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Races and Cultures of Phos: A Detailed Overview

Phos is a diverse land inhabited by Halflings, Orcs, Gnomes, and Goblins, each with unique lifestyles and challenges, including the threat posed by Goblins. Vurhnfarum is characterized by Dwarven villages in mountains and Dragonborn clans, while Perallca features large cities of Humans and Elves, with a focus on commerce. Other regions like Yrine, Christhold, Miklaness, and Illia have distinct cultures and histories, with ongoing conflicts and political dynamics shaping their societies.

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0% found this document useful (0 votes)
14 views6 pages

Races and Cultures of Phos: A Detailed Overview

Phos is a diverse land inhabited by Halflings, Orcs, Gnomes, and Goblins, each with unique lifestyles and challenges, including the threat posed by Goblins. Vurhnfarum is characterized by Dwarven villages in mountains and Dragonborn clans, while Perallca features large cities of Humans and Elves, with a focus on commerce. Other regions like Yrine, Christhold, Miklaness, and Illia have distinct cultures and histories, with ongoing conflicts and political dynamics shaping their societies.

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spamgoeshere7717
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Phos

Many different types of people live in Phos, the prominent race being that of
"Halflings" living in settlements of 30-500, with the smaller communities having
spread out bramblewood huts, with a big open clearing in the center.
Larger communities with 150+ people have more dense sandstone structures designed
to keep the cool air in.

Orcs are also common, being taller and skinnier than the common orc, Orcs usually
live apart from other orcs, either travelling alone through the desert, or living
among halfling communities, usually holding a prominent role in the community.
Orcs reach maturity young, at the age of 12. Once the child is born, Father orcs
usually leave back to their old lifestyle, and the mother holds the responsibility
of the child.

Under the ground in cold caves, are Gnomes. Living among the stone, they usually
feast on small creatures like insects and bats. Their small settlements of 4-10
usually lie next to underground ponds and lakes. Due to the limiting diet, Gnomes
are usually lethargic and rarely leave their cave. Preferring the quaint lifestyle.

But things aren't perfect in Phos, Goblins spread the desert with turmoil, working
in pacts and tactfully bring down smaller communities and plunder anything to
survive. Goblins diet will include that of wild animals, and the bodies of those
who cross their path.

In order to keep a level of civility, if the goblins ever get too out of hand, The
angel will step up and cast a magic that painlessly lowers the goblin population,
the exact way this happens is unknown, as there is a blank in the minds present to
figure it out.

Possible ideas: creatures in the water; Desert Temple. Angel in need.

Vurhnfarum:

Dwarves have complicated integrated villages built deep into the mountains, using
methods passed down for generations in order to make grand, spacious living.
Usually the towns are built vertically up, deeper into the mountain. Only leaving
when needed for political means, and to care for their livestock that graze on the
surface.
On the mountain, it's common to find clans of dragonborn surviving on the
mountainous wasteland. Having an almost carnivorous diet, many rely on spears and
bows to hunt large cats for meat, such as mountain lions and snow leopards. Hunting
in groups of three to have an advantage over the animal. The dragonborn are almost
entirely either red or white dragons, using their fire as warmth or their natural
resistance to temperatures to their benefit. These dragonborn have deep cultures
that resonate with common ancestors among the populace.

The Dwarves and Dragonborn rarely interact, but the two groups are on friendly
terms; if a starving dragonborn crosses into a Dwarven cave, they will be fed. And
in turn the dragonborn will help the dwarves.

The land itself is deemed unworthy by other countries to execute an attack, the
mountain is seemingly empty of useful resources, atleast without the help of
Dwarven technology. No country wishes to strike because the cost is not worth the
reward.

Possible ideas: centaur leader, cave collapse, poison gas

Perallca:

Having a very large population, Perallca has a lot of large cities, mainly composed
of Humans and Elves. Although the population is large, the land itself is larger.
With only 60% of the population living in cities, 25% of the natural land is used
solely for agriculture, having expansive unexplored wilderness.

On the outer miles of the coastal border lays a swamp, filled with lizardfolk. The
lizardfolk have little semblance of care that they are perallcan. And often are
discluded in discussion. Preferring their more isolated lifestyle.

Due to their extreme population, Perallca used to be a large militaristic power,


conquering a plethora of lands in the past hundreds of years. Although the current
leader of the past 90 years, Clements Ironpact, wants to lean away from their
conquering past, a large army remains. Clements wishes to establish Perallca as a
hub of commerce with it's extreme surplus of resources, this has worked to a
relatively successful extent, the city of Archarius having the largest population
in the continent, with large swathes of tourists and trade merchants.

Tarenhelm:
In the north, a large dense forest is found, with a magical seal protecting it,
many fey creatures live there, including pixies, fairies, sprites, and satyrs.
Although life is very peaceful for many, and most are in tune with nature, there
are large criminal organizations that originate in the fey lands, that spread
across the country and spill turmoil. Often doing as much as possible against the
common good.

In the south, wood elves populate the area, living in quant settlements across the
countryside, fairies and pixies often come to this side of the country in order to
learn more and earn an income.

Small amount of political turmoil is alloted from the protection barrier closing
the forest to most wood elves, without a powerful druids help. The fairies can
enter into the woodlands without any permission or help, but the elves must go
through many extraneous circumstances.

Yrine:

Yrine, - pronounced with a silent y, the ri in wrist, with an N, wrin. - is


composed of many major and powerful cities, the population is almost completely
urbanized, as Gnolls groups will conglomerate and attack small towns, with the only
goal to spread as much blood as possible. Three known Gnolls war bands travel the
countryside, while there are countless smaller groups.

When travelling between cities, many stay in large groups to deter Gnolls. If
outnumbered immensely, Gnolls are known to flee. These travelling groups between
cities pray that a war band will not cross their path.

Gnolls are smart; at least when it comes to battle strategy, one shouldn't expect
Gnolls to attack idiously at anyone, they will plan and use tactical methods of
cataclysm.

Each of the 5 cities of Yrine has an independent leader, holding a spot as the
governing body of their cities, with yearly gatherings at the capitol city of
Blaire, where the Exalted Leader will meet with the other leaders.

Yrine is specially known for their armies use of Wyverns and Pegasi, striking with
bows and lances from the sky.

Christhold and Miklaness:

Both being very similar countries, they are often thrown together in conversation,
even though the two don't like each other very much, having constant wars against
one another. The dust is just barely settling.

Starting in the southeast the land is almost baren, with very little resources and
a vast expanse of white snow. As one travels northwest, resources become more
abundant as temperature rises steadily, this area is characterized by dark, snowey
trees, and many artic animals.

The westernmost part of christhold shares almost no resemblance to the rest of the
country, as the warm forests were lands claimed by the council from the fall of
Muran. This area has similar life and people of Illia. (Coming soon)

Northern Miklaness has a much warmer land, even including some dry grasslands,
where Harengon and high elves build their homes, with a mix of dark elves, too.

The rest of the country consists mostly of dark elves, the tones of their skin
different depending on where in the country they live, in the southern and colder
sections, the colors are pale blues and whites, and the warmer north with greys and
cold purples. The southern elves live in small ice structures, deep in heavy
clothes. Their food supply comes from hunting seels and large mammoths. Using
winter wolves to pull large sleighs at fast speeds. In the forest, living and
hunting procedure is much more standard.

If you go as southeast and you possibly can, you will end up on the frozen ocean, a
land so desolate one would think no creature foolish enough to live there, but this
is where you can find high kobold populations, worshipping themselves to a white
dragon, who feeds on them.

Kingdom of Illia

The Kingdom of Illia used to be much smaller; under half of its current size. But
when the Muran Empire fell, Illia gained almost all the land under Muran.

Muran Empire: An empire that had fallen ~50 years ago, Muran was run under the hand
of the richest of the country, the Briarwood house being one of them, being a
continental weapons dealer, Briarwood’s gained exponential wealth during war times
and tried to keep countries at war. The Briarwood’s and other influential families
convinced the elf leader of Muran, Izel Azernus, to conquest once again into Illia.

But things turned sour for Muran when Mainsland and Yrine joined in against Muran,
both at the same time. Muran quickly succumbed to the fighting as it led to the
capital city, Enzeon. The people fled the city en masse. Muran was all but over,
when a magic spell of larger scale than anything seen since, the city and the low
amount of remaining individuals, including Izel, erupted from the ground into the
air, being suspended upside down 500 meters in the air. The oncoming army stops
approaching. Waiting for further instructions

The surrounding leaders of Yrine, Illia, and Mainsland decide to conclude a


victory, since the Muran Emperor was nowhere to be seen, and the capital
“conquered.”. The people of Muran were happy to no longer be at war and accepted
the taking of Land gracefully, as the countries divided up the remains of the Muran
empire between them, they held public executions for many of the families involved
with the war, and continued on their way.

In modern day Illia, they can now be considered one of the most powerful countries,
having a varied and cultured population. Much land in what is now central Illia is
still in redevelopment after the losses from the war, and Illia is still getting
used to having it's new land, including the hazardous terrain that ex-Muranians
call “The Wretched lands”.

Enzeon still remains in the sky, unreachable by man. What happens in Enzeon and
whether or not people live there is in question. Many still wish to reach up to the
city and find Izel, even though his presence isn't guaranteed.

Mainsland

The name came from a knight named Powell 1000 year ago, after he discovered the
land and decided it was the perfect name

Being as boring as the name sounds, the country is ran by a weak king with little
centralized power, as most power was in the nobles of the land, each governing
their small chunk of land. Very rural nation, almost everyone lives in small
farming communities, there is no dominate race of people, as most anyone will live
here.

The people of Mainsland are devoutly religious, believing in a god named Xuvilioa.
Almost every town has a church dedicated to Xuvilioa. Raising up many appraised
knights and paladins.

Zoll and The Land of the Lance:

Zoll is the name given to the land filled with uncivilized creatures, Hags,
Skeletons, Ogres, Hobgoblins, ect. Anything bad that kills can be found in Zoll.
The only peoples that live there are evil warlords, desperate for blood. These
creatures will fight with each other, since there is nothing else to kill.

The Land of the Lance is where many Thri-kreen live. The name of the country comes
from the name mistakenly given to the Thri-kreen’s infamous *Gythka*. These Thri-
kreen have been employed by humanity to defend the border between the rest of the
continent and Zoll. Building massive walls and fortresses around the border.
Constant skirmishes are settled at the border.

There are a few other people who live in The Land of the Lance, too. Off the coast,
many aquatic based species can be found, such as Triton, merfolk, and Tortles. Many
come to the coast for various training. Or they will go to Zoll and join in on the
neverending fighting.

The Land of the Lance has never once failed to keep the creatures of Zoll in, and
there is little to no evidence to show this fact will ever change.

Burkland

The Land of Burkland is rarely talked about, almost everyone has a mildly negative
to neutral opinion on it, because they believe it is an awful land full of awful
people. But if you were to actually go to Burkland, you would discover that it is a
very great place. The people are kind, and technology is more advanced.

Burkland’s towns have a very low population density, with the towns sprawling very
far. Sometimes even the smaller towns require a horse for in town traversal. This
gives the appearance that the population is much more urban than it actually is,
since these towns usually don't have that many people.

Burkland has a lot of different types of people, nobody discriminates in Burkland


because most of the population is some level of minority.

Trivia: Burkland was the birthplace of the hamburger, and it was originally going
to be called “Burger land” but due to popular demand, it watch changed to
“Burkland”.

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