A Guide to Efre Ousel:
The World of the Dryad’s Crown

The following guide contain basic information about Efre Ousel (“The Four Birds”), or the four continents. There are more secrets, wonders, and mysteries contained within these four continents and the seas between them than could be explored in several lifetimes. We are uncovering only a small piece of a much greater world.

     Efre Ousel, pronounced EF-ray OO-zhul, is filled with ancient prophecies, corrupt rulers, and supernatural forces that beset the stalwart heroes of their age. But if they don’t make a stand, no one else will take up the mantle.

     Efre Ousel is a medieval world. While some territories are more technology-focused or agrarian, others are more nomadic. In general, people are emerging from an iron age and depend on basic technology, items built with simple tools. Few of the comforts we associate with a more modern age exist. Nobles from coastal cities would have access to books, finer clothes, spices, and herbal medicine, but it’s an extravagance not available to everyone. No printing presses—only patient scribes with a quill and an inkpot.

mythology

The gods do not normally interact with the mortal world. And thus, what is known about them is always subject to debate and much tedious philosophy. The diverse cultures in Efre Ousel pass down their stories from generation to generation, and this oral tradition has become the basis for their understanding of the gods—and despite being separated geographically and culturally, their accounts of the gods and origins of the world are remarkably similar.

1. The Primordials

     Before the gods, there were the primordials, vaguely sentient elemental forces of chaos and creation. At first, these beings were more conceptual than taking any actual form, but over several millennia they became more distinct—Ignasi (fire), Aylo (water), Cael (air), and Terron (earth).

     These beings are feared more than worshipped. To devote oneself to a primordial is considered extremely dangerous because of their unpredictable nature. They are just as likely to destroy their followers as reward them. It’s especially difficult for people to worship a primordial, since primordials are entirely indifferent to prayers and acts of devotion.

2. The Unnamed Gods and the Titans

     While the primordials were responsible for creation, the unnamed gods created an order to existence. Their spirits imbued everything with their sense of harmony and balance. No one knows how many unnamed gods there are, but some sages have suggested it is “one less than infinity.”

     These are the gods that most druids serve, in addition to the three gods of life (Taraki, Fen, and Aegir).

     Some of the first races on Efre Ousel would place menhir, or standing stones, near locations of special significance to honor the unnamed gods. Traditionally, people will place a small gift at the base of these upright stones when journeying past.

     The titans were carved from the void by the unnamed gods. They are large creatures—large on an astronomical scale—roaming from one end of the void to the other, on a migration. For every type of creature, there is a titan, which is its forebear.

3. The Twelve Named Gods

     Often times, people will worship or honor only certain “aspects” of a particular god, or will have several gods that they revere—or the gods will be worshipped on an “as needed” basis. These gods may go by different names on different continents (the names listed below are common to east Amon), but the basic premise of each god is remarkably consistent across all of Efre Ousel. Each race tends to depict these gods in their own likeness.

     Where did the twelve named gods come from? Stories differ. But most accept that they were former unnamed gods who had achieved greater power and authority, sometimes through clever manipulation.

     Olar, the god of death by war whose sigil is a clenched fist. Olar is known for his calm and quiet demeanor. He has a long, braided beard and a shaved head with runes tattooed along both sides. Many mortal warriors have a similar appearance as tribute to their god. Olar carries his famed battleaxe (“Horizon”). Everything he does is to win the affection of his love, Taraki, the two-headed god of agriculture.

     Cyruth, the goddess of death by hunting whose sigil is a bow. Cyruth is also known as “The All-Seeing.” She possesses the ability to see through all living creatures’ eyes. No creature can escape her when she’s on the hunt. Cyruth is restless and ambitious. To avoid displeasing her, the winter feasts are held during her month.

     Golwin, the goddess of death, fate, and time whose sigil is the crescent moon. Golwin appears as a young woman. She is blind and has a horrible scar where her eyes would be. She wears a dark hooded cloak and is led by a wolf companion. She claims lives merely by speaking their names. For this reason, as a superstition, parents often give their children “true names,” which they do not share with anyone—including the child. To honor Golwin, the deceased wears a blindfold during the funeral service.

     Taraki, the god of life through agriculture and the seasons whose sigil is a sheaf of grain. Taraki is the two-headed, four-armed god, both male and female. The female Taraki plants and nurtures the crops. She carries a cloth sack. The male Taraki uses his scythe to cut down and harvest the plants. None of twelve gods are superior to any other, but Taraki is easily the most popular of the gods.

     Fen, the goddess of life in the untamed wilds whose sigil is the oak tree. Fen is peculiar. She frequently appears in different forms and as different creatures depending on who sees her. Someone may describe her as an old woman with small antlers. At the same time, someone else may see a grizzly bear. And at other times, a person may be simply incapable of describing or retaining what they see when they look upon her. The best way to serve Fen is to be kind to all living creatures and respectful of nature. On holy days associated with Fen, beloved family pets may be treated to a feast.

     Aegir, the god of life, the sky, weather, and sea whose sigil is the lightning bolt. Aegir looks like a young boy with dark, curly hair—often shirtless and bare-footed. He has within him the breath of life, which enables him to create or restore life. Sailors always bring a young child (sometimes the captain’s progeny) with them on dangerous voyages. The child is treated with the utmost respect as a proxy for Aegir.

     Hebren, the god of music and poetry whose sigil is the harp. Hebren has wild, unkempt hair, and dresses like a vagabond. He sings with a gravelly voice. Hebren is known for his sullen demeanor. It is considered good luck to have a bard play at most social gatherings. If well compensated, Hebren’s rare smile will bless the whole community.

     Wedril, the god of craft and knowledge whose sigil is the open palm. Wedril is neither male nor female, with an androgynous appearance, often wearing beautiful flowing robes of blue and gold. They have large earlobes. If a child is born with large earlobes, parents interpret it as a sign of intelligence.

     Sarna’vot, the god of trade and commerce whose sigil is the balanced scales. Sarna’vot is obese with a massive belly. He wears excessive amounts of gold jewelry. Anyone starting a business will nail a gold coin to the back of their front door as tribute to Sarna’vot.

     Yoon, the goddess of family, home, and love whose sigil is a flower. Yoon is the Great Midwife, the nurturer and caregiver. More than any god, she has compassion for the various races. Yoon has light blue skin and adorns herself with flowers. To gain the mercy of Yoon and hope for a trouble-free delivery, midwives will place garlands and bouquets throughout the birth room, when a woman is in labor.

     Verin, the god of travel and messages whose sigil is a bird’s feather. Verin is a friend to wanderers and wayward souls. He has rainbow-feathered wings attached to his arms. Important correspondence will usually include a bird’s feather in the sealed scroll. It may be the quill used to write the letter.

     Tian, the goddess of luck, misfortune, and pleasure whose sigil is the dragon. Tian the Trickster often hides among the common people. If she visits someone’s home and they are rude to her, she will curse the entire household. She laughs loud and often. She drinks and plays games of chance. Brides celebrate Tian on the 4th day of the week before the wedding. Tian was the first of the named gods.

4. Miscellaneous

     Different cultures in Efre Ousel observe other supernatural forces in addition to the gods. These observances may take the form of localized superstitions or particular family traditions.

     Ancestry. Some people believe that family spirits exist to protect their lineage, providing wisdom and guidance through cryptic omens. Families might have a small shrine in their home to honor these ancestors—or they may carry trinkets as heirlooms. Letters from deceased family members, no matter how mundane, may be viewed as prophetic.

     Fortune Telling. Tasseography, tarot cards, palmistry, and astrology are all popular activities, placing faith in the interpretations of soothsayers.

     Muses. There is a belief that muses—sometimes referred to as “house gods”—dwell in the framework of a home. These spirits can sow peace or strife. They can inspire and guide. During a contentious family gathering, it’s common to “blame the muse” and move on. Every family has its own methodology for appeasing these wily incorporeal creatures.

     Al’taru. The Al’taru, or primordial spine, provides some context for how magic works, even in a low magic setting like Efre Ousel. Al’taru is closely tied to the primordials as an impersonal, interconnected force within the raw substance of creation itself. Mages attempt to manipulate the Al’taru to their purposes. 


calendar

 The calendar year is 360 days long, divided into twelve months with each month corresponding to the twelve named gods and usually the suffix “noth” meaning “month” at the end. Each month has six weeks. Each week is five days long. Typically, people work on days 1-4 and rest on the 5th.

     When describing a day of the year, people will say, as an example: “It is the 2nd day of 6th Tia’noth,” meaning the 2nd day of the 6th week in the month of Tian. The years are traditionally reckoned by the elven calendar, labeled Cora Aspru’eir (Age of the Many Kingdoms) or CA.

 
Month         Name                   Season

1                Ol’noth                Winter
2                Cyru’noth             Winter
3                Wi’noth                Winter
4                Taraki’lem             Spring
5                Fen’noth               Spring
6                Aeginon                Spring
7              Heb’noth              Summer
8              Wedri’noth            Summer
9   Sarn                     Summer
10               Yoontide               Fall
11               Veri’noth              Fall
12               Tia’noth                Fall

  

cosmology

How did the world begin? How did I get here? What forces beyond my control shaped this place I’ve come to know as my home? People have an experiential understanding of their world. Most are not going to view the world with an empirical, scientific perspective.

1. Legend of the Four Birds

     In the beginning was absolute darkness. No one could see anything. The unnamed gods and the titans all wandered in the darkness, bumping into each other, which made the migration nearly impossible. (Among the scholars and drunkards, there is much discussion about where the titans are heading.) However, as titans became lost, they drifted away and got caught in the firmament, turning into the lesser light. These lights helped guide the way of the other titans.

     One day, a raven, as he was flying, saw a darkness, much deeper and more terrifying than the surrounding darkness. He recognized this was an unnamed god. And since the raven was clever, he had an idea. “I will land upon the unnamed god,” said the raven, “and then I can rest my wings.”

     Then, along came an owl. The owl was wise. She saw the raven resting, and believing it to be a good idea, joined him.

     Next, came the crane. The crane saw the owl and the raven. As a cautious creature, he decided it was better to follow their lead.

     The eagle saw these birds and scoffed. The eagle was the strongest of the birds, and did not need to rest. But the other three birds mocked the eagle. And since the eagle was a proud creature, she relented and also landed on the darkness to avoid further insult.

     The four birds stayed upon the unnamed god for so long that they forgot how to fly. Each of the birds began to worry. The crane alone spoke that fear aloud, “We cannot fly. What will happen to us when the other titans leave us behind?”

     Ignasi, the primordial fire, took pity on the four birds. It formed a greater light, the sun, to journey around the unnamed god to keep them warm.

     Aylo, the primordial water, showed compassion, and gave the four birds water to drink, which became the many seas.

     Cael, the primordial air, was ashamed of the birds’ foolishness. As punishment, it gave them the wind—a reminder of flight and how they gave up the sky. The four birds suffered.

     But Terron, the primordial earth, showed mercy. It lulled the raven, owl, crane, and eagle into a deep sleep, and then covered them, to keep them safe from the taunting of the primordial air.

     These four birds became the four continents known as “Efre Ousel.” The raven became Raustfweg. The owl became Amon. The crane became Karkasse. And the eagle became Lunthal. All four of them slept. And while sleeping, they dreamed of flight.

 2. Life Upon an Unnamed God

     Yes, most people of Efre Ousel believe the earth is a dome-shaped rock. If you sail too far south, you might sail right off the edge into the darkness. Not all scholars agree.

    
Efre Ousel is unique in a few ways:

     Earthquakes happen often. Small tremors are not uncommon. Catastrophic earthquakes less unlikely, but possible.

     Seasons are global. Since all four continents exist in a northern hemisphere, they all experience the same seasonal weather at the same time.

     Stars do not rotate around a fixed northern point. The stars move very slowly, approximately east to west (from Amon), west to east (from Lunthal), south to north (from Raustfweg), and north to south (from Karkasse). In a human’s lifetime, the stars will only make the smallest perceivable shift. But some constellations from the earliest astrological records can no longer be seen in the night sky. 


history

1. Prehistoric Era.

     Before Time. In the beginning were the primordials and Al’taru, intertwined with the raw substance of creation. They have always existed and will always exist. Before creation, before time itself, the primordials dwelled in a formless, infinite world.

     Arrival of the Unnamed Gods. At some point, the unnamed gods sprung into existence. How? Why? These are mysteries beyond our understanding. But the unnamed gods, as numerous beings distinct from the Primordials, provided order to the creation.

     Age of the Titans. The unnamed gods carved the titans out of the dark void—and the migration began, continuing to this day. The titans move across existence from one end to the other. Titans are the ideal forms from which all other life forms were created.

     Rise of the Twelve Named Gods. For untold millennia, the unnamed gods and the titans co-existed. Eventually, twelve of these gods ascended in power, becoming the twelve named gods—providing clarity to creation, introducing concepts such as life and death, meaning and civilization.

     One of the most notable acts by the twelve named gods was collectively casting out the demons and devils from Efre Ousel.

     Reign of Dragons and Giants. Some smaller titans found a home upon Efre Ousel, the dragons and the giants. Dragons were the first creatures to harness Al’taru, using magic to manipulate the world around them. In contrast, the giants were creatures of industry and labor. They built their civilizations by the sweat of their brow. The dragons and giants have been at war with each other for thousands of years—ultimately driving both groups to the brink of extinction.

2. Ancient History

     First Elven Kingdoms. Circa ECA 7,000 (Eto Cora Aspru'eir, “Before the Age of the Many Kingdoms"). The elves came into existence at some point during the reign of dragons and giants—however, they existed as hunters and gatherers, focused on survival from year to year. It wasn’t until the dragons and giants receded from the world that the elves were able to establish cities and kingdoms, growing as a civilization.

     The elven kingdoms mark the beginnings of recorded history. Any information about the world before them comes from them. At the height of their progress, the elven nations had settlements across all four continents.

     New Creatures Upon the Earth. Circa ECA 2,000. Other humanoid races—dwarves, humans, and halflings—begin to appear in Efre Ousel. Each race has its origin myths. However, it’s not until ECA 650 that humans begin to migrate across the world in greater degree.

     Elves are somewhat wary of outsiders, and this is not without cause. The decline of the elves is frequently attributed to various diseases that spread as the other races flourished.

     First Light. ECA 100. A group of human philosophers called the Boletolis began a movement seeking to mirror the wisdom and introspection of elven culture. The first academies were built, and Volir was created as an attempt to unify Efre Ousel under one language. Chess developed in Karkasse and its popularity grew.

     Firestorm. ECA 3. Molten rocks fell from the sky, bombarding Efre Ousel for three days, blanketing the world in smoke and ash. The firestorm wiped out much of the world’s population. Some believe it was the demons and devils seeking revenge against the twelve named gods.

     Cora Aspru’eir. CA 0. The Age of the Many Kingdoms, also known as the common era, began when 47 avatars of the god Taraki appeared upon Efre Ousel—planting seeds and healing the earth. Several miracles were attributed to these avatars who then disappeared after the first harvest of this fateful year.

     For the generation that followed, the crop yields were bountiful. Before leaving, each avatar anointed a king or queen to rule over a specific area of Efre Ousel. The monarchs swore to protect the land and the people who worked it, and to care for any strangers who might be gods traveling in disguise.

 3. History of Amon

     Great Monarchs of Amon. CA 0. Eleven monarchs ruled over the whole of Amon, five in the east and six in the west. Myths and legends proliferate from this time period—brave heroes, unusual beasts, powerful evil wizards, and strife among the fledgling nations. Most people dismiss these stories as mere folklore. Historians know otherwise.

     Great Upheaval. CA 550 to CA 560. After several generations, the kings and queens of Amon forgot their promise to Taraki. They mistreated the people who worked the land. They were not hospitable to visitors seeking help. During this time, several rebellions formed across the continent. Farmers and merchants joined together to overthrow the monarchs. To the present day, only one monarchy still exists in the far southwest of Amon.

     Decentralized Power. CA 560. After the fall of the monarchies, the city-state became the primary governing entity with many smaller communities pledging allegiance to nearby municipalities. Trade routes and coastal sailing ships became crucial to providing goods and services throughout the region, which previously would have been maintained within an isolated kingdom.

     Plague Years. CA 730 to 734. Poor sanitation led to widespread disease in the cities. It destabilized the continent, and made it vulnerable to attacks, which lead to the wars that followed. Marcus Tom, the last high general of a northeast Amon confederacy, is often held responsible. In truth, his few resources were stretched thin, and he could not have anticipated the chaos that followed. He simply continued a tradition of the time, following the adage that “the best high generals retire to become poets and die without an audience.”

     Arrival of the Northern Light. CA 735 to CA 745. Gnoll warlord Kret Bonebreaker organized a legion of orcs, goblins, bullywugs, ogres, and other hideous creatures to wage war across Amon (known as the War of the Hounds). Kret was especially savage, targeting small communities and taking them completely off the map in a matter of hours. Then, his legion would move on to the next town. During this time, Bren Caius rose to prominence. With only a handful of supporters, she took on the legion, and was victorious. Her battles were legendary.

     Second Light. CA 746 to present. After Kret’s legion was defeated, Bren Caius became the high general over northeast Amon, ushering an era of peace and prosperity. However, it is far from a perfect world. Merchant leaders are taking advantage of unchecked opportunities for growth and corruption—as the high general turns a blind eye.


academies, libraries, guilds, observatories, and monasteries

Most people in Efre Ousel are farmers and artisans, traders and merchants, people who make their living with their hands and by the sweat of their brow.

     Occasionally, in a family, there will be child who is different from the rest. She reads and writes poetry. She looks up to the stars and asks lots of questions. Such a child adds little value to the family business. They are usually shipped off to an academy where they can be around other intellectuals and do the least amount of damage. That is, unless they learn how to cast spells.

     The Academy. Efre Ousel is a world mostly dependent on the oral tradition. The academies are places of higher learning where students will spend the better part of their young lives under the mentorship of a single philosopher, often lecturing and challenging the students. This knowledge is rarely written down. Instead, it is committed to memory, word for word. This approach varies depending on the study.

     An academy focuses on a single area of study—e.g., languages, philosophy, herbalism, mathematics, civics, history, or poetry.

     Some academies are small, consisting of a handful of students under a single roof, tucked away in a city. Other academies are so large; they could be a town unto themselves.

     The academy Lambe Oromor (pronounced Lam-BAY Or-oh-MOR) is a day’s journey by horse from the coastal city of Mahynl’leth (pronounced May-HIN-ul-LETH) in the north central region of Amon. It is one of the largest schools devoted entirely to the study of language.

     Over one hundred linguists call Lambe Oromor home. Each one is an expert on a particular language or regional dialect. Most interestingly, there are also several “mystery languages” kept at this academy—books, scrolls, and torn fragments of text with no translation available and little knowledge about the origin.

     The Library. Books are carefully guarded and preserved in these hallowed institutions, hand written and often beautifully reproduced only by a masterful scribe. Creating a single copy may account for a year’s worth of work. (No printing presses.) Governments routinely hire these scribes to produce documents on scrolls and other non-book parchment.

     Accessing these libraries is no small feat. It requires a great fortune or great influence, but the secrets contained within these tomes may prove to be worth the effort.

     Legends are told of famous libraries, filled with books from floor to ceiling in halls, larger than can possibly be imagined. In truth, libraries are modest in size, no larger than the dwelling for a single family. More space is usually devoted to adjoining buildings that house the scribes who live there.

     The Guildhall. In every city, the artisans need a place to train apprentices and discuss matters of commerce. These places also provide credentials, enabling a person to ply their trade—as long as they pay their dues and meet basic criteria. If there is an abundance of skilled laborers for a particular trade, the guildhall might send their excess to another town where the need is greater. The guildhall may also act as a protection racket, extorting money, fixing prices, or wielding political power.

     The Observatory. A specific type of academy, the observatory focuses on the stars and monitoring the sky. The observatory is often a tower, built away from city, with telescopes and a collection of celestial maps within the fortification. The people of Efre Ousel believe many answers are found in the night sky. It is up to the astronomers to make sense of the stars. It is believed by some that the menhirs may be oriented to celestial bodies, marking important moments in their continual journey across the sky.

     The Monastery. Unlike the other institutions, the monastery may contain aspects of the academy, the library, the guildhall, or even a hospital. The faithful servants who live there further the cause of a particular named god, and also wait in hopes of receiving divine guidance. They might live off the charity of the surrounding community, or produce goods for sale. The monastery is not the same as a temple or shrine; the chapel may not be readily available to the public.

     After some training, a servant eventually leaves the monastery to manage a temple or shrine, or even set off on some holy quest.

 
government

The systems of government vary from region to region—from agrarian collectivism to feudalism, oligarchical city-states to absolute anarchy. When there is an opportunity to seize power for the sake of the “common good,” someone is always willing to step up. Even a dysfunctional government is capable of pooling its resources for a variety of projects: creating a standing army, building roads to establish trade routes, forming alliances with neighbors, or constructing a shrine to their dear leader.

1. Common Good
     The government system says something about what each region values. For example, Amon tends toward economically-driven models with heavy influence from the merchant guilds or feudal protection of farming communities. In Lunthal, some regions have experimented with representative democracy. Whether it’s feudalism or democracy, each system is attempting to promote the common good.

     Even the most oppressive systems must appease the masses in order to keep their power and their head upon their shoulders. 

     Northeastern Region of Amon. Along the coast, there is an alliance of city states. Each city state is run by a council of merchants with one person elected as mayor. The nearby farming communities will pledge to a particular city state. The city states convene once a year to discuss concerns. A high general is elected by this group to run the regional army, which protects the alliance and enforces its will. It’s a lifetime appointment consolidating military power and placing it entirely in the high general’s hands. What could possibly go wrong?

2. War and Peace

     Wars happen in Efre Ousel for the same reasons that they happen anywhere else: economics, territory, religion, nationalism, revenge, revolution, and defense. Some areas are closed off from the rest of the world with reasonable prosperity and stability, while other areas are a hotbed for continual conflict.

     Perhaps a charismatic warlord gains power and spreads influence, or maybe a group of young idealistic egalitarians yearns for an end to oppression. These conflicts and the people who fuel them will inevitably try to drag other people into it.

     A long period of peace can be a tense epoch filled with political maneuvering and manipulation, where maintaining the status quo requires cruel displays of power. War might be preferable, if it brings an end to the oppression of peace.

     Raustfweg Raiders. Few groups are more acquainted with war than this confederation of raiders. Their settlements are modest and sparsely populated because they spend most of their time traveling on horseback or by boat, attacking and looting everything in sight (or so it is believed by outsiders).

     In a world where the races often live separate from each other, this eclectic group will accept anyone who can hold their own in a fight. The leaders have proven themselves in combat and have earned the trust of their peers.

     If these raiders were more unified around a single goal, they could be the most powerful army in all of Efre Ousel. But instead, they live season to season and do not obsess over long-term conquests. 


obscura

Seven Constructed Wonders of Efre Ousel

     The Noró Crossing. A series of suspension bridges connects the coastal southern islands of Amon. These bridges were commissioned by a beloved king several hundred years ago and have endured.

     Elara Brok. The dwarven city of gemstones, located in Raustfweg, is home to the greatest treasure in the known world. The city’s defenses are also renowned. The king once proudly proclaimed that if anyone could escape with a single diamond, he’d give them the entire fortune.

     The Gardens of Cundui. This secluded garden, belonging to a Karkasse prince, features stunningly beautiful exotic flowers from around the world. It is said that anyone who visits the garden will be overcome with sadness for the remainder of their days because they will never again see such a sight.

     The Kat'tari Tower. This tower in the Amon desert grasslands is the tallest man-made structure in Efre Ousel. It is also one of the oldest and most important observatories in the world. Halfway up the tower, a large piece is missing, presumably from a dragon attack. It looks precarious with only some wooden beams holding it in place.

     The Steps of Anaire. A gigantic cenote in central Lunthal has an intricate series of carved stone stairways crossing the expanse. The stairs are considered a security measure. Only someone who lives in Anaire can make sense of the stairs and where they go.

     The Mountain Palace of Lord Vaugner. The curious home of a reclusive Amon lord was built on the side of a mountain and surrounded by a vast hedge maze. The exquisite palace features secret passageways, hidden rooms, and a mysterious layout changes at will.

     The Boundless Ruins. An ancient, abandoned city of marble and limestone extends for miles in every direction. Nothing is known about the civilization that once dwelt here in central Amon. For whatever reason, few creatures go near the city. Migratory beasts will take the long way around to avoid it.

 

Seven Natural Wonders of Efre Ousel

     Cliffs of Il Drasil. Allegedly, this canyon in Raustfweg goes all the way through the earth to the darkness below. Several waterfalls empty into the deep, seemingly bottomless, canyon. Fog and mist swirl cyclone-like throughout the area, obscuring vision and making for an arduous venture.

     Living Forest of Ioah. In Lunthal, there is a forest consisting entirely of sentient trees and other plants. The forest moves around the continent, too slowly to notice at a glance. But it does prefer to follow along rivers and lakes, usually staying away from populated areas.

     The Oculum. The northern lights can be seen at night when sailing the Ringaré Sea. Faint whale-like vocalizations can also be heard across the still water, but only at night. The lights and sounds are believed to be from the spirits of dead dragons. Ancient dragons travel north to an uncharted island in the middle of the Ringaré Sea where they go to die.

     Na’bet Salt Flat. The smooth mirror surface reflects the blue sky and clouds, creating an amazing optical effect of being suspended in the sky for miles around in this Karkasse wasteland. While magnificent in appearance, the salt flat is dangerous. Few can survive traveling from one end to the other without the necessary supplies. There’s no potable water or food to be found.

     Titan’s Rest. Believed to be the final resting place of a small titan (small, when compared to the four birds and their ilk), this enormous mountain rises from the grassy plains of central Karkasse. Several villages surround the mountain, populated by people who venerate the titan. Each village has a different name and different story about the fallen creature.

     Springs of Ystirion. The saltwater hot springs found near the elven city of Ystirion in Lunthal is said to have healing, restorative properties. During the month of Fen’noth, elves will often make a pilgrimage to this site as a way to better understand their heritage. It has become an important meeting place for the elves.

     Alda Feren. An immense tree, unlike any other, is one of the oldest natural objects in the world. It is a sacred place for many in Raustfweg. It is rumored the roots extend across the continent.

 

Seven Mysteries of Efre Ousel

     Where are the titans and unnamed gods going? The titans and unnamed gods are traveling from one end of the void to the other, on a migration. But where are they going, and where did they come from? One thing is certain. Efre Ousel is not part of this migration. The question that causes people to shudder: What will happen once Efre Ousel is left behind?

     Why does no one remember gnomes? Ancient magic appears to be protecting the gnomes. They are a forest-dwelling folk who prefer to live their lives in secret. It is highly possible for a person to have met a gnome in their past, and for the entire experience to have faded from their memory. So many questions exist when considering gnomes, but no one knows to ask.

     Why can only some people manipulate Al’taru? Incredibly gifted scholars will spend their entire lives trying to unlock the secrets of the simplest spell. Along comes a young girl who figures it all out in a week or two. Plus, mages approach the same spells very differently. For one, it may be a series of whistles and clicks. For another, the spell may come forth with loud shouting and dramatic hand gestures. The mage may try to explain it, but it makes little sense unless you’ve experienced it firsthand.

     Why does no one visit Eld’s Wake? While people do live in this seaside fishing town, for whatever reason, travelers approaching Eld’s Wake feel an overwhelming urge to take the long way around. By land or by sea, people decide to pass this town without stopping. People have lived near this town their whole lives and have never visited. Eld’s Wake just emits bad vibes. But why?

     Are dragons living among us? Some people believe the dragons can take human form and live among us. Why would a dragon forsake their treasure horde simply to enjoy the daily struggle of existence facing the mortals? People will sometimes encounter a wild-eyed vagabond ranting on the street corner about the dragons living in our midst. Most people ignore him.

     What lurks below the ocean depths? Sailors love to tell stories of ocean leviathans that roam the deep. They also share stories of ancient kingdoms of water-breathing humanoids living upon the sea floor. This alleged Oceania empire cannot be confirmed. Most obviously, it’s inaccessible to the air-breathers. But also, there’s a lot of ocean between the continents to explore.

     Who are the Seer? At any given time, there are four beings—one on each of the four continents— who possess amazing psychic and prophetic abilities. They are the Seer. If one dies, elsewhere on the continent another is born. They are always telepathically connected.

 

The Great Mystery

     What happens after someone dies? Most people do not believe in an afterlife per se. They believe the body breaks down (figuratively and literally) into the four elements and returns to the primordial from which all life originates. Consciousness and the self are obliterated. The concept of a hell where “bad people” are punished doesn’t really exist in this setting. Hell, or the Abyss, is a place where the devils and demons were sent, when they were cast out from Efre Ousel—not people.

     Some civilizations, particularly those in Raustfweg, do believe in a Valhalla-type place, a banquet hall where the spirits of warriors gather to celebrate their victories. 


common phrases, customs, and art

Efre Ousel is a culturally diverse setting, ripe for exploration, even though most people have not journeyed far from their place of birth. The specifics of each culture will vary. Be that as it may, certain phrases, customs, and art forms are familiar to most civilizations. The content below is particularly rooted in the traditions of east Amon.

 1. Common Phrases

     A steady journey. A formal greeting and farewell, the recipient may reply with “and a clear path.”

     Consider the wren. A gentle reminder that someone is pursuing a hopeless cause.

     Three and three. To be unlucky, not just unlucky in small matters such as with a game of chance, but to be unlucky in a grand cosmic sense.

     Spending your days with Hebren. To be pensive, distant, and moody.

     Oku! An exclamation of warning, to be careful or watch out for an unseen threat.

     Sah’le’vuk! A Volir explicative meaning to ruin or damage something.

Etymology: Phrase comes from Lord Shale, an unpopular, incompetent noble from hundreds of years ago.

 2. Customs

     Hospitality. When inviting someone into your home, it is common practice to serve that person tea, before asking their name or purpose for being there.

     Safety. Weapons and armor are never brought into any home or place of business, especially taverns. Consequently, it’s created a black market for weapons that can be easily hidden or disguised.

     Superstition. Three is considered an unlucky number. The third day of the third week is especially ominous. People will refrain from eating meat on the “3rd of the 3rd.”

     Doorways. When walking through a doorway, people may whisper the name of someone they are concerned about—as a prayer for that unfortunate person. It’s believed that gods are more likely to listen at doorways.

     Fanning the kitchen. Since small particles of dust or dirt could be floating in the air, most people will use a large, specially designed fan to clear the room before preparing a meal.

     Gardening. Even in the most crowded cities, one will find small garden plots attached to homes or community gardens throughout. No garden is complete without a tiny stone effigy to the god of life, agriculture, and the seasons, Taraki.

     Blowing bubbles. Halflings are credited with developing and perfecting the art of blowing bubbles. Its popularity has spread across northeast Amon. Blowing bubbles is popular for young and old alike, and is seen as a perfectly respectable way to occupy an idle hour. Nobles will invest in finely crafted bubble wands, hanging on the end of a silver chain. Priests will use bubbles in rituals to Aegir as a representation of the “breath of life” and as a metaphor to symbolize the fleeting nature of existence.

3. Diversity and Acceptance

     The gods are many. The expressions of faith are even more varied. Pluralism is the norm. Efre Ousel has a broad understanding of sex, gender, and sexual behavior. People love whom they love, and the gods smile upon happy unions. Open, polyamorous relationships are common and celebrated—just as monogamous relationships are.

     Most cultures are reasonably egalitarian, neither patriarchal nor matriarchal. That’s not to say problems don’t exist, but they aren’t as pervasive.

4. Art

     Woodcut. Relief printing by carving vignettes into blocks of wood is especially popular. Most homes will feature some woodcut prints by nearby artisans.

The art will usually depict aspects of commoner life—plowing fields, tending to livestock, dedication to a trade, or working in the kitchen. Instead of focusing on individual expression, most cutters try to closely adhere to an accepted regional style.

     Leatherworking. Skilled leatherworkers are known for tooling beautiful weave-like patterns onto belts, boots, scabbard, or other leather items. Not unlike a “coat of arms,” these patterns can represent a particular community or family. The pattern will have small flourishes to further personalize it—maybe an animal, a flower, a sigil, or a house motto to give it significance. A great accomplishment could be acknowledged by adjusting or adding to the pattern, and then passed down to future generations.

     Music. Taverns will finance a handful of contracted musicians who can play all the local songs. These songs are lively and occasionally lewd, often satirical in nature, poking fun at prominent nobles and merchants. These songs will have several verses, some added over time. The regulars know these songs and will happily sing along.

A traveling musician may be at a disadvantage because they won’t know the hometown repertoire. However, they bring the songs from the outside, and there’s always a chance that a new song may get added to the local list—an honor for any bard.

     Dance. Dance is important to all cultures across Efre Ousel. There are three types of dance: performative, communal, and ritual. (a) A dance performance is solely for the entertainment of a watching audience. A skilled professional will dance to musical accompaniment. This display of grace and power is similar to ballet without any point technique, and also has a narrative quality. (b) Communal dancing is pervasive at all levels of society—from the sophisticated court dance to a raucous tavern dance, where patrons will push the tables to one side of the room and stomp their feet to the music. (c) Ritual dancing is done in private, sometimes in the wilderness, away from prying eyes. It is a dance to invoke the will of the gods. The dance is highly personalized to each god and each supplicant. For example, a dance to Aegir may take place on the beach at the water’s edge or only when it is raining. A dance to Olar might involve rhythmically swinging a weapon. A dance to Sarna’vot would probably include throwing gold coins into the air. These dances are not part of a typical worship. Instead, a person dances before the gods, when they have an important need that is beyond their control. Only the gods can make it right. The dance is a last ditch effort to turn around a hopeless situation.

     Theatre. If you want to see more of the world, join a theatre company. They are nomadic, caravanning from town to town, living off the hospitality of the citizenry and any benefactors they can charm. It’s not a bad life as long as you continue to entertain your audience. These performances happen outside—near the marketplace, where the company busks for their livelihood—or sometimes, these performances are indoors for nobles who pay handsomely for the privilege of a private show. The performance will feature a vaudeville segment to showcase individual talent (comedy, juggling, fire breathing, stunts, dancing, animal exhibitions, etc.) and then a longer dramatic work during the second half—usually an original story written by one of the company members and divided into five acts.

     Poetry. Poets usually travel with a theatre company. Poets are scholars of myth and history, presenting lengthy epic poems that recount these stories. Their oratory skills are impressive, keeping their audience captive just with the dulcet sound of their voice. Poets tend to perform earlier in the day as a warm up to the longer theatre performance that evening. If the poem is well received, it might become the source material for a future dramatic work.

5. Volir

     Many of the names and places in Efre Ousel come from Volir. It is the language of academia, of nobility and official proclamations. It is not connected with one particular race, but was created by scholars as an auxiliary language. The roots of Volir can be found in several other ancient languages, especially Elvish and the language of giants.

     The common tongue grew in popularity during the beginning of Cora Aspru’eir (Age of the Many Kingdoms), eclipsing even the regional languages. As a result, Volir was relegated to the academies where it began. Often considered a “dead language,” Volir has not evolved much since that time. A person with a noble or academic background should know this language. An oppressive city might outlaw its citizens from learning the language, beyond a few phrases that are familiar to most people.