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Cheat Sheet

  1. Family:  Dyrling families are very close knit and usually quite large.  If a child's parents die, another family will take in the child(ren) or BoK held in the capital will be consulted to find out who the closest relatives are.  A Book of Kin is given to each Dyrling at their coming of age and is maintained by the females in the family though bachelor and widowed males will do so as well.  There are no orphans or abandoned children. www.sanctuaryshard.com/Comraic...ling/family.htm

  2. Physical Description:  Dyrlings have a wide array of appearances ranging form hardy, muscular, stout, etc. to tall, thin, lithe, etc.  Skin can range from pale to dark.  Hair in most cases has heavy gold and red tones, blonde, copper, auburn, burgundy, gold brown and even reddish black are common.  Eye color varies a great deal in the range of common greens, browns, blues, and hazels.  Though what separates Dyrlings most of all from the other races is their sense for fashion and uncanny detail to their hair and clothing. www.sanctuaryshard.com/Comraic...description.htm

  3. Age (or timeling): Early twenties to thirty-three years of age is the time when most Dyrlings marry.  They appear to be in their twenties during this entire time.  Thirty-three is the official coming of age for Dyrlings.  Thirty-Three to Sixty, settle down with marriage and kids.  They appear as early twenties to almost thirty.  Sixty, Dyrlings have had children by this time and some even have grandchildren by now.  This is the time when they will continue their life path and even part from their spouses to do so, easily and willingly.  Often they may resettle having "harvest wives/husbands." www.sanctuaryshard.com/Comraic...description.htm

  4. Towns: There are exactly 12 Villages in the Kingdom of Telrae'Dor and one main city called Telrae.  These villages all have names and actually exist on the map, and applicant's stories should not add or remove villages.  Some of the towns have been claimed by existing guilds and you may be requested to join the guild before placing housing there. www.sanctuaryshard.com/Comraic...yrling/town.htm

  5. Geography:  Most of Telrae'Dor is covered in expansive forests filled with a variety of mythical creatures.  The towns are open, and sometimes not-so-open areas within these forests.  The forest freely merges with some towns, but is halted by the towering walls of Telrae.  Dirt roads lead travelers from one town to the next, and stoned pathways traverse the capital. www.sanctuaryshard.com/Comraic...g/geography.htm

  6. God/Religion:  Dyrlings worship the Lion Centaur God, Athlendyr.  Athlendyr is very active within his people's life's oftentimes visiting with them on a personal level.  He may be there to give them guidance, counsel, or simply to shoot the breeze. www.sanctuaryshard.com/Comraic...Dyrling/god.htm

  7. Culture Basis:  The Dyrling culture is based around Gaelic, Elvish, and the Fey cultures.

  8. Sub-Groups:  The Dyrlings have a number of sub-groups; the Nobles, the Commoners, the Sora'nau (gypsies), and also the Leune. www.sanctuaryshard.com/Comraic...rganization.htm

  9. Guilds:  There are a number of Dyrling guilds which comprise of several of the 12 towns, a royal guard and also Dyrlings play parts in the mage and druid guilds.  Check the Guild Boards for more details.  www.sanctuaryshard.com/yabbse/...bboard;subid=17

  10. Leadership  The Dyrlings are ruled by a King, the "Heir of the Father", or more aptly, the Chil'en'atar (PC).  The King is noble by birth and chosen by Athlendyr into servitude.  The title of King is not hereditary.  www.sanctuaryshard.com/Comraic...ecomes_king.htm

  11. Racial Relations:  Dyrlings are of course the most generous and forgiving of all the races.  There only but a few things that may unnerve them about their three counterparts.  The Jillhani seem to always have ulterior motives, the Valgarins seem to crude and antagonistic, and the Zuberi have slaves.  www.sanctuaryshard.com/Comraic...er_kingdoms.htm

  12. Crime:  There is a number of ways Dyrlings can associate themselves with the unsavory, though they rarely do.  Thieving would be the most common, and usually is dealt with lenience, though with repeat occurrences Athlendyr may come by to have a heart to heart.  Necromancy and murder is dealt with more harsher repercussions.  Nothing short of banishment or death will suffice.  If they are banished, you will likely find them in the Queen's Grove, or groveling for forgiveness. www.sanctuaryshard.com/Comraic...nd_outcasts.htm

  13. Death:  When Dyrlings reach the end of their natural life they get the "feeling" that their time has come.  They may be guided part way into the forest by a druid where they return to Athlendyr's Embrace.  When Dyrlings die of unnatural causes they may either be buried in a graveyard, or cremated depending on the family preferences. www.sanctuaryshard.com/Comraic...fe_to_death.htm

  14. Personality:  Dyrlings are typically more outgoing, accommodating and patient then the average member of the other races.  They are outgoing, and very few are violent and usually do not have outbursts in public.  Though all Dyrlings have respect for life.  They believe in allowing other races, and their own kin, in making their own decisions. www.sanctuaryshard.com/Comraic...personality.htm

  15. Origins:  Athlendyr had brought the Dyrlings to the lands but there was already a race present, the Tu'Danaan.  The Dyrlings were superstitious of the Tu'Danaan and reacted violently.  After three generations of fighting the Alvar came forth from the deepest corners of the forest.  The Alvar helped the Dyrlings in the fight and soon pushed the Tu'Danaan back into the forest, and soon after the Alvar too left, but some stayed behind.  At this time a pact between the seelie Queen and Athlendyr was made.  He was to lay with three of her daughters and none but direct descendant of these should sit upon the throne. www.sanctuaryshard.com/Comraic...ing/origins.htm

  16. Dress: Most Dyrlings are blessed with the adept ability in clothing themselves in the most stylish ways.  And all Dyrlings are blessed with rich soil, so either they wear fancy clothing, grow the material (importing too since there's so many clothes in the world).  Though when it comes to the make of the clothing, only Dyrling made will suffice. www.sanctuaryshard.com/Comraic...ng/clothing.htm

  17. Weather: Telrae'Dor is the most temperate of climates.  There isn't the biting cold of Valgard, the searing heat of Zuben, nor the humidity of Bishani.  The Dyrlings can enjoy the typical weather of every season; summer, winter, fall, and spring.  Winter brings light snowfalls that cover the forest floors and rain is seen throughout the rest of the seasons.  If there were anything to be weary of it would be the strong winds that often blow down from the Valgard mountains. www.sanctuaryshard.com/Comraic...rld/seasons.htm

  18. Worship: To outlanders it may seem that Dyrlings are all blasphemers with their erratic and unritualistic worshiping.  This is not the case since Dyrlings live their lives as worship to Athlendyr.  Through out the day Dyrlings worship Athlendyr by practicing his Word and doing as such. www.sanctuaryshard.com/Comraic...ing/worship.htm

  19. Professions: There are many Paths that Dyrlings take upon their lives.  Some honorable, others disgraceful.  One may be a servant of Athlendyr helping protect the lands as a cleric or paladin.  Or perhaps one fancies the authority that comes from protecting his or her lord as a knight?  And, perhaps the most revered, those that study magic, nature, or the blending of both.  Lastly, and certainly not least, the Pards - protectors of the forests and boards of Telrae'Dor.  Unfortunately not all Dyrlings partake in such a virtuous Path.  Some may steal from their kin, perhaps murder, and only in the most horrid of tales, desecrating the fallen. www.sanctuaryshard.com/Comraic...occupations.htm

  20. Politics: Every village has a few 'positions' that are always taken, most often by coincidence.  There are mayors, clerics, innkeepers, and blacksmiths in every village - each serving in their own specific way, and some even taking upon themselves multiple roles.  Above them are the six landed nobles appointed by the King himself.  And, of course, the King is chosen by Athlendyr.  Every Dyrling recognizes that these roles have to be filled, however they typically need a little nudge into their place. www.sanctuaryshard.com/Comraic...ng/politics.htm

 

Table of Contents
Home Page
Cheat Sheet
Fiction Facts
Terms
Updates
Character
Clothing
Common Trades
Food
Occupations
Personality
Physical Description
Kingdom
Animals
Crafts
Geography
Government
Hostiles
Imports/Exports
Language
Other Kingdoms
Resources
Town
Culture
Art & Literature
Combat & War
Drugs & Gambling
Family
Hospitality
Life to Death
Slavery
Religion
God
Heren Cards
Holidays
Prayers
Relationship
Rituals
Worship
Social
Criminals/Outcasts
Interaction
Laws/Enforcement
Politics
Social Orders
Social Organization
Stories
Becoming King
Dyrling Origins
In Search of a Cleric
Origins
Pard Story
Travellers Path

                    

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