NATIONAL FLAG
"A quote!"
- Whoever said it?
The Two Circles of Goryn, also known as 'Diarchy of Goryn', is a landlocked country in East Parthus. It is populated by dwarves and lycan beastkin, though minorities of other races also exist. Goryn is bordered by Namnavu to the west, Karelen to the northwest, and Shawna to the northeast. The nation is centered around a massive, kilometers wide primordial crater.
Goryn was first explored in 23 SA by dwarven prospectors of the Eternal Empire of Pharakaatus. They discovered a mineral known as Kadavorite with contained anti-magical properties. Soon a colony was set up to mine this material. When the Second Gate War began, Goryn split off from Pharakaatus to form it's own independent nation.
Goryn’s formative years were spent forging alliances with the native beastkin tribes and balancing its foreign relations with the nearby human Empire of Cyrovar. During the Ninth Gate War Goryn was encircled by the forces of the Forgotten, but managed to survive after successfully defending the crater’s mountainous rim.
Goryn was left indebted to foreign Elderkin powers seeking Kadavorite for themselves. Goryn would be invaded or conquered by Shawna several times throughout the Second Age. Thanks to their role in fighting the Shawnaese, the Beastkin of Goryn were granted greater autonomy. Now in the Third Age Goryn tries to maintain neutrality on an increasingly dangerous continent.
Map of Goryn, 40 TA. Map by ZimZamZambaloo
The Empire of Old and the New Sect
With the adversary forever sealed behind the second gate, he Eternal Empire of Pharakaatus saw a boom in cultural and philosophical exploration in the first age. The sect of the Shangolqen grew in this golden age of understanding, formed after contact with the elves outside of the Mountain chains borders. Though small, the sect maintained a sizable following across the empire and its vassals.
As the Forgotten left Tyrrell in the hands of the Elderkin, things became tense, as a cold war between the dwarven and elven realms ensued. And as more elven thoughts were rejected so too was the sect of the Shangolqen also seen with a suspicious gaze.
The Crater
As the Eternal Empire sought to control its borders and maintain dwarven hegemony on the Pathus continent, more and more exploration into the mountains around Tyrrells south pole were launched. Travelling through dwarven and elven vassal states and through the wilderness ruled by beastkin and humans, in the 23rd year of the 2nd age a band of prospectors found a strange mountain formation that created a circular valley with a lake. Mundane and fieldic studies of the area find trace amounts of surface Aurite and many different kinds of ore that normally would be found together. Along with these findings are an unknown material that is found to be fieldicly dead Kadavorite scattered along the floor of the crater, not even reacting to the stone shaping spells of the expedition's most powerful mage.
Interrogating the local beastkin about the area no more information is found, the beastkin to the dwarves' astonishment have never dared get too close to the crater and no evidence of volcanic or fieldic activity is found around the craters edge. But signs of extreme pressure and heat are found around the craters edge. The expedition makes a small base camp at the shore of the lake within the crater, and a portion of the expedition prepares to travel back to the empire with their findings, while the rest remain to study the area further.
Colonisation
With the findings being brought forth to the rulers of the Pharakaatus Empire, a massive colonisation effort was enacted, dwarves from the empire and its vassals were gathered to exploit the new found riches in the crater. Especially the followers of the subgroup of dwarven rune priests the Shangolqen Sect, who with the news of this new strange iron, saw it as a sign of their beliefs being true. This field dead metal must have come from the skies. And many of their following travelled to the crater to see it for themselves.
Over the next 34 years the small mining outpost grew to a chain of small but prosperous towns. With the aid of lesserkin servants and the iron heel of the Empires soldiers the riches of the crater was brought to the Empires mountain, and with the founding of a harbour city in the nearby bay, its riches too could be brought to the other Dwarven realms across the Ruby sea, as well as trading with the other realms of the Eastern Hemisphere.
The Second Gate
Rumours of the opening of the 1st gate in West Ciradon had over the years reached Parthus, though it was merely seen as elven fear mongering and hearsay. Though within the forbidden depths of the most guarded vaults of the Pharakaatus Empire a hidden war had been waged for centuries, what had once been a small trickle of merely monsters the size of vermin tasked to be hunted by the empires criminals and slaves, had since the opening of the 1st gate slowly grown in size and numbers. And what was once a tickle, became a flood. As the entire ancient empire found itself in a cataclysm of its own making, all its warriors, vassals and allies were called to its lands.
Whatever forces overseeing the extraction of Goryns wealth were called home and all able bodied dwarves and lesserkin were ordered to answer the call to arms in the defence of the Eternal Empire.
Goryn’s wealth had not only given them a taste for independence, but the oversight of the Runepriests of the Skystone had hammered down the fact that indeed the crater was a sign of their faith being true. What the empire's teachings were, must have been false; the dwarves did not come from the earth. And if the dwarves didn't come from the deep, then the adversary couldn't have followed them either.
As the Imperial forces left, the crater of Goryn raised its flag of the midnight sun and declared its independence. As the priesthood consolidated its power, influenced the lesserkin tribes around it and claimed the lands outside the crater as its own, no response came from the Eternal Empire.
The First Council
Following Goryns Independence, the different overseers and local leaders of the new nation gathered in the former resource hub of Goryaan, the crater's largest permanent settlement. Along the shores of the lake Goryn-Tor.
The gathered people discussed the future of Goryn, and together after nearly two weeks of constant squabbles, small brawls and heavy drinking in the 90th Year of the now accepted 2nd Age. The Free State of Goryn was established, its constitution put in place a ruling council of 11 members to rule the new nation, with one of the High Runepriest of the Skystone named Hradik being elected the first Speaker of Goryn.
The Gods of the Hollow Mountain
Sometime during the 112th year of the 2nd age, a brave band of Lyncan beastkin found Goryns largest town of Uol, they were unlike their fellow beastkin and were so in need of help that they had overcome their normal superstitious nature. Curious, the Dwarves let them enter and meet with them. The Lyncan tribe of the Kall’hund was at the brink of starvation due to the overhunting of their rival tribes, the lack of fish in the Netzah River and the forest fire of the previous year. And so in desperation the Kall’hund had sent their bravest warriors to seek the “Gods of the mountain” for aid. Finding the supplication of the beastkin charming the Dwarves gave the beastkin two runecarved shields and ten bronze spears. And one of the dwarven runepriest donned in a fearsome warhelm agreed to follow them and aid them in battle.
The Kall’hund along with their short war-god waged war against their rivals, the dwarf stayed with the Lyncan for four years and showed them simple ways to farm and how to craft rudimentary tools. Reinforcing the beliefs they previously had of the gods of the mountain, and in a way manipulating the lycans to protect the river Netzah connecting Goryn and the small harbour town. After two Lyncan generations the visit from the gods had turned to a myth and the Kall’hund dominated a sizable chunk of land in the name of their gods.
From time to time travelling lyncan hunters would see strange vessels upon the river water, and sometimes brave beastkin would travel to the crater with gifts and sacrifices. Sometimes returning with knowledge, mighty gifts or not at all.
The Cyrovari Expeditions
Under the guidance of the now ageing Speaker Hradik Goryn found its place in the world. Cut off from the wider Empire Goryn was forced to fend for itself, while the port still brought resources to the small nation, it still was located in the beastkin filled backyard that was Eastern Parthus. While the empires and nations fought amongst themselves, Goryn was alone.
The rising power of Cyrovar, being well informed about the mythical riches that were to be found in the mysterious land of Goryn, launched a series of expeditions across the Cyrvic Bay in search of the promised wealth of the Hollow Mountain. The First landings happened in the 281st Year of the 2nd Age. Four expeditions entered the large pine forests of the region. Met with little resistance from the beastkin that could not match the human bronze weapons along the coasts, this quickly changed as the expeditions travelled deeper into the Parthusian forests.
What was once scattered clans of beastkin armed with either claws or sometimes crude stone weapons. What ambushed them in the Kall’ahyr forests (the Kalla Hyriorina province of modern Shawna) was far from the primitive savages of the coasts. Armed with spears and bows tipped with brass and iron that easily were an equal of the humans armaments, the lycan beastkin of the Kall’hund routed the humans back to the shores forcing the expedition to a standstill.
Seeing the well armed beastkin as a sign that the Hollow mountain was real, the sudden appearance of the Cyclops Banigi, one of the legendary Kyveli’s scions in the Cyrocari courts, quickly put a stopper to further escalation. The Cyclops confirmed the myth as real, but the Hollow Mountain was not some cash of abandoned riches, but the home of elderkin. The Cyclops agreed to set up a meeting between Cryovar and Goryn to perhaps alleviate any misunderstandings the expeditions might have caused. As such while many beastkin were subjugated by Cyrovar, their westwards expansion stopped at the edge of the Kall’hund’s territory.
Age of Beast and Man
While Goryn itself maintained a more peaceful and spiritual isolated existence it didn't stop them from interfering in the lives of the lesserkin and beastkin around them. While their now open contact with Cyrovar brought them trade, wealth and perhaps a partner the human influence still affected them. During Cyrovars Warlord Era, the shifting unstable politics of the human state was also reflected in the crater of the dwarves, seeing internal factions backing different warlord and their own pretenders to the throne it caused a number of schisms within Goryns governing council which saw more power being diverted to the nations High Runepriest which saw more authoritarian reforms and a focus on strengthening their influence over Kall’hund by converting more of their tribes. Goryin used the beastkin and their travelling priests to proselytise within Cyrovar to both try to stabilise the nation as well as claim territory for themselves.
The Great Beastkin War
With more of Cyrovar sharing Goryins faith and worldview, and with the good ties the dwarves had with the Cylopses and the new Monarchs of Crovar, the two peoples grew closer together, the dwarves allowed the humans to spread more within their territories in exchange for allowing the dwarves and their servants to freely operate and run trade and harbours within Cyrovar. While the dwarves cared little for what the lesserkin beneath them did within their borders as long as it did not directly interfere with the day to day life of Goryn, the Great Beastkin War saw them try to maintain neutrality, while still supporting “their” beastkin of the Kall’hund and continuing selling arms to Cyrovar.
The Ninth Gate War
As the 9th gate opened, the Forgottens hordes ran freely through the beastkin of the peninsula North of Goryn. While the Shangolqen, the religious beliefs dominating Goryn placed little emphasis on the Forgotten compared to other faiths of Tyrrell, seeing them more like evil spirits, fairy tales or fables. This belief quickly changed as scores of beastkin and human refugees fled south, and the rumour of a great evil coming to Parthusian shores the dwarves welcomed most of the beastkin into the crater. As they mobilised their warriors and called the Kall’hund to war, they along with the armies of Cyrovar, Bosantu and the other realms of East Partus marched to stop the advance of the Forgotten.
As the Bosantu Empire fell the opposing armies were pushed further and further south. Goryn were forced into their own territory and left and were split from the supporting forces of Cyrovar who were pushed east towards the Netzah River. Goryn and the remnants of the Kall’hund used the crater walls of their home as ramparts and bastions, the dwarven fortification and the jagged walls of the crater helped Goryn greatly against the near endless hordes of mutants that poured out of the Ninth Gate from reaching the civilians and refugees with in the bowl of the crater.
As the suicidal counterattack of Cyrovar was launched against the forgotten, the armies supposed to aid the humans instead rushed to the aid of Goryn forcing the humans to face the Horrors of the forgotten alone.
The Elderkin relief forces arrived near the war's end, not to help their fellow elderkin, but to secure access to the rare material Kadavorite. As the greedy opportunists found Goryn still standing, they instead sought out their oaths and made Goryn indebted to the rescuing forces with contracts and oaths written in Cyrovri blood.
Aurite Picks and Golden Chains
In the aftermath of the 9th gate, Goryn and the lesserkin there helped in the repair and resettlement of East Parthus. Elves and Northen Dwarves were deployed in Goryn for centuries ensuring that whatever foreign empire they hailed from had access to Goryns Aurite and Kadavorite. While these would-be overlords treated Goryn with mostly respect, the oppression Goryn once freed themselves from was again over them, replacing the eternal Empire of their Ancestors with new foreign overlords.
Little rose in the now empty lands of East Parthus, besides minor human enclaves, roaming masterless monsters and gatherings of surviving Beastkin tribes, the far south likewise had little value to the Northerners besides whoever could be enslaved or whatever could be drained from Goryn. As such little manpower was used to enforce the output of recourse from Goryn, since the dwarves mostly did so themselves in accordance with their oath and contracts and the control of Goryns ports changed hands a number of times between far away states like the Elven Empire of Hvel’luthnor from West-Ciradon or the Dwarven Supremacy of Rukliv in East-Ciradon.
In the 1440s of the second age multiple elven colonies had sprung up on the Northern peninsula, these Shawnan elves would carve out a realm for themselves on Goryns borders and swiftly take control of Goryn themselves in 1505.
Surprisingly the efforts to push out the newest would-be colonists didn't come from Goryns elderkin population but from the surviving descendants of the lesserkin and the Kall’hund. Who had over the past 400 years been pushed beneath the boot of the foreigners and enslaved to forcibly work in both Goryn and Shawnan fields and mines, or be abducted and disappear in the elven woods.
Dissident had spread throughout the region and the human and lynan’s ancestors who had fought so bravely to aid their “Gods of the hollow mountain” where sick and tired of how they had willfully given over their “holy realm” to these interlopers.
Along with a number of dwarves who frankly didn't like the meddling of elves or had maintained the proselytization of the lesserkin living in and outside the crater, the faithful of the newly found sect of the Kall’Shangol rose in organised rebellion against the elven forces in 1535. Armed with mining equipment, stockpiled arms from the 9th Gate war and deadly Aurite and Kadavorite weaponry they through a series of skirmishes overthrew the government of Goryn within the year and over the next 15 years pushed Shawa out behind the craters walls.
Dwarven Steel and Lycan Will
Following Goryns Independence, In 1550 the fourth council of Goryn was formed in the nation's capital of Goryaan. This time not only the dwarves were allowed to attain but also the lesserkin representatives of the Kall’Shangol. Together they wrote a new constitution based on the one from the 1st Council, but also included new changes. Reforming the nation into a Diarchy recognizing “their” lesserkin half of the nation as a necessary member of the state, allowing them to somewhat govern themselves. Solidifying the Dwarves of Goryn, the Lyncan descendants of the Kall’hund, and the few surviving human descendants that fled from Cyrovar as one culture of two realms in the form of the Kall’Shangol of the Goryn Diarchy
Times of Shawnan Hegemony
Throughout the next 450 years Goryn returned back to a somewhat more peaceful and spiritual isolated existence, only continuing their heavily regulated Aurite and Kadavorite trade with the outside world during the Southern Summer.
While the two elderkin nations' political relationship were tense, their economic relationship grew healthy as both nations depended on each other's export and import of minerals and foodstuffs, liking their economy together despite their political differences.
At times they were forced to engage in minor skirmishes with each other, stopping slave raids from the elven nobles or supporting liberation efforts of Kall’Shangoli people living within Shawa. Four times during the second age in 1580, 1792, 1814 and 2292 the two nations waged protracted wars against each other, often resulting in Goryns defeat due to Shwanans larger population . The war of 1792 saw Goryn forced into a union with Shawna which they managed to separate themselves from 22 years later in 1814. And the war of 2292 saw Goryn lose their Kall’ahyr region and their most important harbour city (the Kalla Hyriorina province of modern Shawna) the war ending thanks to outside intervention to protect the Kadavorite trade.
For the next 600 years the rivalry slowly faded out, while Shawna still maintained a focus on Elderkin hegemony, they had overtime grown to respect the ferocious nature of the Kall’Shangol, and had more or less buried their grievances with the “lesserkin loving” dwarves. During the 2500s Shangolqen was allowed to preach their faith within Shwana, throughout the 2600s Shwana agreed to release Kall’Shangol lesserkin from enslavement and return them to Goryn, in the 2700s the two nations had signed a non-agression pact. And throughout the 2800s Kall’Shangol Elderkin could freely travel within Shawna and could often be found enjoying the warm waters of the northern coast.
End of the Second Age
In 2919 the Republic of Shawna invaded the human Jarldoms of Karelen. Fearing that the past centuries of peace and good relations where a ruse, and it was an effort to go around Goryns northern defences, Goryn raised its armies along its borders in preparation for war. While the Shawna rampaged throughout the Jarldoms, rumours and refugees spread to Goryn who were appalled by some of the horrors the Shawnan legions had done to win their battles with the Kareleans. Goryn spoke out against these actions and prepared to levy sanctions against Shawna. As the war turned and the Jarldoms receive reinforcements from other human nations who helped push the elves back, the Shawnan government tried to call Goryn into their war to help cull the vermin who suddenly proved a near match against the elven legions.
While many within Goryn wanted to aid their Elderkin and perhaps gain some of their lost territory back as a payment. More people within Goryn saw the invasion as unjust and unnecessary. Goryn refused to join the war, and instead sent humanitarian aid to both sides near the war's end. Leaving Shawna to deal with the consequences of their own actions, to the elves great chagrin.
The Third Age
Goryn is today in a tough spot, being one of the rare few dwarven nations within East Parthus it has to choose its allies with care. While the nation is dominated by elderkin influence through its dwarven leadership and religion it boasts a large population of Lesserkin which is recognized by the state as being “more” worth than other Lesserkin. Shwana is the only and closest Elderkin neighbour they have had a long and tense relationship with, from near close allies to bitter rivals throughout history. With the advent of the 3rd age the influence and power of the lesserkin have grown, and Goryn have to contend again with foreign nations and businesses vying to control its rare but limited resources, while the cultural grasp on the lesserkin of their nation is further influenced by new revolutionary ideas that stray from the religious teachings of the Shangolqen.
Parts of the nations wish to join Shawna in reclaiming Elderkin control of the region. Parts wish for the Gods of the Hollow mountain to return to its former myth and glory by spreading Goryns influence and have for the past millennia proselytized within the neighbouring Lesserkin states of Namnavu and the Jarldoms of Karelen. While most people within Goryn are content in their simple lifes, and wish not to engage in the world beyond the craters walls.
Goryn borders the southern icecap on the continent of East Parthus. As such the climate ranges from polar near the southern boundries to subarctic in the north. The majority of the country is covered by treeless tundra. All three climatic zones are characterized by bitterly cold winters with short cool summers occurring in the north. As a result most Gorynian's are either dwarves who live underground and use fire magic for heat, or beastkin acclimated to the cold climate.
Goryn is divided into two territorial and political parts, called the Outer and Inner Circle.
The Inner Circle
Composes the Goryn Craters rim and interior and consists predominantly of dwarves, this circle is responsible for major political, economic, and religious decisions. It emphasises a focus on tradition and culture, where positions of power are awarded based on economic, social and religious power.
The Outer Circle
This circle consists of the territory outside the craters walls and includes representatives from the lesserkin populations, mainly the Lyncan beastkin and some of Goryns fewer human and beastkin populations. It provides a voice to the lesserkin in governance, reflecting the integration and recognition of these groups within Goryn's society. The Outer Circle includes most of Goryns borders causing the Outer circle to oversee most of the nations military and defensive decision. It emphasises meritocracy, where positions of power are awarded based on skill, achievements, and contributions to the state, ensuring that skilled and competent individuals, regardless of race, can rise to positions of power based on their contributions.
The Council
The council of 11 serves as the nations parlament, housing representatives from the major settlements within both of Goryns Circles. The Council serves as a political counterbalance to the leaders of the two members of the Diarchy who both are allowed greater executive power than the council.
The Council members are elected officials from the various settlements of Goryn who are elected every decade without term limits to allow a member to sit for a fair percentage of their varied lifespan. The Council work is responsible for some of the day to day running of the Nation, finning uses for their allotted share of the nations taxes to maintain infrastructure, emergency services and resource output from the nations farms and mines.
Voting of Policies and Bills
The council when voting on a new bill or against the proposal of one of the Circle leaders can with a majority vote have the ability to veto changes and policies. The two offices of the Noe are divided between two authoritarian figures from each of Goryns Circles the Shan’Noe and the Kall’Noe who each hold a veto over the other's and the council's actions. When presenting a new bill or changing policies often the three parts of the government have to sway the two others to their side to bring the vote to a 2v1 against the opposition with the votes of the council members serving as a tiebreaker.
The power of each part has waxed and waned through history though most times returns back to a status quo of sharing equal power.
Shan’Noe of the Inner Circle
The Inner circle head of state and the nation's religious leader is the High Runepriest of the Shangolqen faith often called a Shan’Noe and is elected on the merit of both seniority within the faith, their knowledge of its teaching and their understanding of economics and politics. The Shan’Noe often sit for life and for centuries due to their Elderkin nature, only abdicating due to bad health or political pressure.
The Shan’Noe uses its allocated share of the nation's taxes to maintain religious sites, funding public education and magical and scientific institutions. Being the head of the nations runepriests the stability of the field and the ley lines as well as the maintenance of runic wards and enchantments within the nation is also under the Shan’Noes purview.
Kall’Noe of the Outer Circle
Meanwhile the leadership of the Outer circle is less structured and its elections less centralised. The leader of the Outer circle called a Kall’Noe serves as the head of state for the Outer Circle and together with the Shan’Noe and the council decides the policies of the nation. The Kall’Noe is often prominent lyncan military figures, respected beastkin elders or charismatic shrewd lesserkin politicians.
Often the individuals strong-arm their competition by force of arms or personal power and charisma, the limit to the political play being what's written in the constitution or what's approved by the Kall’Noe and the council. The Kall’Noe too sits for life but often roughly 30 to 40 years due to the shorter lesserkin lifespan, or ended early by political pressure or their relationship to the Shan’Noe and the council. Due to the shorter lifespan often a Shan’Noe serves along multiple Kall’Noe throughout their term often their relationship becoming tenser and more fractured as new Lesserkin replace the former Kall’Noe.
A Kall’Noe is responsible for undertaking and funding their own election campaign throughout the outer circle, the election involves a combination of public voting and approval from key community leaders, ensuring that the Kall’Noe has both popular and institutional support. Sometimes people with influence within local communities or institutions step up, using their experience and already gained influence to bolster their campaign. Sometimes two or more potential candidates go together to form personal political parties or become a part of the most prominent candidates personal council. A new Kall’Noe candidate needs to be a Goryn National and a part of the Kall’Shangol culture group as well as a sworn member of the Shangolqen faith to be an eligible candidate.
Due to the long terms of the Kall’Noe no real traditional political parties seen in more democratic nations have had the ability to grow beyond the local level. Goryns low population and the interconnected nature of the faith and state allows only certain candidates to manoeuvre their way to the top making political careers alittle sought after path only pursued by those already within the nations power structure.
Military in the government
IDue to the chance of a Kall’Noe being a prominent military figure and the semi-isolationist stance of the nations. Some checks and balances exist for the nation's military arms. Both the Inner and Outer circle maintain and oversee their own military, and generals from both have the ability to serve on the National Council but is limited to two members from each Circle. The Kall’Noe and Shan’Noe both technically is the Commander-in-Chief of the armed forces in peacetime, but in times of war one takes on the role alone with the others support.
With both Circles having their own military wing, and the Council overseeing the command of the nation's police force. The only military coup that has been attempted in the nation's past has completely failed as the nation's seat of political and economic power of the Capital Goryaan is well protected by the Great Craters natural walls.
This section is work in progress.
Self-Reliance
Due to their geographic isolation and low population density, the people of Goryn traditionally place a large emphasis on self-reliance. From an early age children are brought out into the wilderness and taught survival skills in lessons known as “the trials”. Practically every native born citizen is taught to hunt, fish, and make shelter for themselves. A right of passage for young men is to survive 5 days alone without any outside help.
The people of Goryn tend to be highly individualistic as a result of their upbringing. They are typically seen as being resourceful and hard working in the face of difficulty. This however has sometimes led to them being stereotyped as uncaring and uncharitable to outsiders. Gorynian’s are known for their punctuality in speaking. They are seen as being more introverted as a whole than many other nationalities.
Cuisine
The Gorynian’s are considered legendary hunters. Due to the short growing season their diet mostly consists of meat and dairy. Whenever an animal is killed for food it’s considered wasteful to leave any edible part unconsumed. Gorynian’s make frequent use of bones in their arts and crafts. Food is also farmed from subterranean sources with ice worms and mushrooms being frequently used.
Fruit and vegetables are rare treats, with citrus in particular being a status symbol of the rich. Goryn is famous for its underground “food vaults”, large rooms or buildings meant to store food for the long winter months.
Clothing and Fashion
Due to the extreme cold, heavy fur parkas are worn throughout the winter. These can be made from various materials, but typically bear or caribou are used. Balaclavas are sometimes worn outdoors with goggles if conditions get too dangerous. In the short summer months however it’s tradition to wear lighter, brightly colored fabrics in celebration of making it through the cold. Beastkin usually wear thinner clothing than the dwarves due to their natural fur and cold resistance.
Beards and long hair tend to be even more popular than they are with dwarves in other countries. By Goryn’s traditional beauty standards it’s attractive for women to have long flowing facial hair and men to have hair that extends past their shoulders. These are often decorated with brightly colored beads or hair clips.
Magic
Goryn are well known for their skilled fire mages, comparable to those seen in Traken. While useful for combat, fire related magic is even more essential as a heat source. The extensive use of runic fire magic has allowed Goryn to expand and survive in harsh regions few other people could live. The use of fire magic is especially useful in removing permafrost which allows for tunneling in places that would otherwise be impossible. In addition to fire spells, light magic is also widely practiced. Illumination spells are used to help navigate during the long polar nights.
Sports and Recreation
Few would be surprised to learn that winter sports as a whole are widely popular in Goryn. Skiing and speed skating are both national pastimes. However, ice fishing is considered less a sport so much as a way of life. In addition to providing a vital food source it is often a social event that brings entire communities together.
Indoor activities are also popular given there are plenty of times where it’s simply too hazardous to spend long periods of time outside. Handball is widespread with many national teams and areas throughout the country. Other popular options include curling and bocce. Goryn is also known for their elaborate card and board games.
This section is work in progress.
The Two Circles of Goryn was created by ZimZamZimbaloo
Flag of Goryn's Outer Circle.