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Orri

Home of the Hardy and Hardened

Orri is a continent found in Cynos's north-eastern hemisphere, between the continents of Intaria and Nelduin and north of the Sea of Ash and the Sea of Sorrow. It's southern half is primarily inhabited by the human Orrians whose five Great Clans co-exist in a somewhat strained state of accord. The northern half of Orri is yet unsettled by civilized races, owing primarily to its high population of dangerous predators.  
South Orri
The southern region of Orri, inhabited by the mostly-human Orrians and their Great Clans.
 

The Great Clans

Orri was settled by human voyagers around the year -4600 BDB. Driven from their previous home in the north of Nelduin, the humans established a foothold along the coast of the then-unnamed Gulf of Mjor. From there, they slowly began to conquer the wild lands of Orri, raising new settlements and dividing themselves into five regional clans. Orri's varying regional climates require the clans to depend on one another for certain resources, but their hardened nature as conquerers has occasionally lead to squabbles and skirmishes between them.  
Fånga Clan sigil.png

Fånga Clan

  Situated further north than any of the other clans, Fånga Clan lives a life of abundant hardship and few comforts. Its regional capital is Fæstning, or "fortress" in the Orrian tongue. With little to no fertile soil anywhere to be found, Fånga Clan used to rely entirely on hunted game for survival, but after a century or two of flirting with starvation, the Fånga realized that raiding other settlements and stealing their food was far easier than living off of local wildlife. They began pillaging hamlets and villages along the coasts of Nelduin, Intaria and Deusolom, quickly developing a nefarious reputation in the surrounding regions. For the most part, they avoid raiding other Orrian settlements because of the Orrian Accord—but not always.  
Skapa Clan sigil1.png

Skapa Clan

  Skapa Clan makes its home south and west of Fånga Clan's territory, but still far further north than any of the other clans. Surrounded by forests of giant fir trees, Skapa Clan controls the vast majority of all lumber production in the country. The Kväva River offers passage by boat to the Orrian Sea, from where Skapa sailors can reach most of the other clans. Most Orrian settlements have Skapa Clan to thank for the longboats they use and the cabins in which they live. Its capital is Virkestad.  
Hurrikaani sigil 2.png

Hurrikaani Clan

  Most Orrians are competent sailors, but Hurrikaani Clan boasts the most proficient seafarers in the country. To the Hurrikaani, the ocean offers more than a means of nourishment and transportation; it represents a way of life. The almost mystical way in which the Hurrikaani revere the sea sets them apart from the other clans socially as well as geographically. Hurrikaani's capital is Fiskandel, and its sailors and fishers are renowned internationally.  
Prata sigil1.png

Prata Clan

  Located on the edge of the Gulf of Mjor with easy access to the Orrian Sea, Prata Clan's port capitol of Åbenhamn is the most accessible Orrian settlement to the rest of Cynos. This, as well as being situated between Dyrke Clan and the rest of Orri, makes them the most strategically well-suited to trade, both with the other clans and the outside world. They were the first of the Orrian clans to adopt the use of international currencies.  
Dyrke Clan sigil1.png

Dyrke Clan

  The warmer climate of Orri's southernmost region makes it the most forgiving in the country. The landscape consists of grassy fields and rolling hills, allowing Dyrke Clan to easily grow crops and raise livestock. This makes them one of Orrian's wealthiest peoples, being the chief exporter of hides, leathers, meats, grains, produce and dairy products. Dyrke Clan does most of their business with their neighbour Prata Clan, who then sells or trades the goods to the other clans and foreigners. It's capital is Grönstad. This would all change in 0 BDB, when The Impact ushered in The Great Winter. Dyrke Clan's livelihood was demolished in the new, cold climate, and only seven years later, the clan died off, becoming known as The Lost Clan.
 

The Orrian Accord

When the first settlers of Orri arrived from northern Nelduin, they elected to spread out and cover as much land as possible, claiming the land for their united nation but living semi-autonomously from one another. Wishing to avoid in-fighting and civil wars, the original five chief voyagers drafted the Orrian Accord, a basic agreement between the new clans with the following stipulations:


  1. A clan owns all that grows or is found naturally within its borders
  2. A jarl's jurisdiction is restricted to its own clan's borders
  3. No clan shall attack another without provocation
  4. In times of crisis, any clan may call a moot which each jarl must attend

Most Orrians continue to adhere to the Accord to this day, though disputes can be frequent, and sometimes escalate to minor episodes of violence. So far, the clans have avoided an all-out war with one another.

Geography

Orri's climate transitions from cool to inhospitable, from south to north. Rolling hills and grassy fields make up most of it's southern region, but the rest of Orri is ill-suited to grow crops. As one travels north, the terrain becomes rockier, and giant fir tree forests give way to snowy mountains beyond.   Many of Orri's coasts are lined with moderately-sized mountain ranges, but the grandest of them lie in the snowy, northern regions. The melting snow from their peaks creates fresh-water rivers accessible to the Orri's northern settlements, but the southern peoples must rely on the collection of rain or the usage of wells.

Fauna & Flora

Grass grows in the southern regions, but the terrain soon hardens and plant-life becomes scarce toward the north. The exception are the giant fir forests that span the entire northern half of the continent, which settlers use to build shelters, longboats and equipment.   Orri is home to many animals and creatures. In the southern regions, farmers can raise livestock such as cows, pigs, sheep and goats. Domestic animals are scarce in the northern regions, but the wilds are still populated: there is plenty of game to hunt, both small and large, but so too are there fearsome predators that pose a risk to settlers. Deer, elk, rabbits and foxes are frequently seen, but hunters must be wary of wolf packs, wholly rhinos and saber-cats.

Natural Resources

All considered, Orri offers a wide variety of natural resources, but much of it is regionally separated. The southern portion of the country is fertile enough for growing crops and raising livestock. The Gulf of Mjor and the surrounding Orrian Sea are bursting with aquatic life for fishers. The northern half of Orri is covered with tall, strong fir trees, and the mountain ranges are rich with ore and mineral deposits. One can find everything needed to make a life in Orri, if one is willing to endure the harsh cold and threat of wild beasts that come with it.
Orri world map.jpg

Orri

Type
Continent
Population
About 200,000   Primary Exports
Precious Stones & Metals, Fish
52cba64804792380cc71ffe490ddba22.jpg
An Orrian port after The Impact.
 
Orrian Clan Flags.jpg
The banners of the five Great Orrian Clans.

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