Geography

Gönd is a largely undiscovered world, at least as far as the People of Leyira are concerned.

(Click to enlarge)
Gönd - Map of the Known World

The known world stretches only as far west as the elven kingdom, which is vast. To the north, the icy plains beyond the palir mountains prevent deep exploration beyond the camps of the goblin khans.

The east of Leyira sees much exploration an expansion, though he who wanders too far sees a broken and savage land, both difficult and dangerous to traverse. Travel far enough and one is met by sea.

To the south lies a vast ocean. Many ships have set sail in search of new lands, but of those who return, only a few report sightings of land. Only one ship returned having sighted intelligent life, Captain Rhys, who was met by a tribe of black skinned savages far to the south and east. Rhys is planning another expedition soon, with the intention of setting up trade. Their lands are apparently rich with Mithril. Many dwarves are lining up to set sail… their desire for the strong silver overpowering their aversion to oceanic travel.

For most however, the Known World provides more than enough challenge. Harsh winters, fractious in-fighting, marauding goblin tribes and worse to the East are ever present perils for the denizens if Leyira.

Vartich

The Dragon Aeries of Vartich is a Legendary city populated solely by Dragons. No-one in Leyira has even seen a Dragon for hundreds of years – let alone travelled to their homeland. However, the legend of the Dragons and their homeland persists to this day. It is said that, some day, the Dragons will return to the Known World and rain down fire and destruction upon its peoples… reclaiming their place in Gönd as the dominant race.

Denizens

After centuries of sporadic warfare and border disputes following the founding of the Kingdom of Leyira, Humans, Dwarves and Elves now all live in peace. The cities of Leyira provide the melting pot in which they all come together.

Human began life as nomads, but soon developed a proclivity for changing their environment rather than adapting to it. This tendency, more than anything else has made them the best farmers and city builders that Gönd has to offer. In a very short time, their kingdom has expanded to become the largest and most populous in the Known World.

Early on in their encounters with Humans, the Elves and Dwarves both offered to help them build their cities. From the Dwarves, they received knowledge about masonry. From the Elves, they received a controlled supply of sturdy wood – thanks to the Elven Druids. In return, the humans traded farming produce – invaluable in times when nature yielded little. Finally, the Elves taught the humans how to control and respect magic. It was for this boon that the humans gave their kingdom the Elven name of Leyira.

Dwarves have their main power base under the Palir Mountains. How far it actually extends under Gönd is unknown to surface dwellers. The Hundred Years War between dwarves and humans followed the founding of mines in Otraxis: while they were unconcerned with gold panning and so on on the surface, they considered establishing mines to be an invasion, and responded in kind. After slightly over a century of sporadic guerilla warfare and terrorism, peace was established, and as part of the settlement, Otraxis has to submit permits for new mines to the Dwarven Kingdom for review, and are limited in the amounts of ore that can be extracted.

Dwarves are frequently found in human cities – as they trade to survive. Dwarves gave up farming and hunting long ago. The Dwarves are perfectly willing to trade their own gold and jewels through Otraxis for the things they can’t get underground, like wool and fruit and so on.

The dwarves are arranged in clans, all of whom have sworn fealty to their King. To be a clan, a dwarven family must own a mine: to lose access to a family mine is a great shame for them. They have an oral history more extensive than any of the other races except dragons, and greatly value history. They venerate the elderly for their experience and wisdom, and make sacrifices to their ancestors. After death, dwarves are embalmed and placed in family crypts where clan elders can consult their spirits (again, dying without being returned to their crypt is a great shame). Dwarven Witches tie the power of their ancestors into artifacts of power, and steer the fortunes of their clans.

Dwarves are often Fighters, Rogues and Witches, but rarely Wizards. Dwarven Sorcerers often have Draconic blood.

Elves still live as hunter gatherers and barbarians, being powerful enough naturally in magic to have no strong need to establish permanent homes. Still, they founded the first Great Kingdom of Gönd (excepting, perhaps, the fabled Dragon Aeries of Vartich), naming it Ellôria, and maintain something of a moving city within its boundaries, the Kindom’s capital of Nyl’Doren.

The Elves are ruled by two courts which travel the realm with the winds in palatial tents of silk and shadow, maintained by magic. They guard their borders extremely closely. They are flighty, unable to concentrate for long periods of time, and as quick to take offense as to forget about it. They are fascinated by lesser-lived races and their amazing powers of concentration and memory, and sometimes steal children or musicians to entertain them as curiosities. They also raid nearby towns and caravans (and each other) to steal “valuables” or whatever catches their eye.

For the most part, though, the Elves stay in their homelands and heavily forested areas. Few have the stomach for the claustophobic human cities. While other races are welcome on Elven soil, the protocols that must be followed are prohibitive and harshly enforced. As a result, few but the Sylvan folk tarry long in lands claimed by the Elves.

It is said by some scholars that when gods created the world, they instilled each race with different measures of Magic and Reason. Dwarves have little magic, but are ordered, dour, skilled and have long memories. Humans have equal amounts of both. Elves are weak in reason, rationality and perhaps even sanity, but very strong in magic. Many Elves are Sorcerers, Wizards, Rangers, Rogues or Barbarians.

Goblins, although not a powerful race generally, are important to the people of Otraxis because they make war in the steppe land north of the city, across the Palir Mountains. They destroyed the Dwarven Kingdom’s above-ground cities, destroying many ancestor crypts, earning the eternal enmity of the dwarves, but humans trade with them occasionally. They are a fierce, warlike race, forever fighting each other, the mountain orcs (whom they despise), and whomever else they can find. They are partially nomadic, as home in the saddle as on foot, roving the north in summer but returning to the city of Shamshi-Abad, where violence is forbidden (or at least, heavily discouraged), in winter. They are ruled by the Goblin Khan, Grishnya-Khan. They consider long moustaches a sign of virility. Many goblins are Cavaliers or Fighters.

Other humanoids

Living amongst the cities of man, you will find Halflings, Half Orcs and Half Elves… each with their own niche in life. Halflings are the hosts and the entertainers. Their taverns have the best atmosphere and food anywhere. Half Orcs are the body guards and consumate mercenaries. It is rare to find a caravan in the wild without at least a few Half Orc guards. Half Elves are the diplomats, their unique situation providing an excellent perspective on most situations. Gnomes are rarely to be found in Gönd, preferring to live underground, tunnelling deeper than even the Dwarves dare to go. They are cunning and resourceful and are found most commonly, when on the surface, in Dwarven settlements.

Worship

The Gods of Gönd are represented by a circle or coloured wheel, representing the elemental forces that compose the world.

Although the Elder Gods created Gönd and seeded it with life, their thoughts are too alien, their power too great and their burial too long for most of the younger races to remember their existence, let alone worship them. They have been forgotten by the humans and almost all of the Elves, and, although the Dwarves remember them in their ancient songs, they think that to speak of the Elder Gods is taboo. After all, they’ve been trapped by their children for millenia – they’re not going to be happy when they get out, and taking their names in vain may only draw their attention.

The Elder Gods are remembered only as brute elements the younger Gods used to create Gönd, not intelligent beings, and occassionally drawn upon in oaths and curses: “By Flame!”, “Water, drown you!” and so on.

However, the Elder God’s creations, the dragons, remember their masters, whose imprisonment has caused the dragon’s long decline. Some say the dragons work with reptilian patience to free the Elder Gods. In any case, they have certainly told some carefully chosen members of the younger races the truth and power of their Elders, who have gone on to draw a fraction of their power as druids. They show their allegience to their secret cult by blasphemously crossing the circle of the Gods, to symbolise the imprisonment of the Elder Gods. Only the highest of the druidic orders (the hierophants) know the truth, however. Most druids genuinely believe they are simply worshiping nature – while every spell they cast brings the Elder Gods closer to freedom.

The younger races of Gönd worship the younger Gods. Unlike the Elder Gods, the Gods have names and personalities, and are more amenable to mortal understanding. They are not worshipped individually by most people; the elements must function together as a whole for Gönd to continue, and so must the gods.

Instead, humans worship them jointly in circular temples. The gods collectively are worshipped at a multifaceted altar at the centre of the temple, and, in the largest temples, each god has its own shrine on the outside of the circle, opposite its face on the main altar, where people can pray for specific interventions. Each has its own feast day once a year (often tied to the seasons).

Going clockwise round the circle:

1. Molkai (Mist; Air-Water): The god of trickery, the hidden, the unknown, the insane, lost things, choices, freedom, rebellion and the future. Molkai protects children and the mad and is the only God capable of parting the Mists of Time to see what the future holds. Molkai’s touch can bring madness or heal it. The enterance to Temples is traditionally through Molkai’s shrine.

2. Branchala (Smoke; Air-Fire): The god of passion, destruction, storms, spring (when there are storms), creativity, artists, sensuality, beauty, music, lovers. Branchala is god of all that is powerful but changeable, or related to the passions.

3. Eurus (Light; Air-Fire): The god of the truth, purity, the sun, protection, the law, justice. Eurus is god of protection generally (whereas Morkai protects the weak, Enlil supports the strong, and Tala supports mothers) – Eurus’ name is frequently invoked by armourers and those who make walls, or those who need refuge from persecution. Eurus oversees judges and watchmen.

4. Enlil (Magma; Earth-Fire): The god of summer, heat, warriors, strength, victory, the hunt. Enlil oversees all of the martial arts or anything that involves pitting something’s strength against the other. Enlil is god of cunning, if only in the area of contest, and not in terms of general intelligence.

5. Lathenna (Metal; Earth-Fire): The god of craftsmanship, discipline, technical ability, science, learning, transmutation (as in, the ordered change of one thing to another), order, commerce (as in, the impartial actual running of the system as a whole). Lathenna is a sober god of the intellectual and skilled arts.

6. Tala (Plants; Earth-Water): The god of plants, the harvest, autumn, birth, the home, wild things. Tala oversees mothers or those who must care for children, but also represents the dangers of the wild: poisons, animals and so on.

7. Chemosh (Ooze; Earth-Water): The god of avalanches, disease, decay, healing (withdraw thy favour!), chaos/disorder, the moon, luck, drunkenness, random chance. Chemosh is a wild god whose name is invoked more often to ward off than to invite in. Chemosh ensures brewers and distillers are successful, and looks after the drunk, thieves, gamblers and so on. Chemosh symbolises the collapse of solidity into fluidity: whereas Molkai symbolises rebellion in the sense of overturning a social order for the sake of establishing a new order, Chemosh symbolises the destruction of order entirely. Chemosh’s feast day is a drunken revel when status is meaningless.

8. Emesh (Cold; Air-Water): The god of cold, winter, death, snow, the stars (crystals of ice in the sky), navigation, wealth (because the dead are buried with grave goods), sleep. Emesh is the last god as Molkai is the first. Emesh symbolises endings, but also the transcendence of endings: the stars, the eternal and the unknowable. Emesh protects graves, and brings an end to pain. Emesh is also the patron of adventurers (who are also known as the Children of Emesh).

You will notice there are no gods of good or evil or racial gods. This is intentional.

So, a fighter about to go off to war might make offerings to Lathenna, for strength of arms, Eurus for protection, Emesh in case he dies, and a big one to Enlil for strength and victory. A woman about to give birth might make offerings to Emesh to stay his hand, Molkai to protect her child, and a major one to Tala for the birth itself. A judge would pray to Eurus for wisdom. Sailors pray to Emesh for navigation, Lathenna for their boat and skill, Chemosh for luck in fishing, and Branchala to avoid storms. Someone lost in a snow storm would probably pray to Emesh and Molkai.

In contrast, clerics are those who become so indebted to a particular god that they serve their purposes exclusively (although not to the point of neglecting the other gods). For example, a man may serve to swear Emesh exclusively in return for the lives of his family during particularly harsh winters. It is a formed of indenture or thankfulness than pure piety, since piety has no place when there is no reason to doubt the existence of the gods and evidence of their power is everywhere (e.g. in clerics).

Magic

Magic is a direct consequence of the Elder Gods. Their raw energy feeds Gönd’s sorcerers and wizards. Unlike priests, who pray to specific gods for their power, wizards use arcane rituals and gestures to tap into the power of the Elder Gods (unbeknownst to the caster). Sorcerers are particularly sensitive to the emanations of magic, and their small empathy with the Elder Gods allows them a natural talent for magic. Many sorcerers, without knowing why, turn slightly to the north before casting a spell.

Only the Dragons and a select few Elves know of the true origins of magic – but none communicate directly with the Elder Gods. The Dragons may worship them, but they must use arcane gesture like any other wizard to tap into their power.