to ply his art.

1.1.1.6.3. Roles
1.1.1.6.3.1. Forester

The Foresters are the tree planters, harvesters, and defenders of the land and trees for the clan. Foresters are also the warriors of the clan. This is an honored role that can only be held by the male members of the clan.

1.1.1.6.3.2. Natty

The Natties are the healers. They tend to the sick and injured be they Atdan or animal. A natty will also perform the duties of midwife. Females are only allowed to be natties.

1.1.1.6.3.3. Alif

The Alifs are the breeders and trainers of the tree ponies. Tree ponies are muscular breed of ponies used to haul felled trees back to the lumber mills. A clan will have several Alifs.

1.1.1.6.3.4. Black Smith

The Blacksmiths play an important part in the Atdanian culture. They are the forgers of the ax heads, plows, and horseshoes that the clan needs to survive.

1.1.1.6.3.5. Carpenter

The Carpenters are the builders of the clan. They can be either male or female. The carpenters build the buildings, furniture, and utensils used by the clan. Some carpenters will sell their service outside of the clan and thus bringing in an outside source of income into the clan.

1.1.1.6.3.6. Farmer

Farmers are the agriculturists of the clan. The farmers tend to the clan's fields as well as tending the domesticated animals. Both males and females can be farmers.

1.1.1.7. Armor, Weapons, and Combat Tactics

1.1.1.7.1. Armor

If an Atdan is expecting a battle, they will wear hardened leather armor and leather or steel helms. They will rarely enter combat with a shield since they use a two handed tree ax as their primary weapon. Metal armor is considered too cumbersome and too expensive by the Atdans.

1.1.1.7.2. Weapons
Tree Ax

An Atdan forester will fight with his two-handed tree ax. The tree ax is a heavy double-bladed ax head on a 4 foot oak haft. This two handed ax is designed to remove as much wood as possible with each stroke. The design of this ax makes it a terrifying weapon. Wooden shields do not stand a chance against this weapon.

Pruning Ax

This single bladed light ax is used trim small branches from a felled tree. A typical forester will carry 3 to 4 of these axes. It is well balanced for swinging and throwing. The pruning ax is also used for hunting. This single bladed ax in the hands of a trained hunter can be thrown accurately up to 60 feet. The hunter can choose to have the edge, blunt back, or haft to hit the intended target. The best hunters have been known to fell a deer from 30 feet without cutting the hide.

1.1.1.7.3. Combat Tactics

Foresters will use guerrilla tactics to fight a larger group of enemies. Ambushing an enemy is standard practice. Enemies that fight the Atdans in open combat will suffer severe amputations and broken bones from the devastating blows of the tree ax. The foresters will fiercely defend their trees, land, wives, children, and homes. Some foresters have learned to fight from the back of their tree ponies with their hunting axes. The powerful legs of a tree pony's kick will crush the strongest plate-mail armor.

1.1.1.8. Religious Beliefs

Most Atdans are devoted worshipers of Denshom. She brings life to the clan and their trees. A clan will have one or two priests or priestesses of Denshom who provide spiritual guidance.

1.1.1.9. Scholarly Knowledge

The core specialized knowledge of the Atdans is of the growing, harvesting, and crafting of wood.

1.1.1.10. Languages

There are two dialects of the Atdanian language. The first is Tershia. Tershia is spoken by the clans in the eastern foothills of the Midrealm Mountains. The second dialect is Dwenlew. Dwenlew is spoken by the clans living in the central foothills of the Midrealm Mountains. Atdans will also speak Mabkulish or Dren'Cuil when dealing with outsiders.

1.1.2. Cuills

1.1.2.1. Summary

The Cuills are the Humans that occupy the regions from the Kingdom of Istria to the western hills of the Noldok Mountains and to the southern borders of the Kingdom of Falmuria. This culture spans several kingdoms.

1.1.2.2. Locations

Cuills can be found in the Kingdoms of Istria, Rhuik, Wenyr, Cyrwel, and Falmuria. Many other cultures have migrated into regions populated by the Cuills and the Cuillian culture has proved dominant.

1.1.2.3. Physical Description

1.1.2.3.1. General

Cuills physically look like the Hurans. The Cuills are distinguished from the Hurans by their language, dress, and their social patterns, not by physical appearance. Adult male heights range from 4.25 to 6 feet. Adult female heights range from 4 to 6 feet. Adult male weights range from 75 to 250 pounds. Adult female weights range from 70 to 200 pounds. The predominate eye colors are brown and black. Hair color tends to be of some shade of brown. Blond and red hair are very uncommon. Skin color is usually pale tan to pasty white due to the region's limited amounts of direct sunlight.

1.1.2.3.2. Typical Dress

During the rainy season, Cuills will wear brightly dyed and oiled leather cloaks. Oiled leather caps that drape over the back of the neck keeps the rain from running between the shoulder blades. The more expensive version of these caps have intricate leaf patterns stamped into the leather. Over-boots are worn over the soft slipper shoes to protect the slippers from mud and water. The slipper shoes are worn while walking inside buildings. Most clothes are made out of wool and are sometimes dyed in a particular kingdom's color.

1.1.2.3.3. Physical Attributes

Figure 1.5. Height / Weight Chart for Cuills

 Male HeightFemale HeightMale WeightFemale Weight
6d6(inches/cm)(inches/cm)(lbs/kg)(lbs/kg)
646/11845/11442/1545/16
747/12046/11649/1850/18
848/12347/11956/2155/20
949/12548/12163/2360/22
1050/12849/12470/2665/24
1151/13050/12777/2870/26
1252/13351/12984/3175/27
1353/13552/13291/3480/29
1454/13853/13498/3685/31
1555/14054/137105/3990/33
1656/14355/139112/4195/35
1757/14656/142119/44100/37
1858/14857/144126/47105/39
1959/15158/147133/49110/41
2060/15359/149140/52115/42
2161/15660/152147/55120/44
2262/15861/154154/57125/46
2363/16162/157161/60130/48
2464/16363/160168/62135/50
2565/16664/162175/65140/52
2666/16865/165182/68145/54
2767/17166/167189/70150/55
2868/17367/170196/73155/57
2969/17668/172203/75160/59
3070/17969/175210/78165/61
3171/18170/177217/81170/63
3272/18471/180224/83175/65
3373/18672/182231/86180/67
3474/18973/185238/89185/69
3575/19174/187245/91190/70
3676/19475/190252/94195/72

Figure 1.6. Skin Color Chart for Cuills

2d4Skin Color   
2very light brown   
3pasty white   
4light pink-white   
5white   
6light tan   
7tan   
8light brown   

Figure 1.7. Eye Color Chart for Cuills

2d4Eye Color   
2blue   
3-4black   
5-6brown   
7gray   
8green   

Figure 1.8. Hair Color Chart for Cuills

2d4Hair Color   
2blonde   
3brown blonde   
4light brown   
5brown   
6dark brown   
7very dark brown   
8light red   

1.1.2.4. Subsistence Patterns

Most Cuills rely on agriculture. Rural families must be self sufficient while producing excess food for the tithes and taxes of the manorial lord and king. Hunting supplements their diet on occasion. Most nobles have laws against hunting on their lands.

1.1.2.5. Government

No single government system governs the Cuillian culture. Several groups of Cuills have established kingdoms to rule the people and the land. See the political region descriptions for the Kingdoms of Istria, Rhuik, Wenyr, Cyrwel, and Falmuria for more information.

1.1.2.6. Cultural Organization

The Cuillian culture leans toward a patriarchal structure where male Humans occupy most leadership positions. Both males and females occupy hard labor positions.

1.1.2.6.1. Marriage

Marriage practices vary little between kingdoms. All marriages must be approved by either the manorial lord or king. A dowry is exchanged for the bride and the ceremony is performed by either the kingdom sanctioned church or by the husband's family clergy (which ever is dictated by law). Marriages can only be dissolved by the religious organization that performed the marriage. The king does not usually have the power to dissolve marriages.

1.1.2.6.2. Roles and Professions

The Cuillian culture has many of the common Human roles and professions.

1.1.2.6.3. Cultural Personality

Cuills, on the whole and as with other human cultures, are restless and have had a long history of strife. This self-centered culture interacts with other cultures and races when it profits themselves. This is not to say that every individual is self-centered, it means that those who control and lead the Cuillian culture tend to be self-centered and sometimes corrupt. The Cuillian culture is one of the most prejudiced human cultures. They dislike interactions with other races except when there is a clear benefit gained by the interaction. Wars between the Cuills and the Dwehrow and Gnomoi have occurred several times throughout history. None can surpass the Cuills' distaste for Ghruks.

1.1.2.7. Armor, Weapons, and Combat Tactics

1.1.2.7.1. Armor

The average Cuill does not own armor. Town or city guards may own a leather jacket and cap. Some men-at-arms will wear chain-mail hauberks and steel pot helms. Only the nobles and wealthy will own more elaborate suits of armor consisting of ornate plate-mail. Knights will wear either chain-mail or plain plate-mail. Shields of all types and sized are used by soldiers and men-at-arms.

1.1.2.7.2. Weapons

The short sword is the weapon of choice for most Cuills. Knights will usually fight with a broadsword or a bastard sword and a shield. Fighting units have adopted using the Huranian glaive. Crossbows and long bows are also common.

1.1.3. Dari

1.1.3.1. Summary

The Dari are the Dwehrow that live on, in, and under the Great Northern Mountains who call themselves Dar. The Dari are a hardy, cold-loving race of Dwehrow. There are 16 major clans that compose the Darian culture. The Dari do not live deep in the mountains and do not mine for precious metals. They will mine for coal to use and burn. They will also dig to expand new dwellings. They spend most of their active time outside tending to their herds and hunting.

1.1.3.2. Locations

The Dari occupy the Great Northern Mountain range. This mountain range is situated on the northwestern edge of the continent of Tanroek.

1.1.3.3. Physical Description

1.1.3.3.1. General

The Dari are squat humanoids that are adapted to the cold, frozen mountains of the north. Their black hair and pale blue skin sets them apart from other Dwehrow. Their eye color is either light blue, ice blue, or white. Their hair is always black if they are of pure blood.

Fully grown adult males range between 3 to 5 feet in height. Adult females range between 2.5 to 4.5 feet in height. Male weights range between 120 to 200 pounds and females between 90 to 180 pounds. An average Dari can expect to live 50 years if their ancestors favor them.

1.1.3.3.2. Typical Dress

A typical Dari will dress in the rich wool of the cratchette goat, the white fur of the white mountain bear, and the light brown fur of the snow elk. Goat leather boots are common. Beads and trinkets that denote social status are braided into the males' beards and the females' hair.

1.1.3.3.3. Physical Attributes

Figure 1.9. Height / Weight Chart for Dari

 Male HeightFemale HeightMale WeightFemale Weight
6d6(inches/cm)(inches/cm)(lbs/kg)(lbs/kg)
633/8330/7642/1545/16
734/8631/7847/1749/18
835/8832/8152/1953/19
936/9133/8357/2157/21
1037/9334/8662/2361/22
1138/9635/8867/2565/24
1239/9936/9172/2769/25
1340/10137/9377/2873/27
1441/10438/9682/3077/28
1542/10639/9987/3281/30
1643/10940/10192/3485/31
1744/11141/10497/3689/33
1845/11442/106102/3893/34
1946/11643/109107/4097/36
2047/11944/111112/41101/37
2148/12145/114117/43105/39
2249/12446/116122/45109/40
2350/12747/119127/47113/42
2451/12948/121132/49117/43
2552/13249/124137/51121/45
2653/13450/127142/53125/46
2754/13751/129147/55129/48
2855/13952/132152/56133/49
2956/14253/134157/58137/51
3057/14454/137162/60141/52
3158/14755/139167/62145/54
3259/14956/142172/64149/55
3360/15257/144177/66153/57
3461/15458/147182/68157/58
3562/15759/149187/69161/60
3663/16060/152192/71165/61

Figure 1.10. Skin Color Chart for Dari

2d4Skin Color   
2pale gray   
3-7pale blue   
8pale white   

Figure 1.11. Eye Color Chart for Dari

2d4Eye Color   
2white   
3light blue   
4-6ice blue   
7blue   
8dark blue   

Figure 1.12. Hair Color Chart for Dari

2d4Hair Color   
2-7black   
8slate   

1.1.3.4. Subsistence Patterns

The Dari are a semi-nomadic society. They are hunters and herdsmen. Their herds consist of mountain goats and elk. The primary source of starch comes from the bachary root that is gathered or cultivated. The sweet tuber root is also gathered from the lowlands. The meal time drink is warm goats milk. Goat cheese is eaten only at the evening meal. Goats meat is only served once a year or during the worst of winters when the goats begin to die of starvation. Tribes that live near the coasts hunt the gray seal for food, oil, and pelts.

1.1.3.5. Government

The Dari have a loosely formed tribal government. Each tribe is composed of several small clans or families. The Reckeln is the ruler of a tribe. He or she is the eldest and the most knowledgeable of the tribe. Each tribe governs itself. Interactions with other tribes can be friendly or violent, depending on the relationship between the tribes. Tribe territories vary based on the size of the tribe and can be a large number of square miles. Tribes tend to stay many days of walking apart from each other.

1.1.3.6. Cultural Organization

1.1.3.6.1. Roles
Reckeln

The Reckeln is the leader of the tribe. He or She has the final say in all matters that pertain to the tribe. This includes allowing marriage of young couples.

Todanar

The Todanar is the tribe shaman, spiritual leader, and healer. The Todanar performs the marriage ceremonies, the annual rituals to appease their ancestors, and to perform the sacred birthing ceremonies.

1.1.3.6.2. Marriage

The Dari mate with a single spouse for life. Marriage between members of the same tribe is common, though marrying into an ally tribe strengthens the bonds between the two tribes. Dari can marry at the age of 16. Any marriage of a tribe member must be approved by the Reckeln. The Todanar performs the marriage ceremony.

1.1.3.6.3. Cultural Personality

The Dari do not like contact with strangers, especially strangers of another race. They do trade with the Vresh on occasion and will sometimes raid villages for supplies.

1.1.3.7. Armor, Weapons, and Combat Tactics

1.1.3.7.1. Armor

Dari armor is typically a mix of soft and hard goats leather. Metal armor is sometimes worn for ceremonies and rarely used for open battle because of its high value. Wooden shields wrapped in leather are typically carried when a Dari is traveling abroad, hunting, or going into battle. The tribes mark is stamped upon almost all pieces of leather armor.

1.1.3.7.2. Weapons

When hunting the Dari will use short spears tipped with sharp stone or metal. During battle they will fight with their hunting spears or their skinning knives which can also be stone or metal. They will also use slings to take down smaller game.

1.1.3.8. Religious Beliefs

The Dari are ancestor worshipers. Ceremonies take place on a regular basis that allow the Dari to ask the ancestors for guidance.

1.1.3.9. Scholarly Knowledge

Knowledge is passed from generation to generation orally.

1.1.3.10. Languages

The common language is Darish. There are two major dialects. High Darish is spoken in the highlands. Low Darish is spoken in the western lowlands. A third dialect is called Eastern Darish which is spoken by a few tribes in the eastern lowlands. The Dari do not have a written form of their language.

1.1.4. Dwehrow, Western Tanroek

1.1.4.1. Summary

The Dwehrow of Western Tanroek are varied as much as the Humans. They are divided into many subcultures. The Dwehrow are a short and stout race. Many of which live underground. Humans sometimes call them dwarves which the Dwehrow view as insulting.

Please see the individual subcultures for specific details.

1.1.4.2. Locations

The Dwehrow can be found primarily in their cities delved below the mountains. Many dwell in the surface cities or traveling for trade or adventure. Some are even farmers who farm the fertile foothills of the mountains.

1.1.4.3. Physical Description

1.1.4.3.1. General

Dwehrow are short when compared to the Humans. Adult males range between 2.5 and 4.5 feet in height. Adult females range between 2 and 4 feet in height. Adult males and females range between 85 to 200 pounds in weight. Dwehrow are considered stocky. Their bones and muscles are more dense than Human bones and muscles. Dwehrow skin color is normally pasty white. The exception are the Dwehrow who spend extended amounts of time under the sun. Their eye color tend to be blue, gray, and black. Dwehrow hair color is almost always black or slate gray.

1.1.5. Enorians

1.1.5.1. Summary

The Enors are a nomadic culture that lives in the Scrug Lands. The 40 tribes control land as well as the roads and trails through the Scrug Lands. These are the only roads that connect Western Tanroek with Eastern Tanroek. Many of the tribes are hired by merchants to lead and handle their caravans through the Scrug Lands.

1.1.5.2. Physical Description

1.1.5.2.1. General

Need info. -km

1.1.5.2.2. Typical Dress

Need info. -km

1.1.5.2.3. Physical Attributes

Figure 1.13. Height / Weight Chart for Enorians

 Male HeightFemale HeightMale WeightFemale Weight
6d6(inches/cm)(inches/cm)(lbs/kg)(lbs/kg)
643/11039/9955/2045/16
744/11340/10160/2250/18
845/11541/10465/2455/20
946/11842/10670/2660/22
1047/12043/10975/2765/24
1148/12344/11180/2970/26
1249/12545/11485/3175/27
1350/12846/11690/3380/29
1451/13047/11995/3585/31
1552/13348/121100/3790/33
1653/13549/124105/3995/35
1754/13850/127110/41100/37
1855/14051/129115/42105/39
1956/14352/132120/44110/41
2057/14653/134125/46115/42
2158/14854/137130/48120/44
2259/15155/139135/50125/46
2360/15356/142140/52130/48
2461/15657/144145/54135/50
2562/15858/147150/55140/52
2663/16159/149155/57145/54
2764/16360/152160/59150/55
2865/16661/154165/61155/57
2966/16862/157170/63160/59
3067/17163/160175/65165/61
3168/17364/162180/67170/63
3269/17665/165185/69175/65
3370/17966/167190/70180/67
3471/18167/170195/72185/69
3572/18468/172200/74190/70
3673/18669/175205/76195/72

Figure 1.14. Skin Color Chart for Enorians

2d4Skin Color   
2light brown   
3-4brown   
5-6dark brown   
7-8black   

Figure 1.15. Eye Color Chart for Enorians

2d4Eye Color   
2-3green brown   
4-5black   
6-7brown   
8blue black   

Figure 1.16. Hair Color Chart for Enorians

2d4Hair Color   
2light brown   
3-4brown   
5-6dark brown   
7-8black   

1.1.6. Ghruks

1.1.6.1. Summary

The Ghruks are a large, muscular humanoid race that can be found throughout Midrealm. Ghruk culture is primitive and barbaric when compared to most civilized Human cultures.

1.1.6.2. Locations

Ghruks can be found almost anywhere. There are tribes in the frigid north and large clans that live in the jungles on the continent of Vula.

1.1.6.3. Physical Description

1.1.6.3.1. General

Ghruks are stout humanoids with moderately low intelligence. Their lower canine teeth protrude out of their mouths. Their arms droop to their knees. Coarse hair covers most of the body on both males and females.

The Ghruks' skin coloring is usually grey, brown, or black. Occasionally the skin can have a dark green tint. The eyes are always black. The wire-like hair on the head is usually brown or black.

The adult male heights range from 5 to 8 feet. Adult female heights range from 4 to 7 feet. Adult male weights ranges from 150 to 400 pounds. Adult female weights ranges from 150 pounds to 300 pounds.

When compared to humans and Qui'Shri, the Ghruks have exceptional endurance and strength. There agility is comparable to the average human. Their mental ability is lower than most speaking races. Ghruks are very resistant to cold temperatures and wet conditions. They dislike living in very hot and dry regions. Ghruks can see well in low light conditions, since they are semi-nocturnal creatures. They can see at dusk in a dense forest as well as a human can see on a clear, sunny day. Ghruks can also hear better than the average human.

The lifespan of a typical Ghruk is between 40 and 60 years.

1.1.6.3.2. Typical Dress

Ghruks will wear family and tribal colors. Colors tend to be dark and muted. The warriors will wear dyed leather armor or painted metal armor. In the colder regions, Ghruks will wear furs and pelts of native animals that they eat. In the hot and humid south, Ghruks will not wear clothing. Ghruks sport body piercings, self mutilations, and scarring. Scaring of the face is held in high honor among tribe members.

1.1.6.3.3. Physical Attributes

Figure 1.17. Height / Weight Chart for Ghruks

 Male HeightFemale HeightMale WeightFemale Weight
6d6(inches/cm)(inches/cm)(lbs/kg)(lbs/kg)
648/12136/91110/41120/44
750/12738/96121/45127/47
852/13240/101132/49134/50
954/13742/106143/53141/52
1056/14244/111154/57148/55
1158/14746/116165/61155/57
1260/15248/121176/65162/60
1362/15750/127187/69169/63
1464/16252/132198/73176/65
1566/16754/137209/78183/68
1668/17256/142220/82190/70
1770/17758/147231/86197/73
1872/18260/152242/90204/76
1974/18762/157253/94211/78
2076/19364/162264/98218/81
2178/19866/167275/102225/83
2280/20368/172286/106232/86
2382/20870/177297/110239/89
2484/21372/182308/114246/91
2586/21874/187319/119253/94
2688/22376/193330/123260/97
2790/22878/198341/127267/99
2892/23380/203352/131274/102
2994/23882/208363/135281/104
3096/24384/213374/139288/107
3198/24886/218385/143295/110
32100/25488/223396/147302/112
33102/25990/228407/151309/115
34104/26492/233418/156316/117
35106/26994/238429/160323/120
36108/27496/243440/164330/123

Figure 1.18. Skin Color Chart for Ghruks

2d4Skin Color   
2light gray   
3dark gray   
4gray   
5black   
6brown   
7dark brown   
8light brown (tinted green)   

Figure 1.19. Eye Color Chart for Ghruks

2d4Eye Color   
2-8black   

Figure 1.20. Hair Color Chart for Ghruks

2d4Hair Color   
2-5brown   
6-8black   

1.1.6.4. Subsistence Patterns

Ghruk tribes are typically hunters and gatherers and are semi-nomadic, though many of the subcultures are picking up human agrarian tendencies. They supplement their diet by bartering goods that they have made for grains and corn.

1.1.6.5. Government

Ghruks typically have a tribal based government system. Families of Ghruks are grouped together as a clan. The tribal elders rule over the clan leaders while the clan leaders rule over their own clans. A clan does not have to be associated with a tribe. Clans that disagree with the tribal elders will sometimes break away from the tribe to form a new tribe.

1.1.6.6. Economic History

The Ghruks have been bartering iron goods for hundreds of years. They have only recently been dealing in coins, since most modern day human merchants would prefer payment with coin instead of transporting heavy iron goods. Some Ghruks have been known to make a living by becoming traveling iron smiths. They would travel to rural farm steads and barter food and supplies for iron smithing.

1.1.6.7. Cultural Organization

1.1.6.7.1. Roles
1.1.6.7.1.1. Warriors

The most common role in a tribe is the warriors. The warriors protect the tribe. They also participate in the hunting and gathering, though they tend to slack off if the hunt takes more than a few hours.

1.1.6.7.1.2.  Hunters

The hunters hunt the meat for the tribe. Hunters are adept in outdoor stealth. They tend to be of lighter build than the warriors. There are usually more female hunters than male hunters. The hunters will also help with the gathering of food.

1.1.6.7.1.3. Shamans

The tribal shaman is the voice of the ancestors and the healer. A shaman will have some sort of magic and healing skills. The shaman will be dressed in bright cloths, covered in feathers and beads. The shaman is a highly respected member of the tribe. When the tribe goes to war, the shaman will accompany the warriors. He will bless the warriors and curse their enemies.

1.1.6.7.1.4. Elders

The elders are the controlling body of the tribe. They are the oldest Ghruks in the tribe and are greatly respected by all. Their word is law.

1.1.6.7.1.5. Iron Smiths

Almost all Ghruks know how to work iron. But those few who have the talent to really work iron have an honored place in the tribe. These Ghruks provide the goods to be bartered with other cultures. They also work and repair the weapons and armor of the tribe. Iron smiths get their ore from bartering with the dwehrow and humans. They will trade coins, pelts, furs, and anything else of value for iron ore.

1.1.6.7.2. Traditions

A child Ghruk will pass into adulthood when they reach the age of 10 and participate in a hunt. During the hunt, the young Ghruk must demonstrate bravery, cunning, and skill. The child does not have to kill the hunted creature, but they must at least draw first blood. Both males and females must participate in the hunt to reach adulthood. Those who reach the age of 15 and fail to draw first blood in a hunt are killed by the adult Ghruks.

1.1.6.7.3. Marriage

Ghruks will take a mate during the mating season and stay with that mate during the raising of the child to a young adult. The higher ranking females choose their mates from the strongest available warriors and hunters. Females can start breeding at the age of 10 years old.

1.1.6.7.4. Cultural Personality

Ghruk tribes tend to be war-like. Fights among clans within a tribe are not uncommon. Tribes can be territorial or nomadic. Tribes will occasionally join other tribes for war and conquest. The life of a Ghruk is harsh and brutal.

Ghruks are not necessarily evil or cruel, they have adapted to a hard life as best as they can. At most, they can be considered uncivilized. In the past, more intelligent races have threatened, tricked, and coerced the Ghruks into evil service.

The Ghruks are accomplished iron smiths. They produce and repair many iron goods. Iron works are their primary resource for barter.

Ghruks are indifferent toward most races. This means that a provoked Ghruk does not care what race it kills. Some tribes are territorial and will defend their land from encroachment and intruders. Tribes will also raid farms, villages, and towns to obtain supplies and/or food.

1.1.6.8. Armor, Weapons, and Combat Tactics

1.1.6.8.1. Armor

Iron banded shields are used only during organized battles. Hunting parties will never carry a shield. Leather hide armor is common. Metal armor is worn by the elite warriors of the tribe and are typically obtained from spoils of war.

1.1.6.8.2. Weapons

Ghruks will fight with what ever they have on hand. Iron swords, clubs, and hammers are common among the warriors. Iron tipped spears are used by the hunters.

1.1.6.9. Religious Beliefs

The Ghruks are ancestor worshipers. They believe that their ancestors play a controlling role in tribal politics. The Ghruks are also very superstitious and tend to either shy away or become extremely aggressive when events they do not understand occur. Some of the more violent Ghruk tribes of Tanroek worship Guldak and Morg and have abandoned the worship of their ancestors.

1.1.6.10. Scholarly Knowledge

Ghruks pass their knowledge orally. The Ghruks do not have a written form of their language. The histories of the Ghruks are woven into the tales and stories that are told after the evening meal.

1.1.6.11. Languages

Ghruks speak their own guttural language and tribes within a region will speak a dialect of Ghrukish. There is no