Oris

**Description**

The chief continent of Monster Slayer. Oris is a vast continent of many regions some weeks travel across by conventional means. Oris is not the only continent in this world, but nearly all who live there have never seen anywhere else and most haven't been beyond their own region. Those not born in Oris are mostly from the West or from Extraplanar realms, with some loose shipping connections to lands in the far west that make trade on the western coast of Jonland. For the inhabitants of Oris, they have rarely known a time as stable as this, but ancient histories and dormant forces all conspire to unsettle the status quo. What rule of law there is in the lands, is constantly maintaining vigilance against, monsters, beasts, criminals and pure evil in order to protect the every day lives of civilians. Most cities enjoy some level of stability and progress, but each has their obligations to the rural domains and peripheral towns that support them, towns who often fall victim to the threats of the wilds, while others entire being owes to its ability to protect and manage the region which it inhabits.

The main organising forces in Oris include the Kingdom of Jonland, where one King John or another has ruled for centuries now, helping to maintain trade and peace in the region of Jonland. The Mage Council of The Ark, who maintain vigilance over magic matters in Oris and are self reportedly responsible for the progress and prosperity of Pinnacle. The desert council of Parion, who maintain trade and stability in Sanuria to a degree and the Military leadership of Bastion and The Shadow Watch who hold back the Greylands and encourage trade in Arrowhead.

**History**

Oris has a long and storied history, but little of it is well known. In times gone by, lacking central authority or organised and established councils, magic, extraplanar activity and climatic upheavals all conspired to unsettle Oris and sow chaos where they could. Unchecked mages, malevolent forces, ancient cultures and aberrant climate catastrophes have all seen civilisations rise and fall, catastrophes occur and rifts in both the weave and the fabric of the material plane to be torn leading to the creation of the landscape as we see it now. The last few centuries have seen some progress in Oris as sea trade was well established it saw the rise of trading port towns taking advantage of the well connected inland sea in order to grow cities on the coast that were able to maintain increasing populations and develop institutions of progress and power. This period is better known and different cities and regions have collected histories local to themselves that can be studied and made available to those with the right credentials. What has gone unrecorded, well those things have yet to rear their heads.

**Timeline**

Ancient times - Catastrophes - Modern Era - Era of King John - Present Day

**Politics / Economy / Religion**

Oris is a simple continent at present. Politics and political institutions are light. There is a king that rules Jonland, clashing houses in the Warlands, lawlessness is the Frostop, a minor council in Sanuria, localised governance in Racina and mostly military orders and pragmatists in Arrowhead. Each of these institutions tend to minor diplomacy, but most in some way facilitate ongoing trade between the regions, which forms the backbone of **Oris**'s economy. Trade is mostly in simple items, food&drink, cloth, mundane goods, animals, books and weapons&armour, with some trade taking place in refined items like art, gems, furniture and simple technologies. There is however, both a commercial and black market that exists for relics, artefacts, important texts, magical creatures and enchanted items, though these things should be considered rare and in some of the more civilised places their trade is regulated.

Religion is common is Oris, especially amongst common folks and military orders. It is particularly prevalent in the north eastern areas around the Holy Mountain, owing to its proximity to the Gods. Religion is broad in Oris and there are many gods worshipped by all, amongst common folk religious preferences tend to be pretty liberal, though a god or gods popularity usually owes to its proximity to daily life. Farmers worshipping sun and weather gods, sailors sea and storm gods, wizards gods of magic, fighters gods of war and fortune, watch members gods of light and protection and so on. There have been few if any religious wars, though there is plenty of disagreement up around Penance and Pilgrim. Much like anywhere else, those who represent opposite ends of the spectrum in good and evil are likely to clash when coming into contact.

### Regions

Frostop

*The icy wastes to the north.*

Jonland

*A largely human kingdom in the west.*

Warlands

*An area of competing houses fighting for supremacy in the south west.*

Sanuria

*The desert lands to the south.*

Racina

*The central region, home of the Elves, the councils of magic, a dangerous bog and aging religious populations.*

Arrowhead

*The eastern guard against the Greylands and dragons.*

Greylands

*A dark and mysterious land to the east with nefarious motives.*

Underdark

*The dark and dangerous underbelly of Oris.*