top of page

Westarians
One of Pherums oldest recorded orders, This group started as a small Human tribe on the eastern end of Pherum around 2200BI. 
There are a few stories surrounding why the Westarians began rapidly moving west, but the most popular tale is that they had an oracle who was warned of a great danger coming from the east and that safety could only be found westward. Regardless of the why, the Westarians became devoted to the idea of travelling west. Because of their rampant travelling, Artifacts of this group's culture can be found worldwide. The Human cultural
Language is called Westarian, and is a highly modernized version of what the Westarians spoke thousands of years ago. Some maps are still drawn with West pointing upward (90 degree rotation from normal), and many homes are designed for the Master Bedroom door to be west pointing (a Westarian tradition was to place the tent opening Westward so as to begin each day by heading West toward salvation). By the time the first School of Irr'illiam was founded by Anduril, there were no longer an order or Tribe who identified as Westarians, by the arrival of the tech age the only ones who claim the name are a few Explorers and Human Anthropology enthusiasts.

Westarian.jpg
Linoworm%20hunter_edited.jpg

Linnoworm Hunters

This tribe of Orcs exist in the mountain ranges in the south east section of Pherum. They originated sometime around 900 BI, and miraculously survived all these years. These orcs have developed differently from their more civilized kin. They rarely speak common, they have elongated limbs, and greyish skin 

stretched tight around their lean framed muscles. They are highly territorial savage warriors who hunt and kill Linnoworms and occasionally Dragons for food.They can sometimes be bartered with to acquire their muscle for a fight, normally in exchange for Weapons or Armor. As a rule if you see one of these 

creatures you want to run the other way.

The Beastriders
The Beastriders or Horse Lords of The Great Plains, are a nomadic free living people who encompass the great plains on the western continent south of Kear Maga. Founded in 800BI they started out as a tribe of Humans who wanted to raise and fight by horseback, and were a fierce cavalry warrior group.But by the time Magic became the primary method of war they had become a more peaceful tribe. Living as one with nature. Now any are welcome to join the Beastrider if you can pass their test and live as they do in The Great Plains.

Beastriders.jpg
Volcanous.jpg

The Volcanous
A group of Volcano (and Gazek) worshiping orcs. Their origins stretch back to the Dwarf-Orc community that once co-existed in the magama ridden south pole in 2600BI. Aftera civil war with the Dwarves the Orcs were pushed back from what they saw as their holy homeland, but promised to return one day. They headed north searching the world for another homeland. The descendants are the same people who settled on the island of Argash and worshipped the magma dragon that lay there. They followed it into battle, only to lose, the dragon slain by Anduril. They spent most of the rest of history residing in the north building a community around the cryocano until it's explosion signaled the time to return home in the southpole. As the world was battling with the great Demon invasion, the Volcanous were finally able to reclaim their lands in the southpole.

The Stormkeepers

A small sect of Elven, Human & Storm Giant Casters founded in 140BI. They were a collective bound together by the concept of creating a world with perfect weather. No droughts, no Floods, four clear seasons, each lasting a precise quarter of the year. They studied the winds and Storm patterns from atop their flying castle; The Tower of Four Seasons, and attempted to radically reshape the world's weather with a combination of science and magic. Unfortunately they were never able to see through their vision, By the end of the Wizard War, the were wiped out by the inquisition, but their Flying Castle was 

never found.

Stormkeepers_edited.jpg
Crimson Company.jpg

The Crimson Company
Originally an offshoot of the Beastriders, This group took their beast riding skills to the Western most part of Pherum, to attempt to ride the mighty flying Griffins. Founded in 200BI Their Headquarters (Known as The Nest) sits perched in the mountain tops west of The Great Plains. It is there they learn to tame and ride Griffins. They believe the Air Space should be free for everyone, as such they police and keep the airways safe, both for Flying wizards, then later, for airships. Their funds come from hiring themselves to lords and companies as aerial security. When Demons invaded Pherum, they helped protect the pass at the folly for many years.

The Mage Hunters
Founded in the age of legends as a shadowy organization who specialized in the elimination of magical casters; the Mage Hunters would come to be a major shaper of world history for centuries. Rising to prominence during the great mage war, they were contracted by both sides as assassins to strike down leaders of the enemy. They gained particular acclaim during the sacking of the elven city of Starfall. When Mage Hunter infiltrators cut down the city leadership in precursor to an attack by the alliance forces. At the end of the age of legends, they became a symbol for anti-magic ideology, and a banner for those who wished for the elimination of elves and arcane casters. The scope of the organization exploded rapidly, with chapters popping up in every corner of the globe. Mage Hunters at their peak had the public support for near limitless jurisdiction without oversight. Which they used to lead a ruthless inquisition on the elimination

Orc Mage Hunters_edited.jpg

of any remnant of magic or elven culture they could find. The influence of the organization faded during the autumn days of the tech age, before drying up completely at the dawn of the age of faith. With the return of magic as a weapon against the demonic hordes, the enforcers of its prohibition were no longer required. They remain a fragment of their heyday, with the few that remain once more reduced to hired blades.

mage hunter.jpg
cultists_edited.jpg

The Cult of Garzitan
While the age of legends was overflowing with famous and powerful magic casters, none were more influential in the east than the larger-than-life figure of Garzitan. The eclectic and unconventional wizard gathered a massive following behind his awesome power, wild charisma, and unabashed pursuit of personal glory. In a time where the worship of gods was uncommon, the cult of Garzitan quickly became the world’s largest religious organization; with an unending devotion to implementing Garzitan’s every will. At the time of the wizard Garzitan’s defeat at the hands of the Archmage Ishtar, the country of Garzitan stretched far across the north-eastern face of Pherum. Though the reign of the man himself was short-lived, the cult endured long past his demise. With a strong culture and unusual language, many of the people of Garzitan would hold to their ways for generations to come; confident that their messiah would return to them one day. In modern times the cult has been scattered by the upheaval of the demon war; though the few who hold to the old ways do so with ironclad belief.

The Salt-Beards
A subset of dwarves who mainly avoided the ages of persecution and enslavement of their kinfolk by clinging to the harsh frigid northlands. With little to grow in their frozen soil, they became accomplished fishermen and shipwrights to reap the bounty of the sea. Many clans would come to take this further, by raiding the unprotected southern shores for riches and luxuries. Their constant battles with both elements and outsiders created a culture of tight-knit clans among the Salt-Beards. They hold a deep value of honour and respect among themselves; and take a harsh view of outsiders.

Hellknight 5_edited.jpg
saltbeards.jpg

The Hellknights
When the country of Asterax gave its devotion to Balmoth in return for salvation, so too was created the order of Hellknights. Though they remain an organization unto themselves under the leadership of a Hellknight Commander, they remain strongly tied to the country and often serve as its military arm for the greater glory of Balmoth. Each Hellknight begins their journey as a squire. They perform duties in the Fortress of Chains and for senior Hellknights to prove their dedication and ability to execute orders. When judged to be ready, squires will sign a personal contract of eternal service and loyalty to Balmoth in a special ceremony. After this they are knighted and gain the full range of benefits and responsibilities the order bears. Hellknights are known as bastions of law and order. They seek to spread Balmoth’s glory to the world, and to clamp down on chaos and anarchy where it is found. Some nations gladly welcome Hellknight patrols within their borders as an additional method of keeping the peace. For no better officers of the law can be found. While other nations mistrust their national ties, or look down on their straight-lined and heavy-handed tactics.

©2018 by Pherum. Proudly created with Wix.com

bottom of page