Located west of Brittania lies an Island shrouded often in mists which remains a mystery to most of the world. The land called by it's inhabitants Hibernia or the Emerald Isle is a wild land, untamed by civilisation, powered by the magic of the Gods and kept safe by the bravery of it's people.
Hibernia's Population
Hibernia's Isolation from the world gave birth to a whole new civilisation within it's shores. The magic pouring in from the realms of the Gods changed this Emerald Isle into an idyllic place, forgotten by the world as a whole. Here the presence of Gors (will be detailed later), Humans and other Forest dwelling folk turned the land into a realm of Song, Bravery and Virtue, Blessed by Artemis and several other Gods. With the Gor Tribes living deep in the forested central area and the human villages out toward the sea the forest dwellers and humans formed a union where both Hibernian Man and Forest Folk can live in peace.
The Gors
How the Gors came into the world is relatively unknown but as their shamans preach they were created as Huntsmen, the Epitome of a Hunter race by Artemis. Living off the land the Gor tribes obtain their resources by hunting, foraging and fishing but always returning that which was taken to their ancient Forest home. While capable of using up-to date weapons, manufacturing products, building their own homes the Gors are rarely venturing into scholarly pursuits.
As Hunters they prize instinct, cunning, mixing that with with the intelligence of a human. Very defensive of their Woodland home the Gor hunting parties and warbands patrol the edges of the Hibernian Emerald Wood, allowing only local humans within the borders of the forest. Enemies of Hibernia and intruders are cut down if they refuse to turn around after a fair warning, their remains being brought as offerings to the forest itself.
Led by their Tribal Chiefs and Shamans during times of peace the Gors also tend to the welfare of the forest, taking down dead trees so young ones may grow in their stead, watch over the animals in winter and maintain close watch upon non-Gor Hunters who would despoil their forestland.
The Forest Minotaurs
Creatures rarely seen in the open the Forest Minotaurs are the Guardians of the Shrines located deep inside the Emerald Wood. Standing twice the height of a man, bulky and muscular these normally gentle Minotaurs are quickly roused to anger should someone intrude upon the Sacred Shrines they protect. While accepting of Gors to bring offerings at the Shrines they are more than happy to dispatch even Hibernian humans with a mightly blow of their greataxes or flails.
Like Gors the Forest Minotaurs are adepts of the Goddess Artemis but also her brother Apollo as the twins are widely worshipped across ALL of Hibernia by man, Gor, Minotaur and other forest beings alike. Some Forest Minotaurs also display spellcaster capabilities often joining the druid enclaves.
Hibernian Humans
The men of Hibernia live mostly in the Moors, plains and hills nearby the coast out of the protective canopy of the enchanted forest. A joyous folk they share many traits with their forest dwelling allies often enjoying song, drinking and poetry just as hard work and when necessary, war to defend their land. While friendly and welcoming they are quick to cast out any wrongdoers stepping on the shores of their Isle and the Council of Thirteen, an assembly formed from the greatest 13th Human Chieftains assembles twice a year to discuss the course of action of their peoples.
Besides the twins the humans of this land also worship Demeter, Poseidon and Hephaistos as many of them are farmers, fishermen, sailors or metalworkers.
While few traders dock off the coasts of Hibernia due to the violent seas around it the Hibernain humans export weapons, wines and their world famed black ale. In return they import livestock when needed, also other goods they may require in their daily lives.
The Council of Winter
Each winter when the coldest days settle in during the Winter Solstice human Druids, Clerics, Sorcerers and Bards set on a Trek to the Shrine of the Hunter's Moon deep inside the forests where they meet with representatives of the forest folk. Here Gor, Minotaur, Man discuss the passing year and make plans for the new. The Gods are celebrated lavishly both at the Shrine and in communities, offerings are brought in hope for a prosperous year and as the event proceeds just before the end the Great Hunt is unleashed. Intruders, wrongdoers are chased through the forest and hunted down like beasts as punishement for their crimes.
GORS - Possible playable race.
The Gors generally are as tall as a man, perhaps taller and bulkier their massive frames built on sturdy bones and extended muscles. Goat headed, having touble jointed legs and cloven hooves these forest dwellers are the natural hunter, a cunning intelligent being able to adapt in any wilderness. Trained from a young age to make use of hunter's weapons they are natural with Spears, Bows, Axes and swords sometimes. Enjoying little or no armour they rush through the trees in chase of their quarry.
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Gor Characteristics:
+2 to Wisdom, +2 to Constitution, -2 to Intelligence, -2 to Dexterity
Racial Weapon proficiency: All gors are adept at using the following weapons: Spears, Longspears, Shortbows, Longbows, Battle Axes
Gor Favored Class: Ranger, Cleric, Druid