Dungeons & Dragons Roleplaying

Our Campaign: The History of Oerth

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Suloise - Olven - Bakluni Flannae - Oerid Oerid - Common
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THE BAKLUNI HIERARCHY (BH)

Nature: The Bakluni people started as a nomadic herder people. And despite their later movement into the cities, they maintained that "wild" roving nature. Their religions were simple compared to the Suloise, they worshipped fate, and the Twilight of the wide plains, and physical and mental toughness. These peoples are very similar to the Arabic nomads of Earth, and their culture likewise similar. At the height of their culture they resembled the Persians...a state which the newer western Bakluni states are rivaling.

(This Bakluni history by Steve Wilson is an extension of the history of the Suel by Lenard Lakofka derived from the work of Gary Gygax and the World of Greyhawk (TSR), and the Dungeon Master's Guide, 1st ed. (TSR) and Greyhawk Adventures (TSR))

THE FLANNAE TALLY OF YEARS (FT)

Nature: The Flannae are a people who strongly resemble some of the Germanic and Celtic peoples of Northern and Western Europe. Before the migration to the East, they were a tribal people, and they retained many tribal characteristics even at the height of their culture. After the development of their first cities, many Flannae became estranged from the demi-humans who first befriended them. The Grey Elves of the Aliador take hostages in return for allowing the Flanae to dwell on elven lands. Under Vecna, the Flan become a unified people. However, the repercussions of Vecna's reign alter the Ur-Flan (in the Northeast) forever. They revert, with the exception of the Tenha, to a nomadic and wandering people...much like the Native Americans. The Western Flan are slowly absorbed into the invading cultures, much like the Roman and later Anglo-Saxon absorption of the Celtic peoples of Europe.

(This Flannae history is by Steven B. Wilson and based on the work of Gary Gygax and World of Greyhawk (TSR) with additional material from Vecna Lives (WGA4), Rary the Traitor (WGR3), The Dungeon Master's Guide, 1 ed. (TSR), and Greyhawk Adventures (TSR))

THE OERID RECKONING (OR)

THE EPOCH OF MAGIC

This age is primarily marked by the ascendancy of humanity in the Flanaess and the (re)discovery of continents. It is a time of great magics and the foundation of mages not as state or family controlled beings, but as individuals free to experiment, learn and explore on their own. It is also a time when deities and demi-deities take a more active role in Oerth's mortal history. In one case, one greater deity even changes the fate of all living beings on the planet. It is a time of struggle, a time of shifting balances, and a time of hope.

THE OERID RECKONING (OR), CONTINUED

Nature: The Oeridian peoples rose from an extended time of enslavement to the pre-eminent position on Oerik, and Aqauria. As a people, the Oeridians were more of a military state from their earliest times. Although initially nomadic and tribal...their movement to a cosmopolitan monarchical system was rapid (beginning with individuals like Lum and Tuerny). They resemble the Feudal Germanic systems found in France, Germany and England, and are strongly hierarchical by nature. However, there is great flexibility in how a particular hierarchy is established and carried out. At the height of its power, the Kingdom of Aerdy spanned most of the Flanaess (with the exception of the southwestern Oeridian Kingdom of Keoland).

 

<<< Previous Page
Epoch of Myth

 

Epoch of Legend

 

Epoch of Magic

 

Suloise - Olven - Bakluni Flannae - Oerid Oerid - Common
Next Page >>>