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A large port city along the northern reaches of the continent that comprizes the Kingdom. It’s quite far to travel, but there is some minor sea trade along the middle sea with the Kingdom, Celephais and even Dylath_Leeẽn. The culture of the inlands south of Ogrothan is savage, feral, fiercely patriarchal, slave-holding and could be described as a blend of vaguely feudal viking blended with hunnish. Ogrothan and surroundinbg lands considers itself seperate from the barbaric Stony Desert, and is constantly at war with these southerners, who they despise. The Princeling of Ogrothan is a milutary dictator with an almost unsustainabily big army.
Old Quarters, The
Onyx Quarries, The
Aaahh, Oona, beautiful Oonai, if ever there was a place to be rich and weather the sadness of old age, it would be Oonai. Oonai is a large, very affluent and exceptionally beautiful city. It is situated to the southwest of Golthoth, and is deeply old Dreamlands, with particularly few waking world influences. It is described as “the city without streets”, as all things are arched over, roofed or tunelled. Frpom outside the city looks like one giant iterlocking structure that sprawls haphazzardly around cliffs and rocks and crevasses, broken only by sharp canyons, bridges, rivers and a few dotted squares. The city lies in a region of extremely unpleasant and powdery dust in the searingly hot southern deserts of Cupper Nombo, and though by day the people retreat in the shade, at night the city lives in bright carnaval atmosphere. An ancient rule of the King is that everyone MUST possess one or more admirable artistic qualities or skills, and this attracts pleasure seekers, decadents, degenerates and hedonists of all stripes. As indicated, it is very hard to describe Oonai from a terrestrial, waking world perespective, and best qualifiers would be “byzantine”, “overly ornamented”, “loud”. People there are not all strictly homo sapiens, and there are numerous elves of races both descript and foreign that dwell there without raising any second glance. It is mostly a peaceful place but not nearly as safe as some have you believe. Oonai sports many seductions, dangers and temptations. The colors of the city gravitate towards white and gold, with many assymetrical windows and portals. Most things are different here than conventional kingdom frame opf reference – food works different, relationships, language, culture, marriage, the law, pleasure. Things sinful in the Kingdom are deeply sancified whereas things regarded some sins or vices here would appear to be contrived or incomprehensible in the Kingdom. Of special repute is a huge meandering roofed over canyon that runs north-south in the city, and is one giant market, cum whorehouse, cum party, cum palace and many other things besides. The architecture of the place is downright alien, with strange supporting beams jutting at 45 degrees from pillars of transparant rock, giant tubular aquariums filled that sprawl through the city as 3-dimensional rivers, filled with magical fish creatures that hypnotize on a mere glance. The King of Oonai is a giant set with numerous hands, and a depraved soul of unbridlest lust and almost charicatural pettiness. He is deeply loved by the Oonatsi (natives of the city) and he is obssessed with arts. Note that there are spawn of Shub Niggurath wandering the streets of Oonai, but they are kept from spreading the infection by their Greater Demon Mistresses. Understandable, most of the Kingdom dreads and loathes the city.
Insular Traditionalists to the extreme, the Orange faction looks at the periphery of the Kingdom as their preferred environment – the tribal, the insular, the freedom loving, the parochial. Orange types are strongly associated with older, a more regional, more pastoral values. It’s too simple to label them merely barbarians or “white trash” – quite a lot of highly civilized folks, and even feudal structures are devoutly Orange. Orange is clearly represented by Gnomes, and the city state of Tur is the epithome of Orangism. If one color can be said to be anti-Kingdom it’s this one. The color Orange has been strongly associated with resistance against the Kingdom. They are a widely scattered, fairly numerical movement of terrorists, rebels, bandits, criminals, resistance fighters and fierce anti-royalists. They are not necessarily opposed to the local nobility, as they favor local governance. They hate taxes, they hate the legions, they hate the King’s roads, they loathe Knight’s orders, they hate Rinyldissen. Instead the Orange are deeply embedded in everyday affairs of commoners, especially the simple, villains, tribal collectives and everyday human normalcy. The order is managed by barbarian-warriors such as Phantrae, and a smattering of Druids, and most who swear to the Orange are sombre, slightly melancholical and often tragic heroic types. Orange is not happy with the growth of humanity, and fears it might push into the ‘inhumane’. The Orange are rural fetishists and hate cities as teeming nests of corruption. This places them squarely in opposition with the Gold, The Pink and the The Omber. The Orange regard the Pink as the paragos of whorehouses and thuggery, while they regard the Omber as a titanic force of malignant evil, greed and fascism. Orange types also have a longstanding cultural resentment about the more traditionalist of magical orders, in particularly scholarly Wizards that smell of Guilds or Arcane Academies – books and big buildings and treachery and all that.
In the southern sea lies an island by the name of Oriab. On this island juts a gargantuan mountain Ngranek. On the northern coast of Oriab lies the city of Baharna. This is a major port city that’s hospitable and welcoming, but can only accesses through an underground canal that’s crafted of granite. To enter the city through this vault, through the inner lake of Yath is an awe inspiring and stunning experience. Baharna and Oriab are industrious, lively places, with many products, exports, economy and commerce. The people here where nice silks and robes and do not conform to any terrestrial culture, but a few thousand immigrants of the Kingdom make their home here and do thrive.
The term ‘Orc’ is an insult. It stands for deviancy, ugliness, rape, criminal conduct, murder. It can provoke rather severe reactions, and best be prepared to be challenged to a duel if you call someone ‘orc’. The most iconic (or cliche) type of Vael (or if you wish “orc”) that’s typically smaller than a human, hunched, with pointy ears, a misshapen or flat nose and generally more developed teeth. At some distance they resemble humans until you see one walk – they scurry. Brall are coarse, impulsive, aggressive, very sexualized and tend to invariably get in trouble with the law. In most duchies their presence is forbidden and any captured are enslaved. A typical feature of Brall expansionism is a distinctive fear of the sea. Brall (and many other subspecies of “Orc”) will recoil at expanding territories to coastal regions. This is a genetic inclination. Aside from Brall there are several species of humanoids associated with the word “Orc, namely “Layerings” (more like feral apelike screeching goblins that live mostly underground), Thuaks (massively built hulking tribal humanoids with oversized jaws, sometimes small horns), Skekra (misshapen scarred freaks vaguely resembling frankensteinian gouls created by various abominations of alchemy), Unterlanders (a shape of half apes, dogs, rats and pigs – a blend of ugly humanoid animals that are gradually becoming ‘orcish” as they degenerate) and Zol (A type of reddish cannibal humanoid bear that worships skulls and dead things, constantly fornicates and engages in insane tribal cruelty) (occasionally called “morlocks”). All types of Orcs have a very strong interclination to rape humans, livestock, wild animals, elves, etc. etc. to procreate. It DOES happen that orc rape can very rarely make male humans pregnant (which results in death upon birth).
Oude – avatar
One of the major Avatar types encountered in the Kingdom that grant the powers of Spellcasting. Oude is a fiercely aligned Avatar, that is always associated with Utopian Alignment. It can not endow Psionic endowment. Oude involves the placement of a piercing of some kind, so this jewel can be taken from a recently deceased Spellcaster. The spirit associated with the Avatar occasionally sometimes whispers wise things to the bearer and is thus allaged to grant a remarkable [+3] bonus to wisdom. Other than that the Avatar allegedly grants the ability to remove minor [LV5] diseases once per waking day, and grants a significant [+10] mana advantage.
Ovcharka – dog
A dog taken to its logical extreme, an Ovcharka is feared by all, very loyal to its owner – but it requires a lot of physical strength and perseverance of will to handle, and deep pockets – they eat meat and a lot of it. Ovcharka have somewhat long canines, are as intimidating as a collapsing tree, excellent protectors in the outdoors but not suitable for crowds and inner cities.