The Oeridians

Some sages believe that the Oeridian peoples originated in a land once known as Orcreich lying far to the west, beyond the borders of the former Baklunish Empire. It is thought that the Oeridians were forced from these lands by an invasion of Orcs and Goblins.

Sages have found some support for this theory among the legends of the Orcs of the Pomarj. It is said among the Orcs there that after the conquest of Orcreich, by the Orc and Goblin hordes, the new rulers renamed the land Hurzak-Gur. It is also said that a particularly powerful Orog named Kiraly Ungash rules this humanoid nation at present.

But no one alive today can know the absolute truth of this matter, given the great distance involved, the hazards of traveling through these now broken lands and the fact that, if true, it occurred over one thousand years ago.

What history does record is that the Oeridians first appeared in the Baklunish Basin in the lands now called Ull, south of the Plains of the Paynims. After the Rain of Colorless Fire and the Invoked Devastation, the Oeridian peoples were set upon by both the Baklunish people and the Suloise -- along with their Orc servants -- and forced from these pastoral lands into the central and eastern Flannaess.

This Suloise use of Orcish allies, combined with the memory of their lost homeland -- if the legend is true -- could explain the ferocity with which Oeridians and Suloise have fought each other ever since their peoples first came into contact. Warriors by nature, the Oeridian peoples quickly recovered from this combined assault and spread throughout the Flannaess, carving out nations for themselves and incorporating the native peoples into their societies.

The Great Kingdom became the greatest of these new nations. If not for the existence of the Oerid/Suel Kingdom of Keoland, the Great Kingdom might very well have come to encompass all of the Flannaess. This vast Empire has left its indelible impression upon the modern Flannaess as well. Nations such as Furyondy still boast predominantly Oeridian armies, which instill fear on the battle field. Oeridian domination in war-craft is quite often proven.

Whatever the truth of their origins, the Oeridians are a resolute people and history has proven that they are at their best when the odds are stacked against them. It is interesting to note that, in spite of the fact that nations abundant with magical ability have often contested with the Oeridian peoples in the past, they are still the least likely race to pursue the arcane arts.

But there are some few Oeridians that hold the opposite view and are known to study magic, specializing in offensive spells in the same way most Oeridians study the more mundane combat skills.

Appearance

The Oeridian people are tan to olive skinned humans and are difficult to differentiate from other human racial types. They tend to be well built, flexible and sturdy; the prototypical human.

Male Oeridians average between 5’ 8” to 5’ 10” tall and weigh between 160-190 lbs. Female Oeridians average between 5’ 5” to 5’ 7” tall and weigh between 110-130 lbs. Of course, taller and heavier Oeridians are possible.

Their eyes span the color spectrum, although auburn eyes are the most common. Oeridian hair color is predominantly brown and auburn, but both blonde and black hair are possible. Curly hair is usual, but straight, wavy and cropped hair are also seen among the race.

As already mentioned, it is difficult to distinguish most Oeridians from the other human races, except for the Suloise. The single most distinguishing characteristics of the Oeridians are in fact not racial, but rather it is their dress and garb which distinguishes them from the other races. Oeridians boast some of the flashiest attire in all of the Flannaess, preferring plaids and checks in varying patterns; diamonds and lozenges being the most common design. Oeridian clothing usually consists of short tunics, snug trousers, cloaks and caps.

Personality & Culture

Oeridians are aggressive, determined, impulsive, rugged, straightforward and pragmatic. Oeridians are taught from the earliest age to respect authority and those who bear arms. Their interests lay in exploration, hunting, fighting and empire building. The history of their people give them right to boast.

Oeridians are prone to take charge in difficult situations and yet they respect their superiors and sacrifice for the good of whatever cause or group they believe in. Oeridians are known for their enjoyment of songs, celebration, physical games and battle. All Oeridians are short tempered, however those that succeed in controlling these emotions are often highly regarded by other races.

There are three prominent Oeridian tribes: The Aerdi, best known for establishing The Great Kingdom. The Nyrondal of the Kingdom of Nyrond and the Vollar of the Prelacy of Veluna are the other two prominent tribes of Oeridians. Other tribes do exist -- or have existed -- but they have become intermingled with other cultures.

The Kingdom of Furyondy has a significant Vollar presence on its border with the Prelacy of Veluna, however the Vollar on both sides of the border have intermingled extensively with the other peoples of these nations.

The greatest example of Oeridian dominion was the Great Kingdom. The Great Kingdom once covered nearly a third of the Flannaess, but is now but a shadow of what it once was.

Most Oeridians now living in these lands tend to be less than straightforward compared to their brothers in other lands, being much more conniving and preferring to avoid direct conflict. They seek instead to manipulate their adversaries, such as their Suloise neighbors. They are much more adept at subterfuge and political intrigue than they are at fighting. This attitude has served to lessen both the military presence and influence of the Church of Hextor.

The Kingdoms of Furyondy and Nyrond, as well as the Shield Lands, are able to boast Oeridians of purest blood.

The “warrior code” is forever present within the minds and hearts of the Oeridian peoples and they find ways to defend their lands regardless of their circumstances. The Church of Heironious has an ever growing influence amongst the Oeridian peoples in these two nations and the Priests and Paladins of His church are highly regarded by the peoples of these two kingdoms.

The Oeridian peoples have learned to work well with other human races and nowhere is this truth more evident than in the Sheldomar valley and the Kingdom of Keoland. In Keoland a minority of Oeridian and Suloise nobles enjoy a peaceful rule over a Flannae majority.

In the Prelacy of Veluna, a considerable population of intermingled Oeridian and Flannae peoples also live together peacefully. Rao serves as this nation’s chief deity, but the church of Heironious is also well represented on the nation’s Theocratic Council. The Oeridian peoples of Keoland and Veluna are much more in control of their emotions then are their brethren in other nations and are therefore less likely to fall prone to the more traditional overreaction of Oeridians.

A great many Oeridians grow-up to become warriors. Being instilled from early childhood with a profound respect for men and women of martial prowess most Oeridians have studied at least one melee weapon by the time they reach adulthood.

The skill of Weaponsmithing and Armorer is also highly respected among the Oeridian peoples. Even dwarves have been known to admire the Oeridians’ skill in this area. A naturally nimble people, acrobatic skills such as Dancing and Tumbling are often manifested in Oeridians from all walks of life.

Religion

The Oeridian peoples seem to have a particular fondness for martial gods. The Oeridian Pantheon boasts no less than three Gods of War and Battle; Heironeous, Hextor, and Stratis, who is believed to be dead.

All three war gods were mothered by Stern Alia, Goddess of Motherhood, Culture, and Law, three precepts which are important to the Oeridian peoples.

It is said among Oeridian sages that the worship of Stratis was dominant in their ancient homeland, which they believe was in western Oerik. Some Oeridians still worship this fallen deity and repeat a legend associated with His death. It is whispered that at His death, Stratis’ blood burned its way through the Oerth down into the Underdark and exposed the passageway to the drow settlement of Kalan-G’eld. Stratis’ blood then turned into mists and still floats around the Underdark in clouds. It is said that anyone touched by these clouds is gifted with a portion of Stratis’ divine spark.

The Oeridian Pantheon also consists of Bleredd, Celestian, Cyndor, Delleb, Erythnul, Fharlanghn, Johydee, Kurell, Merikka, Pholtus, Procan, Rudd, Sol -- an ancient Oeridian name for Pelor -- Stern Alia, Zilchus and The Velaeri -- a collective name for the Oeridian agricultural gods; Velnius, Telchur, Atroa, Sotillion, and Wenta.

Heironious, Hextor, Fharlanghn, Pholtus, Pelor, and Zilchus are the primary recipients of Oeridian worship in the Flannaess, though all the gods of the pantheon receive varying amounts of veneration, token though they may be.

Professions & Skills

The Oeridians have developed many and various skills over the centuries and though some professions and skills might change slightly -- depending on that person’s location upon the Oerth -- one thing is common throughout; all Oeridian characters gain a + 2 bonus to two of the following nonweapon proficiencies: Weaponsmithing, Armorer, Dancing, Jumping, or Tumbling.

In the North and South Provinces, the Oeridian people have developed subterfuge as an art form. For this reason, Oeridian characters hailing from these lands may choose to add a +2 bonus to; Fast Talking (bluff), Disguise, Forgery, or Observation. These skills replace the racial skills offered above. However, only two such skills can be selected to receive these bonuses.

In Furyondy, Nyrond, and the Shield Lands the Oeridian people have developed a hardened warrior spirit. For this reason, Oeridian characters hailing from these lands may receive a +2 bonus to their Intimidation skill (but only if they choose that proficiency), but they sacrifice a +2 bonus to one of the Oeridian racial skills listed above. The Intimidation proficiency reflects their years spent fighting with their aggressive neighbors, as well as fell beasts.

In Veluna and Keoland the Oeridian people have learned to coexist with both natives and non-natives dwelling in their land. As such, peaceful actions are considered the norm, especially in Veluna. For this reason Oeridian characters hailing from Veluna may add Diplomacy as one of their proficiencies. But the choice of the Diplomacy proficiency replaces one of the Oeridian racial proficiencies mentioned above. Oeridian characters hailing from Veluna can also sacrifice another one of their racial proficiencies to receive a +2 bonus to all reaction rolls against opponents from neighboring nations, except Ket and the Land of Iuz. It is the peaceful and serene sense one gets from these Oeridian people which seems to make dealing with them ease one’s emotions.

While characters from Keoland can boast the same Diplomacy proficiency benefits as those from Veluna, they are still too warlike to receive the reaction roll benefits. However, much like Oeridian characters from Furyondy, Oeridian characters from Keoland can still be quite intimidating and so they can also choose to replace one Oeridian racial proficincies with a +2 bonus to their Intimidation proficiency.

Oeridian characters hailing from nations neighboring Keoland may also take the Joten tongue -- or some other giant tongue

  • as a secondary language if they spend a language proficincy slot on it. Many of these Oeridians are
  • exposed -- or have been exposed -- to atrocities dealt to them by giants, or other creatures driven from their homes by the giant raids.

    Fighting Styles

    The ancient Oeridian peoples created many of the fighting styles used today. Oeridians from central and western Oerik brought with them a very deadly battle formation based upon the use of shield and spear, supported by a short slashing sword.

    How the Oeridians actually arrived in the Baklunish Basin is open to much speculation, as has already been discussed, but it wasn’t long after that they were forced to migrate elsewhere. The Baklunish, Suloise and other human and nonhuman races decided to prey upon these Oeridian peoples. Because of this warfare, the fighting styles of the Oeridians influenced almost all the other fighting styles of the Flannaess. If the Oeridians did not create a specific fighting style, they definitely improved upon it, or studied it so as to make it less effective against their own style.

    In both Furyondy and Nyrond, mounted combat is a highly valued fighting formation. As such, the cavalry and mounted archer units of both nations are considered some of the best -- if not the best -- in all the Flannaess.

    Although, Nyrond is renowned for its swordsmen, these troops are best used in single combat, rather than in a pitched battle. And while they have limited use in combat scenarios, these swordsmen should not be underrated. It should be known that one Nyrondian swordsmen is trained to fight multiple targets simultaneously, making them quite useful in skirmishes and in quelling any upheavals that might occur.

    In Keoland and the Sheldomar Valley, swordsmen are rarer, but are both bold and deadly in battle. Often forgoing their own armor -- and clothing of various types -- these swordsmen tend to send shivers down an enemy’s spine. Surprisingly most swordsmen tend to escape battle without as much as a scratch on their hides.

    Other fighting styles prominent in this region are single handed axes and spears. Two handed spears and axes, as well as the occasional claymore, or maul are used too. Shields tend to be used in conjunction with single handed weapons, though light armor or even no armor is preferred as it gives greater flexibility on the field of battle.

    In some parts of this region slings, bows and other types of projectile weapons are utilized as well. Naval combat serves Keoland well, their preference being to ram an enemy ship and board it with marine units, but ranged combat is not unknown in these naval engagements. Keoland’s naval vessels have been able to hold their own against superior Suloise vessels.

    The Oeridians of the Great Kingdom have the best archers -- both mounted and foot -- of all the Oeridian nations. That the Kingdom of Keoland was able to hold them off is surprising to many historians. However, the modern-day North and South Provinces have reverted to infantry shield formations, as mounted troops are far more costly.

    In practice, however, most of the Noble Houses still use mounted formations and their cavalry and mounted archer units are still the mainstays of their private armies, though to a lesser degree. Naval combat in the North and South Provinces is another matter entirely. If not for the considerable size of their fleets these areas would be in serious trouble, given that this is the one area in which the Suloise have bested them.

    The Oeridians of the Great Kingdom prefer to ram an enemy’s vessel and board them with marine units, since their hand to hand tactics are superior to that of their opponents. However, their naval tactics prove a contradiction in this regard as Oeridian ships are built for strength rather than speed and ranged combat seems to be the most effective method against the Suloise vessels.

    The Peace loving Oeridians of Veluna have ample amounts of military units; cavalry, infantry and archers. However, these Oeridians prefer bludgeoning weapons. Veluna is also known to have the only man-catcher unit in existence. While no one has yet seen it used on the field of battle, it is rumored that these units were responsible for quelling the upheavals in the disputed lands of Bissel. The man-catcher unit serves mainly as an honor guard, but gives frequent demonstrations of its great proficiency in the non-lethal use of their weapon. Although swordsmanship is practiced in Veluna it is viewed primarily as a sport, rather than an instrument of war.

    Racial Abilities

    Pick one group.

    Bloodline, Aerdi

    You have studied many different Aerdi styles of warfare; granting you a mastery of the battlefield.

    Benefit: A character with an Aerdi Bloodline gains a +2 bonus to Alertness checks and a +1 bonus to hit with spear, or short sword.

    Bloodline, Nyrondese

    You have exceptional skill on mounts and with Nyrondese ranged combat tactics.

    Benefit: A character with a Nyrondese Bloodline gains a +2 bonus to Riding, Land Based checks and a +1 bonus to hit with a rapier or bow.

    Bloodline, Vollar

    You are known for your scouting skills and defensive fighting tactics.

    Benefit: A character of the Vollar Bloodline gains a +2 bonus to all Survival proficiency checks and a +1 bonus to their AC.

    Defensive Reflexes

    You are nimble in battle and many of them study how to avoid blows.

    Benefit: A character with this ability gains a +2 bonus to AC when not using armor, or shields of any kind. The character must have a weapon in his hand for the ability to work.

    Special:Non-Oeridian characters can take this ability, but the prerequisite is a Dexterity score of 13 or more.

    Oeridian Presence

    You can be quite intimidating, when you have to be.

    Benefit: A character gains a +2 bonus to Intimidation checks. Further, they may try to intimidate someone a second time, even after an initial intimidation check has failed; but without the +2 bonus on the second attempt.

    Oeridian Grace

    You have a greater aptitude towards grace and maneuverability.

    Benefit: A character with this feat gains a +2 bonus to all Tightrope Walking (balance) and Tumbling proficiency checks.

    Oeridian Stand

    Your fighting spirit shows your resolve when the end is nigh.

    Benefit: A character with this ability gains a +2 bonus to hit and damage, but only when reduced to less than 20% of his hit point total.

    Special: Oeridians who are members of the following classes may choose this ability: All warriors. A character may gain this feat after choosing the Endurance nonweapon proficiency.

    Subdual Focus

    You are well versed in many fighting styles. However, you prefer a less lethal approach.

    Benefit: A character with this feat can use any blunt object, or bludgeoning weapon, to cause non-lethal damage to his opponent. Weapons used in this way do half damage. All damage inflicted in this manner is non-lethal.

    Subdual Focus, Greater

    You have mastered the art of non-lethal damage.

    Benefit: As Subdual Focus above, only the weapon does full damage, all of it being subdual.

    Special: Oeridians from Veluna taking Subdual Focus get Greater Subdual Focus for free. Other characters are required to spend a second proficiency slot (warrior) for Greater Subdual Focus.

    [The Oeridians by Dennis Lovatt, Oerth Journal #27 April 2016, with some adaptation for AD&D]

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