Key locations that can be found on the planet Orrumai, home to the Elves, the Marsupilids, and the central hub to Dragoso.
Other Races Present: Elves, Marsupilids
Temperatures: Mid 50s-80s degrees F
Orrumai serves as the central hub for all races. Orrumai is covered in thick forests and lakes. The main part of it all is the trading post that everyone comes to see. This planet also has a travel station where wizards manage the portals that connect Orrumai to all the other planets of Dragoso and, depending on the time in the story, to Earth as well.
Orrumai is not home to a specific dragon class, but its forests are home to Elves. Elves raise up very large trees and weave them so they have a space to keep their belongings and rest when needed.
Orrumai is described to be like North American weather around late spring. Temperatures get up to 80 degrees and as low as mid 50s to 60 at night. Orrumai gets rain about twice a month which keeps the trees watered and the lakes full.
The High Elf City. The beautiful and radiant city of Ordin’al is shown as a beacon of high elven society. The use of magic was as abundant as any city found on Arcaneia, but the elves use it to maintain their homes by powering golems to patrol the streets as guards or to protect it from the weather as a means of maintaining the beauty of the city.
The Elf Village. The elven village of Fairfeather was filled with farmlands used as breeding grounds for horses. The village lies within a vast grotto, enough for their horses to roam and even to tame wild horses for elven troops.
The Night Elf Village. Pronounced Yig-rad-is, The night elven village resides near a large fallen tree in one of the many forests of Orrumai. The small village makes use of the dense forest to hide itself from threats, having it near the fallen tree would make it camouflage and be dismissed as part of the tree.
The Marsupilid city. This is a lush city filled with a variety of huts for those visiting and those who don’t burrow underground at all. Being the Marsupilid City, however, there are still burrows and dens that the Marsupilids can gain access to with various pathways leading to these burrows. The Marsupilids are cautious of anyone who seems suspicious, but usually welcome any travelers and visitors into their city.
The Marsupilid village. The majority of dwellings for the Marsupilids are burrows that they keep their young in when they’ve outgrown the pouch. They have a few huts for visitors, though they are cautious of these visitors to be sure they don’t intend on harming anyone. The burrows are connected as a way of quick travel and for assisting in moving young in case there is a threat to the village.
The Lowland Marsupilid village. Bloodpaw is a combination of burrows used as homes and huts for businesses. The Marsupilids guard their village fiercely and treat guests cautiously to make sure they don’t have ill intentions, especially when their children are always close by.
The Aquatic Marsupilid village. Greatriver is built as a fishing village right on a rather large river, hence the name. The Aquatic Marsupilids built their walkways as docks and their buildings on stilts above the water. Due to the moisture, they spend a good amount of time replacing boards and posts to keep the village in top condition. The Aquatic Marsupilids take pride in their village and always want it to look in really good condition.
The Burrowing Marsupilid village. Many of the dwellings in Bleakclaw are dens that were dug out by the Marsupilids themselves and used as homes for themselves and their young. Visitors are treated as potential threats and are constantly monitored to be sure they won’t cause any harm, though they are frequently vocalized at for getting too close to any of the Marsupilids here.
A farming outpost run by the Hill Dwarves. The Elves granted access to some flatland on Orrumai to the Dwarves to use for farming efforts in exchange for some of the harvest. The Hill Dwarves proved to be efficient farmers and provide bountiful crops every season. They also provide building and home repair services when anyone needs it.
A trading outpost run by the Folikai. With permission from the Elves, the Folikai capture various small creatures and tame them with the purpose of selling them as pets or magical familiars. The Folikai use special, gentle ways to capture creatures.
Palariaad Hold is home to many big game hunters and many other trackers. While some Rukmar stick to farming and gathering, most of the hold's food was game and perfecting the art of hunting. Thanks to the elves that live in Orrumai, the Rukmar were granted limited hunting areas and quantity in which they are free to hunt.
Wild Rukmar that live in this outpost are archers and herbalists, using their knowledge of all flora to create accessories for their arrows or general accessories to wear. Thanks to the outpost, many non-native plants have been traded en masse through the Wild Rukmar introducing them to the other people who live on Orrumai. Nobility that live on Orrumai will often come to Torallus Outpost in search of scouts.
The central hub of Dragoso. Anyone looking to buy goods or services within Dragoso can find almost anything here. The trading post also houses the central portal traveling hub. Portals that transport anyone to the various planets within Dragoso and even to and from Drake Town on Earth. The largest temple in Dragoso can also be found here, built for the Gods and Deities.
Temple of the Gods and Deities
The Orrumai Temple. Within the Orrumai Trading Post stands the largest temple in Dragoso. The temple holds various shrines dedicated to the Gods and the Deities each with their own shrine for anyone who wishes to pay tribute to one or all of them. Various priests of all races pay respect here as well.
A building made for the various portals that transport anyone to the various planets within Dragoso and to Drake Town on Earth. The portals transporting within Dragoso have no customs checks, just standard security. The portals to and from Earth, however, everyone coming and going must go through security to make sure nothing foreign is brought between the two star systems that could possibly threaten any ecosystem should it be released.
Near the Dragoso Portal Hub is the dwellings of the Ambassadors of every planet, meaning the dragons of Dragoso as well. Each Ambassador has their own room that functions as an office and a bedroom. The Elves value the Ambassadors and their time in order to keep an alliance between dragons and the various races within Dragoso.
The depths of Orrumai. The Grotto lives up to its name by being surprisingly lush and rather unique as well. Many of the plants in the Grotto have evolved bioluminescence and the Mossy Elves and Grotto Marsupilids have adapted to the darkness of the Grotto. The Grotto’s core is a mystery to everyone, not even the Mossy Elves or the Grotto Marsupilids have managed to find it, they believe it to be cloaked in magic that keeps them away. Tenkkoa have been unsuccessful as well.
The Mossy Elf village. While considered a village, it is actually hard for outsiders to tell what is considered part of the village and what is the wilderness of the Grotto. The Mossy Elves have weaved the roots of the surface trees to form small shelters for them to sleep and rest as well as keep their children safe and tend to them. These root shelters blend in well with the rest of the Grotto which helps protect the residents from predators and threats. They are able to weave vegetation to hide their shelters better and hide if need be as well.
The Grotto Marsupilid village. The majority of Deepburrow as the name implies is a variety of burrows that the Grotto Marsupilids dug out themselves to establish a permanent village for themselves. The nests they build are permanent as well, never being demolished unless it is to replace the vegetation used. The few common area structures they have are made with roots and vines to accommodate what few visitors they have in the Grotto.