Althainon 0.9 & Torell 0.6


Subject: Althainon 0.9 & Torell 0.6
From: hook (hook@u.washington.edu)
Date: Mon Sep 06 1999 - 10:59:15 EEST


Althainon race/region desc is basically complete a little editing and
spelling is needed but that is all.

Torell still  needs religion and role playing and a little editing and a
NPC species desc for the Akreb goblins.

If no one minds I would like to take on the race/region desc for Nabor
Thaan on the continent of Voran.  I want to make an evil human tribe
this time.  I also need some info on The black wastes. I know Harem (the
god not the developer :) ) made them but what is the exact history?

Joshua
hook@u.washington.edu
	
	
	ALTHAINON

	1. Desription
	2. Climate
	3. Flora
	4  Fauna
	5. History
	6. Geography
	   6.1 River of black Tears (Harem's Tears)
	   6.2 Forest of Abhorrence
	   6.3 Floating Islands
	7. Cities/Landmarks
	   7.1 Adremas
	   7.2 Brearon
	   7.3 Baor
	   7.4 Jarpin
	   7.5 Sadok
	   7.6 Castle Theamar
	   




1.	DESCRIPTION OF ALTHAINON

	Althainon is a region located on the southern portion of Majik's second largest continent Eldiron. Life in Althainon is dictated by the extreme seasonal changes brought on by its vicinity to the volcanos of Tragothar. In the summer and spring months (The Sedise season) it is a lush green paradise with grassy plains flower covered hills and lush forests.  In the winter and fall (the Antrok season.) all vegetation dies, or becomes dormant and the land turns into a desolate waste of ash ruled by marauding orcs. Western Althainon borders the smoldering wastes of Tragothar. To the north it borders Areon and the Lamarhen lakes. Several islands in the lakes are considered part of Althainon. To the west is the region of Nin'calaris.  The south is bordered by the Sea of flames. In the south of Althainon is forest land with a small group of short mountains, the east is mostly ash year around. The central area are plains rolling hills and a nicely sized river that dumps into the azure lakes. Also in the central plain are the Floating Islands, 30 or so large gravity defying land masses that levitate 200 meters from the ground, circling the central plains region of Althainon in a clock like yearly migration. In the north near the coast are forests and marsh lowlands. The primary inhabitance of Althainon are the Althainion people who toil in the plains during the pleasant Sedise season (spring and summer) then flee east during the ash driven storms of Antrok (winter and fall).

2.	CLIMATE
 
	Althainon's climate is controlled by the volcanic activity of Tragothar. Luckily for the inhabitants it is somewhat predictable (This can be be done in two ways. Either the winds blow west taking the ash away during the summer and spring or the eruptions of the volcanoes only occur during certain months.). The cycle is as follows during Antrok (Winter and Fall) the land is dead and the sky dark with ash from Tragothar with rare cloud breaks. Surprisingly the temperature is actually hotter during these months by about 5 degrees caused by the hot, ash heavy, air coming from Tragothar. Drastic differences in temperature between Tragothar and the Lamarhen lakes create massive storms during these months. Tornados, torrential black rain and hurricane strength winds are common.
	Becouse of a shift in the winds that blow away the ash storms the summer and spring months are mild and sunny. During these months the average temperature stays at a pleasant 72 degrees Fahrenheit (yeah, i know this needs to be converted to Celsius) and a cool sweet smelling breeze comes from The Lamarhen lakes and blows west towards the hellscape of Tragothar. These conditions are by no means completely constant the lengths of the two seasons are variable some years the black clouds come late or not at all and in still others the westerly winds do not blow and take the black storms away keeping Althainon black all year long. in approximately One in 6 seasons the climate seems to do one of the above.

3.	FLORA

	Athainon's plant life is constricted by a six month growth period. What it lacks in time it makes up for in quantity. The soil of Athainon is rich with volcanic ash and a high water table. Whole fruit barring Pipple trees grow 4 meters tall in these short months. In fact the local inhabitance have forged a agricultural wonder out of this abundance. It is said that enough food is grown in Athainon to feed all of Eldiron. Every year hundreds of ships sail down the Black Tear River laden with pipple fruit vegetables and grain sailing to all the ports connected to the Lamarhen lakes some even sail as far as the southern shores of the continent Minartan. Caravans bring the sweet Pipple fruit to the winter trade center at the western edge of the Desert of Ghalimcar to trade with the Brahjians.
	Generally during the Antrok (winter and fall) months almost all plant life decays and dies. Trees making up the Forest of Abhorrence shed there leaves and become dormant.
	Pipples are a fruit similar to oranges and other citrus fruit except they are red and oblong. Their peel is a little tougher as well. The plant itself is a fast growing tree that gets about 4 meters tall bears fruit then dies but its roots do survive and will grow again the following year. The Althainion people have domesticated this plant and cultivate orchards that grow and disappear each year.

4.	FAUNA

	Generally speaking large animal life in Althainon is rare. There is of course the normal array of bugs, snakes, small rodents, lizards and birds, none being supernatural or exceptionally poisonous. Although mosquitos and gnats can be annoying along the River of Black Tears and in the northern lowlands by Adremas. In the Forest of Abhorrence Larger animals do exist such as monkeys larger weasels and predatory birds like owls and eagles, but during the ashen black season all these creatures either hibernate or migrate (birds). The only creatures that wander the wastes at this time are rats, lizards, cockroaches and orcs.

5.	HISTORY

	Althainon first became inhabited by humans some four hundred years ago as groups of Areons slowly began to adaopt to its lands. Befor that it was completely wild with no permanant settlement where only orcs traveled through in their raids to Nin'calaris and Areon. It is unknown as to who or what created the Floating Islands or Castle Theamar or even if it was the same entity. Their origins lost in the sands of time.

6.	GEOGRAPHY

6.1	RIVER OF BLACK TEARS

	Also called Harums' Tears. Local folklore has it that when the god Harum first saw Tragothar he stood on the plains of Althainon and wept black tears of joy at the sight of it. Those tears became the waters of the River of Black Tears. Whether this is true or not is unknown. The river does run black however stained by the black ashen soil that is deposited in huge amount from the volcanos of Tragothar.  The head waters actually begin at the small mountain range in the south of Althainon and travel through the Forest of Abhorrence but mostly in small streams or under ground. It does not become a full navigable river until about the center of the Althainon plain. It moves in a generally northern direction to the Lamarhen Lakes passing by the city of Sadok. Fish and freshwater crustaceans do live in river dissipate the heavy black ash sediment. Aquatic life is not abundant though and little fishing is done along its banks. The Althainions leave that to fisherman along the coast and concentrate on farming.

6.2	FOREST OF ABHORRENCE
	
	So named because of a great battle that waged here over a century ago. It was a year in which the black ash storms did not break and the westerly winds did not blow. Orc attacks were heavy and the city of Sadok had fallen. An army of Althainions and Nin'calaris converged here and met the Orc hoards. The battle lasted for six full months and casualties where very high on boths sides but the Althainions gained victory. After the orcs had been pushed back to Tragothar and the black storms had recided The forest was renamed The Forest of Abhorrence to signify the Althainions hatred of Orcs. The Forest itself is quite thick and only penetrable within four kilometer of its edge. During the Antrok season most of its plant life become dorment and loose their leaves.  Those that do not live along the coast of the Sea of Flames and are sheltered by the mountains their from the black storms of Antrok. A few Althainions live in the Forest mostly on the outer edges. They are Woodsmen who prefere to live in isolation and genneraly shun civilization. They do consider themselves Althainions though and share their characturistics. A group of druids also live the forests they too are Athainion and are very genorus with their healing magics which the Althainions take full advantage of often travilling here to mend broken bones cure illnesses and heal battle wounds inflicted by orc raids. The druids live deeper into the forest then the woodsmen and are belived to be based near the mountains. Their exact location is unknown but individual druids or small travaling groups are easily found with the help of a local woodsmen.
	

6.3	FLOATING ISLANDS

	If there is a set of world wonders on Eldiron these are high on the list. Floating above the plains of Althainon are exactly 31 chunks of rock that migrate along a precise counterclockwise elliptical path. In early spring they reach castle Theamar and in early fall fly over the city of Sadok. Most of the islands are small only a dozen meters across, but four of them are exeptionaly large being between a hundred to five hundred meters in diameter. They all float roughly 200 meters in the air in a random formation covering roughly 10 square kilometers of air space. They are solely possessed and inhabited by the Althainions who use them for food storage to weather in during Antrok, to escape orc raids and to retake Castle Theamar in the early spring when needed. The four larger ones have citadels built atop of them giving protection for archers, the smaller ones used as scouting positions to spot orc bands off on the horizon. It is common knowledge among the Althainions to know where each of 31 islands are at all times all being taught as children with mathematical presition. Large stone slabs set by the Althainions pock the plains marking the Islands path. Their migration used by the people to set crop calendar. The origin of the islands is unknown. Attempts have been made to change their path but all have failed often in the destruction of the mucked island. Animal life in the forest is abundent but consiting mostly of smaller animals. There are several types of monkies a mutitude of birds and rodents, bugs, snakes and lizards. Along the coast of the Sea of Flames sheltered by the mountains there are some larger mamals. A few troops of apes, some forest deer and large cats live here.


7.	CITIES/LANDMARKS

7.1	ADREMAS

	Adremas is on the northern most border of Althainon. It is located in the center of a marsh and most of the buildings are constructed upon stilts. Because it is in a marsh many iron smiths reside here collecting the ore deposits that accumulate in the lowlands. They make weapons plows nails horse shoes axes etc. Many build up large supplies of iron work during the winter to sell in Baor during Sedise (Spring and Summer). The city also supports a small fishing community and merchants come to buy agricultural goods produced in Althainon. Most of the residance do not consider themselves Althainion though but are Areons. It is mentioned here because about five hundred Althainions spend Antrok (fall and Winter) here. The population is rughly two thousand not including the seasonal Althainions.

7.2	BREARON

	Brearon is also not an Althainion town but is property of Nin'calaris. About three hundred Althainions winter here mostly in tent towns across the river from Brearon. Also nearby a hundred Althainion Woodsman hold permanent residence in the Abhorrence Forest and often come here to trade goods. About seven hundred people live in Brearon not including the Althainions

7.3	BAOR

	Boar is not a permanent city it is a seasonal one. During the Antrok season (winter and fall) it is completely abandoned. The inhabitants either migrate north up the River of Black Tears to Sadok and other small villages along the coasts of the Lamarhen lakes or seek refuge, in The Floating Islands. During the Sedise season Baor becomes a bustling trade center. Farmers from all around the Althainon plains region come to sell their produce. Traders from Nin'calaris come to sell farming goods and weapons. Smiths who weather in Adremas set up shop here bringing iron goods and repair horse shoes, swords, and plows. Woodsmen from the Forest of Abhorrence sell bows, fire wood, and other crafts. Some even try their hand at farming. The city is in essence a seasonal tent market. When the last leaves have begun to fall it is empty of all human life. During the fall and winter months it is picked through by Orcs who camp there and destroy any human remnants. The peak population of Baor reaches about 10,000 humans during mid summer although well over a third of which are not native Althainions, and consist of traders merchants and suicidal adventurers traveling to their graves in Tragothar.

7.4	JARPIN

	The city of Jarpin is wedged between the Lamarhen Lakes coast and just on the Althainion side of the Nin'calaris border. It sits upon a high cliff that overlooks the lakes with the only small path for a half a mile in each direction that leads down to the water. At the waters level the city has built several docks for merchant and fishing ships as well as a few tunnels into the cliff walls in which some people live and do business. Although most residents here do not share the Althainion migrant farmer, bow slinging, life style of their plains brethren they consider themselves to be Althainions. This arises partly because of the some two hundred farmers who spend Antrok here but mostly from their shared hatred of orcs who have been know to siege Jarpin on their winter raids. There live approximately 6000 humans here including the 200 who spend Antrok here.

7.5	SADOK
	
	Sadok is located at a bend along the River of Black Tears roughly midway between Baor, where the river begins, and the Lamarhen lakes where it ends.  It is a well fortified city having two thick ten meter tall walls encircling it and strong concrete towers that ring the city about a kilometer out from it . The towers  are used as outposts to spot orc bands. If orcs are spoted large bondfires are lit atop the towers to alarm the city.  The area of the city is small for its population. Private estates are none existant, housing consitiong of multilevel apartments with shops at street level. Building materials for the dwellings consists of stone, concrete bricks and some wood but the later is rarly used to protect against orc fire storm attacks. Everyyear just before the begining of Sedise a huge fetival is held within the city called Enantrokfest. The fetival lasts for two days durring which all nonAlthainions are closed from the city and a new mayor is elected. All able bodied residebts participate in the election by gathering in the center of the city and stand next to the the candidate they choose, a simple head count is conducted and whom ever has the most supporters wins the mayorship for a year.  The population of Sadok fluctuates through the year. During Antrok mostly only Anthainons reside here keeping the population at roughly 7500. Durring Sedise it vurtualy emties of Althainions dropiong the population of Althainons to 2000 but a large influx of traders murchents, and ship crews raises the populatuion to 5000.  Althainion property is often rented out to the visitors at this time. Outside the city about 3 kilometers to the west Althainions have placed dozens of severed orc heads impailed open 4 meter tall poles as a warning to any orc bands who travel nearby.

7.6	CASTLE THEAMAR

	 "Abandon all hope ye who pass this point." Castle Theamar is the last human settlement before entering Tragothar. When adventures go to meet their doom in the western lands of Eldiron they will stop here for provisions and information. It's construction is ancient and has existed before any elf or dragon alive can remember. It is also indestructible. It is said that the Gods themselves could not tear down it's black smooth walls. This is however probably not true. They either don't care or its existence purely amuses them. Though the gods have never tried to harm the castle mortals have and none have ever left a scratch. The structure itself is 100 meters tall and 18 meters wide at its base. It is divided into eight 10 meter high tiers each one becomes smaller as it gets higher. Each tier is self contained and defensible.
	 During the Antrok season (winter and fall) between 100 to 200 brave warriors (i.e. lunatics) stay in the castle and defend it against orcs. Most years they survive the onslaught giving up maybe half of the tiers and a quarter of the men before Sedise (spring and summer) and the return of the Floating Islands at which point the orcs retreat from the arrows that fall on them from above. This is not always the case though, every ten years or so the orcs do take the castle but usually give it up in the Sadise season.



PEOPLE



ALTHAINIONS -Humans

	1. Introduction
        2. Appearance
        3. History
        4. Culture
           4.1 Food & Trade
           4.2 Phylosophy and Temperment
           4.3 Military
           4.4 Law and Order
           4.5 Woodsmen and Druids
        5. Religion
        6. Language
        7. Althainon
        8. Role-playing

1.	Introduction

	Althainions are foolhardy, reckless, talented and hardworking. They are constantly on the move either running to plant crops on the fertile plains of central Althainon in the Sedise (spring and summer) or running from the harsh weather and onslaught of orc hoards that comes in Antrok (fall and winter). They are similar in ancestry to the Areons of the north. They have dark straight hair, although red hair does show up especially among those living in the Forest of Abhorrence and across the river from Brearon, and black, brown or hazel eyes. Their skin is very dark, almost black in color and their features sharp with high cheeks, sharp noses, and defined jaw and chin.

	Althainions are ruled by the changing seasons of Althainon. During the Sedise (Summer and Spring) they grow enormous quantities of crops on the rich soil of the plains from the banks of the Black Tear River to Castle Theamar. Then when the wind changes and black ash clouds set in they pack up and flee to winter on the shores of the Lamarhen lakes and within the well fortified city of Sadok. At which time they hold extravagant feasts and engage in a mortal game of cat and mouse with the invading orcs that pour into Althainon with the Black storms of Antrok. 

2.	Appearance

	Althainions generally appear unkempt with grubby faces, tangled hair and dusty wreaked cloths. In the Antrok season (winter and fall) they do clean them selves up a bit, bathing mostly and lame attempts at keeping there cloths and hair tidy. Their tastes in clothing are utilitarian in look and fashion. Both men and women wear thick pants heavy shoes and plain long sleeve shirts or ponchos<--(there has to be a better name for this). At festivals, though, women have been known to wear dresses but these are usually reserved for the young and unwed. Their physique is gangly and awkward having lean well muscled arms and large strong calloused hands from plowing and harvesting.  They are also always with bow and arrows. Items that never leave their sight.

3.	History
	
	The Althainon people arrived to there now home land some 400 years ago. They are closely related to the people of Areon and in fact slowly migrated from that land as they addapted to Althainon's harsh conditions.  Most of how they live has remained unchanged since they migrated here exept for some refinements to the harsh enviornment they call home. 
	War have played an important part in shaping Althainion history. They have been at constant war with the orcs of Tragothar; the most recent large scale war occured about 100 years ago when a great leader unified the Orc tribes and set off to conqure all of western Eldiron. Through an ueasy aliance with Nin'calaris, Thasia and the peoples of Areon they where able to push back the Orcs. Many cultural prescidents where set from this war. The most striking were the incorperation of women apon the battle feild, the habitation of the Abhorance Forest by Althainions, heavier fortification of Sadok and the Floating Islands, and continued year long occupation of Castle Theamar along with a more binding political military agreements with the Areon people. In the past there has also been conflicts with the people of Nin'calaris. Mostly border disputes and scremishes with Nin'calaris malitia who travel into Althainon in pusute of Orc who yearly raid portions of Nin'calaris.

4.	Culture

	Althainion culture is shaped by the land they live upon. They are wild like the seasons that wreck the land and rebirth it again each year. They live to the fullest be it in work or play and have a tentative respect for nature and weather that is similar to how a seaman views the Ocean.
	Common life of Althainions is a wild binge and purge of activities between hard work and leisure.  In the Sedise season (spring and summer) they rush madly to the Althainon central plains to sow their crops. At this time they work hard often 18 to 20 hours a day. Then in late Sadise they harvest what is left pack up and leave often with enough food to last three years. They haul it on rafts, put it on mules and stack full the graneries atop the Floating Islands. Most spend the Antrok months in the walled city of Sadok but others winter on the coast, in the Lamarhen islands, in the Forest of Abhorrence and atop the Floating Islands. Then the feasts and festivals begin. Althainions are renouned for finding reasons to celebrate. They have parties, post-harvest fests, pre-planting fests, weddings, Orc raiding calebrations both befor and after, coming of age parties for young men and women even for funnerals. They drink eat and spend the large sums of wealth which they accumulate from trading their crops.
	Althainions are plaged by war brought by the orc who invade Althainon year round. Though this is more prominent during the Antrok season, which the Althainions avoid by migrating, it remains a constant threat. A threat that has forged the Althainons into some of the best archers in all of Majik.  It is said that any Althainion child of twelve can shoot the wings off a butterfly 300 meters away. They teach the leasons of war to their children at a young age and regard it as an unpleasent necesity for survival. These wars have faustered a deep hatred of orcs and few things please an Althainion more then to watch the death throes of an arrow filled orc. 
	
4.1	Food and Trade
	
	The abundance of food produced during the Sedise (spring and summer) season make Althainions some of the most well fed humans in all of Majik. Huge stores of grain and fruit preserves are kept by them for the Antrok season. Enough to feed them even in years when Antrok season does not end. With the great aboundace of food they make a good sums of money through trade. Most trading in Althainon accures at Baor durring the Sedise season.  Hundreds of ships, caravans, craftsmen and merchents converge there to buy Althainion grown crops and to sell goods to Athainions. The crops are usually sold for cheap because of the sheer quantity produced but goods sales are fair the Nin'calaris usually kept honest by the competition of tradesmen and craftsmen from Adremas and the Lamarhen lake Islands.  Little trade accures in the city of Sadok. There is some exchange of luxuary good for festivals and the purchase of fish livestock and woolen goods but generaly not as as much for another city of its size. The city of Jaspin has fishing and trade to support itself. The Althainion Woodsmen from the Forest of Abhorrence produce bows and arrows, the bow strings made from the guts of orcs, plow and ax handles and other crafts which they sell at Baor along with fire wood.

4.2	Philosophy and Temperment

	Althainions are simple, strait froward, loyal and honest. They act how they feel and think. If they are angry they show it, if happy they dance. Deceit is none existant among them. A common saying among them is "No lying thief has ever lead a richer or happier life then any honest man I ever heard of." They have a deep respect for the land they toil upon and share that respect among thier brethren.  Community among the Althainions is a neccesity to servival. They are genouruse to one another almost to a fault; riches and possessesions are seen as next to nothing when compared to the freindship and loyalty they bestow upon each other. It is not uncommon for a family to give up half their crop earning to neibors who fall apon hard times.  As stated above Althainions show their emotions. This leads to the view that they are very hot tempered.  It is not uncommon to see Althainions screeming at the top of their lungs at one another. Although disagreements are common they never end in blood shed only in red faces and some shoveing and are resolved with an even hand and quikly forgotten. Althainions are feircly loyal. An indescretion against one Althainion is against all Althainions. Sword play in a tavern against an Althainion often leads to a quick death to any outsider.

4.3	Military

	Formal Oginization of arms does not exist among the Althainions. Instead more of an organic cordination accures when the time is needed.  Every Althainion knows basic statagy and war tactics along with exeptional archery skills all which is taught at an early age. It is said that a bow is placed in an Althainion childs' hands, both boys and girls, before they can walk. Althainions are the best human achers in all of Majik if not the best period.  They are accurate at a full run while fireing at targets behind them.  In Sedrok archers apon the city ramparts and along the outer towers have range targeted, with leg fired bows, as far as a kilometer out and kill orcs by the dozens each year before the orcs even see who is fireing apon them.
	After four hundred years of waring with the orcs the Althainions have adapted a simlpe yet effecteive stratagy.  They unload as much arrows apon an attacking group of orcs as they can then run. Althainion war tactics are based apon defence and soft retreating archers. Orcs have been known to attack Althainions a hundred stong bering down apon a group a fifth their size chasing the Althionions over kilometers of plain to only be picked off one by one before they even get within sword striking distace. The keystone to Althainion defence and survival are the Floating Islands. The inacesibility of the Islands Combined with althainions exeptional archery skills make them  verual inpenitrble to the orcs. They are used as a safe base apon which the althainions waether the most feirce orc attacks. In fact most agricultuarl work is done in cync with the moving Islands so that working Althainions on the plains can flee to them at a moments notice never more then a few kilometers away. Althainions are rarely offencive in battle prefuring to flee only holding ground at Sadok, Theamar castle, and within the Floating Islands. They have never attacked into Tragothar land but do encurage adventures to do so in the hopes that some orcs will be killed before the adevturers inevitable demise.

4.4	Law and Order

	Althainions lack any written set of laws and regulations. Instead they rely upon "common sense and the law of the land" as they like to call it. Luckly little enforcement and litigation is needed. Althainions are to honest to be thives or huslters and most arguements over land ond property are settled between themselves.  If an arguement is unsettleable a mutual freind will act as arbitrator who's desision is almost always adhered to. Capital offences such as murder and rape are treated quickly and brutily, death being the only sentace for such crimes.  Exucution of such punishments are done by mob, archer firing squade as the preforable method.
	Decisions and government are finalized by consencus or elected official. Leadership positions are filled when the time is needed scouting party and war band leaders are choosen on the spot with an inpromptue election and unquestioned. Government in the city of sadok is decided once a year by a general election but no decition is made by any single man or women without some input by fellow citezens. Althainions see themselves as freemen, and free women, and as such view servitude, usuary and slavery as abominations and are simply not allowed. 

4.5	Woodsmen and Druids (im not sure i should use the term druid should i come up with something orinal in name)
	
	A small population of people live in the forest of Abhorrance and are refered to as Woodsmen. They are of Althainion blood and character. The Woodsmen are the extreem of Althainion belief and temperment being highly individualistic and shun civilization. They prefer the isolation of nature and the forests.  Woodsmen live off of what the forest provides. They produce wood crafts and exeptional bows and arrows which they often sell at Baor during Sedise. Some even try their hand at farming on and off through the years. Family groups of 3 to 7 idividuals live in wood treehouse like structures that are nearly imposible to see being well camoflaged from orc maraders. Lone woodsmen living deeper in the forest are not uncommen. 
	Druids live deep in the forest and number from seventy five to a hundred they worship Grebifor the god/goddess of nature and practice the art of healing upon the population of Althainon. Their main residence within the forest is not known even among the woodsmen. Each year a group of five or ten travel to Baor where prospective children are asesed and worthy one are allowed to join the Druids. The ages of those chossen are between 10 and 12 and only 2 to three aare taken each year. Druids can be found fairly easily within the forests for they often travel among the trees and make their presence known to the woodsmen by frequently stopping at their homes and staying for small times at commen gathering places.

5.	Religion

	Althainions are generaly privite among strangers in their worship and do not hold grand cerimonies or have temples dedicated to their god Grebifor. Their belifes and spiritual feels do run deep but they view religion as a personal affair and are humble in their worship. Prayers are usualy done silently but can be spoken aloud at meal times, with children at their bed time or befor the celebrations that acure at Antrok. Althainions also sing spirituals about and to their god while working in their feilds. They worship almost exclusivly Grebifor god or goddess of nature. Grebifor lacks any gender because to the Althainions nature has no gender.  The druids of the Forest of Abhorrence are holders of religios knowladge for the Althainions and those seeking spiritual and religious guidence will travel to the forest for such knowledeg often spending up to a year there learning the ways of Grebifor. Althainions also pay homedge to Aerfik god of archery and defencive war though to a much lesser degree. Befor a battle or while making a bow they will sometimes say a silent prayer asking for his favor.
	
6.	Language
	
	Antrok means black and Sedise means green in Althainion. The Althainion language is nearly identical to the lanuage spoken in Areon exept for a few more dirogitory terms used by them to describe orcs.

7.	Althainon

	Althainon is a region located on the southern portion of Majik's second largest continent Eldiron. Life in Althainon is dictated by the extreme seasonal changes brought on by its vicinity to the volcanos of Tragothar. In the summer and spring months (The Sedise season) it is a lush green paradise with grassy plains flower covered hills and lush forests.  In the winter and fall (the Antrok season.) all vegetation dies, or becomes dormant and the land turns into a desolate waste of ash ruled by marauding orcs. Western Althainon borders the smoldering wastes of Tragothar. To the north it borders Areon and the Lamarhen lakes. Several islands in the lakes are considered part of Althainon. To the west is the region of Nin'calaris.  The south is bordered by the Sea of flames. In the south of Althainon is forest land with a small group of short mountains, the east is mostly ash year around. The central area are plains rolling hills and a nicely sized river that dumps into the azure lakes. Also in the central plain are the Floating Islands, 30 or so large gravity defying land masses that levitate 200 meters from the ground, circling the central plains region of Althainon in a clock like yearly migration. In the north near the coast are forests and marsh lowlands. The primary inhabitance of Althainon are the Althainion people who toil in the plains during the pleasant Sedise season (spring and summer) then flee east during the ash driven storms of Antrok (winter and fall).

8.	Role-playing

	NAMES: In the words of Beregar "I demand names that has preferably have nothing to do with any real life languages. Structure of name must be suitable for their language (check words). If I, or preferably players of this race find some person using unsuitable names there will be punishment of some sort, like creation of new character. Should same person continue violating these rules and I'll see personally that he or she won't play Majik anymore."(Although I probably don't have that kind of power:) )
	
	BATTLE: In hand to hand Althainions use most types of arms; swords, axes, pikes, spears, etc. All Althainions use bows and train to be the highest proficancy in its implementaion as possible. On the whole they are defencive warrriors and are exelent in the art of statigic withdrawl. Often firing their bows then retrieting back past another battery of archers and setting up to fire again.
	
	RELIGION: They are deeply religious and are unbending in faith to Grebifor, but are private in their worship. They are often seen praying but such prayers are silent. They do not not like to speak of worship and religion with strangers.
	
	MAGIC: Magic at this point holds no peice of althainion life. Though they have no aversion to it. It is not inconcivable for an althainion to leave Althainon in search of magic. The Druids in the Forest of Abhorrence do practice magic but it is of a religious nature and primarily used for healing and defence.
	
	PHILOSOPHY: Althainions have little trouble saying what they think. They should be played brash if not a bit rude. They are quick to anger but not quick to start a fight. They are exeptionaly loyal and will fight with their lives to defend a friend. They are not eisilly allied with but when they do make freinds it is with the deepest love and loyalty. They also hate orcs and will have nothing to do with them. They usualy kill them on sight if it is within their power.
	
	
	
	
	TORELL
	
	1. Description
	2. Climate
	3. Flora
	4  Fauna
	5. History
	6. Geography
	   6.1 Kras Mountains
	   6.2 Nepland Island
	   6.3 Gryweer Island
	7. Cities/Landmarks
	   7.1 Hascron
	   7.2 Irix
	   7.3 Griklen Temple
	

1.	DESCRIPTION OF TORELL

	Torell is an island off the the eastern coast of the continent of Minartan. It is just south of the elven island of Lanuin and north of the Islands of Filas and Beheran.  To the east of it spans the endless waters of the Gray Ocean. The closest Land of Minartan to the west are the wilds of Dethzael. Most of the Island is forested with deciduous trees and a small amount of conifers. Covering about a sixth of the island in its north northwestern portion are plains that had been forest but were cleared away over the years by the native inhabitance. The Trees being used for construction of boats and housing and for firewood. The Isle is surrounded with shallow rocky shores, as Lanuin is, making it very difficult to approach Torell from any direction. Only the Tore'e, who inhabit the isle, know how to tack the shallow waters surrounding the isle.
	The climate has four seasons but the extremes are mild due to the wet warm air blowing from the south Gray Ocean. It is Inhabited by the Tore'e people who are exceptional seafarers and traders. The small forested islands of Nepland and Gryweer located just west of the main Island are considered part of Torell by the inhabitance. 

2.	CLIMATE
	
	The weather of Torell is very damp and cool having only a hand full of days in the summer of open sky sunshine. Harsh rain and thunderstorms are uncommon with windy cold drizzle being the norm. Seasonal changes are evident but mild, temperatures staying usually between 10 and 20 degrees celsius year round.  In the fall all the tree shed their leaves and the forest explodes with color. Blues yellows reds oranges and purples of every hue paint the tree limbs and floor of the forest. During the winter it does snow but only two to three times and usually doesn't last long because of the rain and dampness that melt it away. Also during the winter the Islands of Torell receives most of its rain fall. in most years between 1 to 2 meters in the three month period. In the spring the temperatures rise a bit and the trees bud and grow leaves that are a bright, almost fluorescent, green. The northern plain of the main land becomes filled with bright flowers and green shoots of grass and shrubs. In the summer the temperature raises some more and the clouds clear for a few weeks. It often becomes muggy with damp warm air that sits stale over the islands. Every  fifteen years or so the southern gray ocean spits up a hurricane that strikes the islands and unleashes deadly havoc. Pounding rain and 150 kph winds beat down upon the wildlife and people of Torell uprooting trees demolishing houses and sinking ships. Along the eastern coast huge waves pushed by the wind have been known to toss sea water nearly a kilometer inland in some places killing untold numbers of trees and wildlife.

3.	FLORA
	
	The plants of Torell are well adapted to the seasonal changes that occur there. The Islands' wet mild climate are well suited for plant life and the smaller plants such as grasses and shrubs stay relatively green and grow year round. Trees and larger shrubs in Torell are mostly deciduous and during the fall they shed their leaves and stay dormant during the winter months budding in the early spring. There are some conifers that grow on the eastern coast of Torell's main island which are more adapted to the high salt content of the soil there that is due to periodic hurricanes that awash the coast in ocean water. The origin of these conifers is much debated among the Tore'e as they lack any resemblance to other conifers found in all of the known lands of Majik. This has led some to speculate that the trees originate from seeds that have washed ashore from some distant land lying across the vast expanse of the Gray Ocean. The trees are called Mouse trees because the unique shape of the cone seeds that resemble the top tail end of a mouse.

4.	FAUNA
	
	The animal life of Torell is quite unique being relatively isolated from the main land.  Birds and lizards have taken up many of the niches normally filled by mammals. A large four legged lizard prowls the coasts and forests of the islands. The Tore'e call them Tewik Dragons, they grow to be up to 7 feet long from head to tail, are very vicious and have been known to kill lone travelers.  The Tore'e use the scaled skins of these beasts for their soft boots they wear on ship deck. Wingless bird are common some having grown claws at the tips of their wings using them to clime trees and live as monkeys would. Others have grown in size and walk on strong legs with long necks that reach up to 5 feet from head to foot.
	The original inhabitance of Torell were the Akreb Goblins who were mostly wiped out by the Tore'e when they first arrived. The Akreb now only inhabit Gryweer and small parts of Torell's main island along the western coast across from Gryweer. These creature are highly aggressive and territorial. They attack humanoids in large swarming numbers with sharpened sticks and stone tipped clubs. They show little intelligence aside from simple tool making and fire use. In appearance they are a meter to 125 cm tall, have thin wiry bodies, tar black hairless skin, sharp teeth, and monstrous faces with large pointed ears. Males and female show no difference in size but male grow yellow fur mains along the spine of their back.  The Akreb are exceptional tree climbers and can swoop down upon their pray with blinding speed. They are omnivores and the meat they eat is primarily the young and eggs of the Tewik dragons though on rare occasions they have been known to kill a large Tewik adult.

5.	HISTORY

	Up until three hundred years ago, when the humans arrived, the Islands of Torell remained uninhabited by sentient beings except for the Akreb Goblins whos sentience can be questioned. The Islands were surveyed by the Zrei'gu'aiuo elves when they first arrived at the eastern islands anout 900 years ago but, preferring Lanuin, left the islands wild. When the Tore'e took possession of the island they first settled at where Hascron is now situated. They quickly set to work building their ships and houses clearing forest land and killing off the Akreb goblins. Irix was settled some hundred years later. The Torell have never engaged in open warfare after the slave rebellion in Lanuin. They have had some sea skirmishes with Zrei'gu'aiuo ships and fought off slavers who attempted to enslave peoples along the northern Minartan coast but nothing as drastic as full fledged warfare.

6.	GEOGRAPHY

6.1	KRAS MOUNTAINS

	The Kras mountains are located in the north western portion of the Torell island just about a kilometer south east from the city of Hascron. They are actually not mountains at all but rolling hills. Most of the hills are cover with forest and they are the highest point on Island. The grassy portions of the hills and the plains near them are used primarily to farm sheep by the few Tore'e who live there.

6.2	NEPLAND ISLAND

	Nepland is the larger of two islands just west of the Torell main island. It is Forested with deciduous trees and at its southern most point sits the Tore'e city of Irix.  Aside from the city the island is sparsely inhabited with but a few fishermen living along it shores. The Island's coast is rocky and tretcherous. Sailing near it or landing at its shores take expert knowledge that only the Tore'e possess

6.3	GRYWEER ISLAND
	
	
	Gryweer in the smaller of the two islands just west of the Torell main island. It too is forested with deciduous trees. Although it lacks any human inhabitance the tore'e consider it a Tore'e possession. Aside from the regular animal and plant life found throughout the Torell islands there live here Akreb goblins. These creatures once lived all over Torell and its islands but were exterminated by the Tore'e. Some do still live on the main Island of Torell near its western coast but are believed to have migrated from Gryweer after the initial killings. They are vicious animals who attack in large troops thus over powering any humanoid with their sheer numbers.

7.	CITIES/LANDMARKS

7.1	HASCRON
	
	Hascron is located on the north west coast of the Torell main island. Tore'e are its primary inhabitance and it is the largest of the two Tore'e cities. It is here that the Tore'e build their ships in their numerous ship yards. It also holds most of Torell's permanent residence, unlike Irix which is more of a trading port. Fishermen, ship carpenters, and retired sailors are its primary inhabitance.  Its population is about 3000. Also within Hascron is the Great Tore'e navigation library which holds tens of thousands of book describing the waters, trade routes, stars, lands and peoples of Majik. Many rutters and old ship logs can be found here. The library is not a lending library but allows all Tore'e free access to most of it books. Its funding relies primarily on donations of rich Tore'e traders and fees paid by foreign scholars who study here. Patrons are allowed to scribe copies of the books and the library rents out the services of scribes for such work. Some of the more rare books such as "Tilmak's Journal of the Lands Beyond the Gray Ocean" or "The Lands of the Necrolytes" can only be read for a fee. Young Tore'e who dream of piloting, captaining or navigating ships are often found here studying. The population of Hascron is 4112.

7.2	IRIX
	
	Irix is a Tore'e city located on the southern tip of Nepland Island. It is the primary trading center for Torell and the Tore'e people. Ships destined for lands all over the three continents of Majik moor here. Exotic good are sold ijn the floating markets on small skiffs that wind in-between ships loading and unloading food stuffs crafts and raw materials. Part of the city in fact floats on the main harbor. Structures made of wood bob up and down in the harbor serf. Others stand on large pears that jut out 200 meters from shore. The population of Irix is smaller then Hascron most of the occupants not being permanent residence. Those that do live in the city support the economy as merchants, shop keepers, Inn keepers, and tavern workers. There are some fishermen but less then is found at Hascron and on the coasts of the main Torell island. The premenent population of Irix is about 2000 but as many as 5000 can be in the city at any given time.

7.3	GRIKLEN TEMPLE

	Griklen temple is one of the few stone structures on the islands of Torell. It sits on the surf beaten rocky shore in the south eastern corner of the main Torell Island. The structure stands 50 meters tall and is a gray citadel lacking any windows.  It was built some 100 years ago with huge sums of coin taxed from the Tore'e by the priest's "donation" collectors and now serves as a temple and residence for the clergy hierarchy. The large granite stones from which temple is built are smooth and were quarried from the mainland then shipped at great cost upon Tore'e ships.

People

The Tore'e


	1. Introduction
	2. Appearance
	   2.1 Clothing, Weapons & Armors
	3. History
	4. Culture
	   4.1 Cities
	   4.3 Law & Order
	   4.4 Sea life
	   4.5 Military
	   4.6 Food & Trade
	   4.7 The Zrei'gu'aiuo Elves
	   4.8 Philosophy & Temperament
	5. Religion
	6. Language
	7. <homeland>
	8. Role-playing


1.	Introduction

	Tore'e are exceptional seamen perhaps the best on Majik. Their ships can be found moored at every port of the known world.  Many are born far from their ancestral home often in the shadowy corners of ships or in the up stairs rooms of a wharf tavern. However all Tore'e are proud of their heritage and most return to their isle of Torell. Those who live on the Isle of Torell are commonly called Fisher people because fishing is a common occupation. Most Tore'e however prefer to transport cargo and passengers, mostly between Eastern Isles and Minartan. Their ships are small, durable, quick, can sail both in deep sea and up larger inland rivers and have, with the sure hands of a Tore'e crew, the almost magical ability to weather the harshest of storms.
	Their ancestral lineage originates with the peoples of Thalamon. They came to the eastern Islands with the Zrei'gu'aiuo elves. The small tribe of the then Thalamon people started out as laborers and servants helping the elves cross the wilds of Minartan but through constant swindling by the dark elves they slowly became slaves to them. They reached Lanuin and stayed there for about 600 years as slaves to the elves at which time they rebelled and left Lanuin to settle on Torell. Since that time no Tore'e has set foot on Lanuin.
	Sea life has made Tore'e strong and sturdy. They have weather beaten tanned skin usually blond, white or gray hair, bright green, blue or gray eyes and average a height of 176 cm for males and 165 cm for females. Tore'e don't need large cities because they spend most of their time at sea. They live in small wooden cities and villages on the coast of the Torell islands. They are peaceful people who see war either as a threat to business or an excellent opportunity for it. Though should the need arise their small fast ships are easily rigged for war. Tore'e aren't interested in magic but they are fanatic worshippers of sea gods and are shadowed in their favor. 

2.	Appearance

	Tore'e have strong, fit, muscular builds due to the hard work required of all mariners. Their weather beaten, dark tanned skin and blond, white or gray hair often makes them look older than they actually are. This is betrayed though by the Tore'e deep set bright blue, gray or green eyes which appear ever young and hold an adolescent arrogance. On land the sea faring people of Torell move clumsily and appear out of place, but on the open sea, standing on the prows of their ships, they are as sturdy as rocks and move about deck with a sure foot during even the most turbulent of weather. Tore'e are seldom fat, which is mostly due to the hard labor required for sailing ships but also due to scurvy, dysentery foreign strains of influenza and cholera that often run rampant aboard ships and leaves sailors bodies toothless bald and wreaked. Men often wear beards but keep their hair short and often shaved. Women also keep their hair short. Average height of Tore'e males is 176 cm and weight 80 kg. Average height of Tore'e females is 165 cm and weight 60 kg. 

2.1	Clothing, Weapons & Armors

	On land and sailing in the waters near Torell the Tore'e wear drab brown spotty rain gear consisting of wide hooded long coats, boot covers and legging that is water sealed with rubber grown in the jungles of Zamurdi and human urine. Indoors and under the rain gear they wear wool sweaters and pants which are dyed with bright colors. Most common clothes are trousers, soft boots, sweater and cap which protects them from the sun. In warmer climate clothing is usually made of cotton and is warn loose. Also boots are not necessary in warmer climate and most prefer to go barefoot. Tore'e enjoy wearing gold and silver and both male and female adorn themselves with armbands, necklaces,  bangles, rings and earrings made of these precious metals. 

	Tore'e prefer trade over war and do not support a permanent navy. However, their ships are often filled with weapons & armor. For hand to hand combat they prefer small short bladed weapons such as cutlasses, scimitars or daggers which are light weight, easy to carry and quick to unsheathe. They rarely wear armors but some who offer mercenary services as cargo guards do wear leather armor, and arm themselves with bows, pikes and heavier bladed weapons. All of the arms employed by the Tore'e is of foreign craftsmanship being that the lands of Torell lack any skilled weapons smiths.

3.	History

	Tore'e ancestral lineage originates with the peoples of Thalamon. There they resided in the western Delgrain forests near the Chain of Eldhelomin mountains as a small tribe of hunter gatherers. They came to the eastern islands with the Zrei'gu'aiuo elves, over a thousand years ago, during the Zrei'gu'aiuo's great hundred year migration to Lanuin. The small tribe of the then Delgrain forest people started out as laborers and servants helping the elves cross the wilds of Minartan but as generations of the human tribe came and went and through constant swindling by the Zrei'gu'aiuo they slowly became slaves to the elves. When they reached Lanuin the human tribe had grown in size but had lost all of their freedom.
	Six centuries passed on Lanuin as the Zrei'gu'aiuo's aversion to human contact slowly led them to become absent masters. The humans were given more quarter in their daily lives and allowed to worship their own gods, slave master their own people, everything so long as the dark elves did not have to look at the human scum. It was at this time that the Tore'e began to master their seamanship skills being given the responsibility of sailing trade ships to the main land and the elven kingdoms to the south. Slowly discontent festered in the ranks of the humans and when the elves, whos' perception of time is slightly askew, finally began to tighten their grip it was to late.
	The humans rose up and a bloody slave rebellion soaked the soil of Lanuin red. The war lasted for ten years and casualties where high, nearly half of the elf and human populations being killed. A peace was found about three hundred years ago when the humans sacked the Zrei'gu'aiuo's precious capital city of (NAME NOT DETERMINED YET).  The humans were given the wild lands of Torell and three magical sea clocks that keep perfect time. Since the rebellion no Tore'e has set foot on Lanuin and no elf, Zrei'gu'aiuo or otherwise, has been allowed upon Torell soil. The location and possession of the seaclocks is unknown but believed to be still among the Tore'e people. The value of the clocks is immeasurable for with perfect time latitude can be fixed and the crossing of the Gray Ocean becomes possible.

4.	Culture

	 Almost all Tore'e are either sailors and traders or fishermen and most travel to far off seas for years at a time. Some Tore'e have never even seen the isle from which they originate. Those Tore'e who hold permanent residence on Torell spend most of their time at sea fishing or handling local trade with the continent and the eastern isles. It is common for the skilled Tore'e to higher out their services to other foreign ships and lands as captains, pilots, navigators and common crew
	Because of sea life Tore'e do not need large fortified cities and prefer to live in small open settlements of wooden construction. The homes in their towns of Hascron and Irix are simple and well built. Simple, because of the little time they actually spend in their homes and well built because of the many skilled carpenters who also work in the shipyard. Sea farers don't have many laws or taxes, they follow common trade laws. 
	As a people Tore'e are not hostel but are seen by those who trade with them as usurers and greedy because they extract high prices for their exotic goods and impeccable services. They are also viewed as highly honorable; it has been said at nearly every port in Majik that "Any man who claims he's been cheated by a Tore'e is a liar". Tore'e are both proud and sensitive about their reputation and take great offense to any slander to their name as well as any pirating and theft of transported cargo by fellow Tore'e. They have been known to go to extreme lengths to hunt down any rouge Tore'e ships and sink them giving no quarter to their drowning crews.
	Tore'e show little interested in magic, scholarship or literature but most of them can read and write. They are fanatic worshippers of sea gods making large and valuable sacrifices in their temples which is believed to be the main reason why the sea gods tend to favor them.

4.1	City Life

	Tore'e have only two permanent cities on the islands of Torell for most of them prefer life as traders and sailors. Nearly all Tore'e who decide to live more stable lives as fishermen, tavern keepers and ship carpenters reside on the Torell Islands. All Tore'e, including those born far from the isle who have never seen Torell eventually return to Torell following a deep rooted mystical pull. Some say say it is a magical curse cast upon the Tore'e when they were enslaved by the Zrei'gu'aiuo as a means of preventing escape.
	Most Tore'e who hold permanent residence on the islands live within its two cities. Cities are mostly built from wood because there is very little stone on the islands or any skilled masons. People who live in the cities spend most of their time at the sea fishing and trading on the continent or south with the elves and generally only reside on land for winter when the heavy winter storms make sailing difficult and dangerous.
	Most skills such as trade, ship handling and fishing are learned at sea but there are also some craftsmen within the cities who often take apprentices. Both cities have large shipyards which built excellent ships that are sold to both Tore'e and Foreigners. Mercenary services can also be purchased in Irix which offers cargo guards. There are numerous taverns filled with guides, navigators and other seamen. Cities have also many shops and markets which offer a wide range of goods and exotic foods.
	Temples, mostly through rich people, run the cities, they are responsible for maintenance, public sanitation and order. Tore'e cities do not have schools.  temples are responsible for basic teachings such as writing and reading as well as convert pupils to worshippers of sea gods.

4.2 Law And Order

	Tore'e do not have much in the terms of written laws, instead they rely more upon their deep sense of honor and tradition. This honor extends to every part of Tore'e life, a person is nothing if not his word. If a Tore'e brakes a deal, steals, or lies he will be shunned by all of Tore'e society and cast out never allowed to return to the Islands of Torell or to deal with fellow Tore'e. This facet of Tore'e society is in direct opposition to the structure of the Zrei'gu'aiuo elves' society to the north on Lanuin and is considered by Tore'e as the last rebellion against their former masters.
	Each city is lead by a city council which consists of all it's inhabitants. The council decides punishments and votes upon legislation. The City councils sit once a month, however to have legal power council meeting must have at least 30% of all citizens present. If legislation gets majority votes behind it, it's accepted and even those who are not present must obey the decisions made there. Legislature at council rarely deals with taxes.
	
4.3	Sea life

	Though all Tore'e originate from the Isle of Torell, many of them are born at sea or in the upstairs of a marine tavern far away from their homeland. Cities are resting spots for most Tore'e, safe havens from winter storms or were they can empty bulges, reseal hulls, buy supplies and hire new crews for their ships. Many Tore'e are born at sea, live at sea and die at sea. Children learn the art of trade and sailing as well as reading and writing from parents, seamen and passengers. 
	Tore'e sea farers are honorable people who respect trade pacts and common sea law. Of all Seafarers Tore'e are the least likely to practice piretism and view such behavior as abominable. This does not mean that they don't, from time to time, smuggle contraband. Tore'e abhor slavery and will not engage in their transport. Tore'e will attempt to liberate any slave ships they come in contact with if they have adequate forces. Tore'e sailors tend to be more fanatical in their worship of the sea gods than those who hold permanent settlements in the isles. 

4.4	Food & Trade

	Tore'e are excellent sea traders and perhaps the best in the world. They travel to nearly all ports of the known lands of Majik. They produce little on their home land that is exported but instead by cheap from foreign lands and sell it where it is in demand. The Grain fruit and spices produced in Althianon is sold throughout the world as well rubber grown in Zamurdi are but two examples.  On the Islands fish is a common staple produced there some wool and lamb is made as well. Most house hold do grow gardens of vegetables but all other foods are imported and usually sold at above average prices found elsewere in Majik.  Few smiths live on the islands and the vast majority of the metal items owned by the Tore'e is produced elsewhere. Most trade in the Torell islands passes through Irix where the main port of Torell is located. The city of Hascron is a larger city though and most fishermen reside here. Most ships are built here as well which are one of the Tore'e main exports. They their fine and expensive ships all through the the three known continents of Majik.

4.5	Military

	Tore'e are not warriors but this doesn't mean that they are incapable with weapons. Even if they don't have military training they use their weapons quite well and what they lack in melee combat, they win in ship battle. Their small ships are very fast, surprisingly durable and easy to arm with small catapults or ballista. In sea battle they often easily evade both shots from larger ships and the ships itself and at closer range fill those ships with burning quarrels from their ballista.

4.6	The Zrei'gu'aiuo Elves

	The Tore'e were once swindled into slavery by the Zrei'gu'aiuo but through a bloody rebellion regained their freedom some three hundred years ago. Tore'e have a vivid written and oral memory of this experience. Because of this the Tore'e are very protective of their lands and people. They act aloof to strangers and even more so to non Zrei'gu'aiuo elves. They have no contact with the Zrei'gu'aiuo despite their close proximity to the island Lanuin. They stay well away from their ships but do spy on them from time to time. Information of ship movements of the Zrei'gu'aiuo is spread quickly among the Tore'e. Each of their ships names is known as well as common shipping lanes they take. Small sea battles have occurred in the past but usually are just some fired arrows and few ships have sunk on either side because of it. No elves are allowed on Tore'e and the sea god priests use magic to test suspicious foreigners for any illusions or disguises.

4.7	Philosophy & Temperament

	To other races, both human and otherwise, the Tore'e are viewed as distant and sullen. They do not speak of their personal lives to strangers and generally only talk of trade. The reseane for this is that Tore'e distrust outsiders and view them as lacking honor. Their society as a whole is still deeply scared from their ancestral experiences as slaves of the Zrei'gu'aiuo elves. They were tricked by the elves into slavery and see getting to entrenched with foreigners as a risk to their freedom. They do view the Zrei'gu'aiuo with much disdain and greatly distrust all elves. They do trade with the elves in the south but keep such transactions strictly business level and rarely spend more then a night at elven ports. They do not have any dealing with the Zrei'gu'aiuo and will refuse to transport anyone, regardless of the price, to the island of Lanuin.
	Among fellow brethren Tore'e are more relaxed. They drink, boast of their travels and engage in merriment. In general when in the company of their fellow Tore'e are like any human and engage in normal social relations. Although Tore'e are mistrusting of strangers they will give out information obtained from their travels freely but in such a way that it will not elude to their personal experiences. Instead they will give descriptions of lands and peoples as if reading from a text book.

5.	Religion

	

6.	Language

	The language of the Tore'e is a guttural form of Tiala which is the common tongue spoken by elves. They speak this language because of the heavy influence the Zrei'gu'aiuo had upon them during their enslavement. The Zrei'gu'aiuo, at the time of the Tore'e's slavery, would not let them speak in the Zrei'gu'aiuo's own language Zadicc viewing it as a desecration to their fine language. Instead forced their slaves to learn Tiala preferring it over the Tore'e's long forgotten ancestral human language. The only Zadicc word in the Tore'e's vocabulary is the word "Tore'e" which is what the Zrei'gu'aiuo called the humans, after the slave rebellion, as they left Lanuin for Torell as freemen. It translates roughly as "Shit of Torell"
"Tore" being the Zadicc word for Torell and "'e" being a common euphemism spoken by the elves to describe humans meaning in literal terms, "shit". The Tore'e know full well what the meaning of their name is but keep it as a badge of honor to remind them of the price of freedom.
	Tore'e hold vast influence over the sea trade of Majik and because of that the Tore'e guttural form of Tiala is commonly spoken at all trading ports, human or otherwise.
	
7.	Torell
	
	Torell is small forest island located south-east from Lanuin. Unlike Lanuin, Torell is mostly covered with deciduous forest with some grassy plains in the north. Weather in Torell is mild for its northern location and wet all around the year. the Isle is surrounded with shallow rocky shores, as Lanuin is, making it very difficult to approach Torell from any direction. Only the Tore'e, who inhabit the isle, know how to tack the shallow waters surrounding the isle. 

	
8.	Role-playing



This archive was generated by hypermail 2b25 : Tue Feb 12 2002 - 00:03:16 EET