Council Lands

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This page is constantly being updated by BetaNotus and is somewhat disorganized at the moment. Eventually most of the information will move to other pages of the Register, and this page will be dedicated to information on just the Council itself.

The Council Lands are a civilization located on the continent of Alharth. Verta, an Elven country, shares a border with the Council Lands.



The Council Lands were created in Alharth after a group of thirteen wizards known as The Council of Thirteen conquered the region over a thousand years ago. After displacing most of the native populations into neighboring countries through various wars, the Council Lands experienced centuries of peace. At some point during this time, five members of The Council of Thirteen were banished from Alharth and the Council Lands. The Council of Thirteen renamed itself The Council of Eight.
Throughout One hundred and three years, The Council of Eight thrived and occasionally replaced members. After Torsagar the Regent retired, the Council chose to end recruitment of replacement members. The Council of Eight became The Council of Five.
In recent times, The Council of Five renamed themselves The Council. Four members of the Council remain, although conflicting material suggests at least one former Council member is still alive. While the surviving wizards live in seclusion in the city of Statehelm, the Council Lands have thrived under the control of local leaders.
Councilwoman Irasce is a known member of The Council.[1]
At one point in the past, The Council was located at a place called Ema. [2]



The town of Serbule was established in the far east of the Council Lands. The town was created as a refugee town for Elves after the Elven city of Dwyndarre was destroyed. While most of the population is Elven, some Humans remain to act on wishes of the Council. Retired Praetor Nelson Ballard watches over the residents from the fortress at the western end of the town. He works alongside Sir Coth, the town Sheriff.
Serbule itself is a typical Council town, mostly wooden buildings surrounded by a stone wall. The town is surrounded by a shallow moat which connects with a nearby lake. Six guard towers stand watch over the town, and a Council fortress takes up the Southern end of the town. Serbule has two gates, the main gate to the east, and a secondary gate to the north, by the town's stables.
The northern half of the town of Serbule is populated by merchants and craftsman, while the southern end is holds the town's famous windmill. Housing construction is expected to start in this part of town in the upcoming months.
The region around Serbule is lightly forested, with heavier forests to the north and south of the region. A few lakes are situated in the area around the town itself. The western edge of the region turns mountainous, as does the southern half. Council built cobblestone paths wind throughout the landscape of the region. Leaving through Serbule's north gate, travelers can reach Eltibule, or charter a ship to the island of Sun Vale.
Explorers traveling west of Serbule can find themselves at the old Serbule Crypt, which is rumored to be haunted. Another point of interest in the west are two large stone hands jutting up from the rocky hills. These are the remains of a large statue that once stood in the area, now buried.
- The Chortling Beaver Inn is a popular meeting place in town[3], the proprietor Fainor is an excellent chef.

Wasn't too long ago that Serbule was just a little inn and a port, nothin' else. The elves that live in Sedgewick Forest would travel to the docks every month to get supplies from Verta. The goblin blockade put an end to that, though. Now there's not many customers at all.

Durstin Tallow


Kur Mountains

Sun Vale

While the island Sun Vale resides on is still part of the Council Lands, you wouldn't know it looking at the area. A few roads and crumbling buildings are all that is left of the Council's presence. A few trolls have taken up residence in these ruins. Sun Vale itself is a fertile valley on an otherwise uninhabitable rocky island. The island is located between the Council Lands and the neighboring Elven nation of Verta. Ships from Serbule dock at the beaches to the southern end of the island.

Other Lands






Rakshasa come from another planet, Ravana, which has a dark sun that beats down with ultraviolet rays but little visible light, leaving the world dark and barren, and pivoting between extremes: blisteringly hot in the day and freezing cold at night.

On their home world, Rakshasa are shapeshifters, able to take on dozens of forms at will. They use different forms for different situations and times of day. This ability, combined with their incredible willpower, allowed them to survive on Ravana when most other life died.

Their cities on Ravana are vast structures that tower out of the desert, usually encircling a rare natural source of water.

Rakshasa on their homeworld are more advanced than any race here on Alharth. They have mastered planar travel and many now live on other worlds. They are ruthless, merciless, and can adapt to any environment. However, they are not particularly greedy, and so they don't spread to worlds that they don't need. Thus in terms of planar politics, they are considered a mid-ranged demonic threat (see Demons).

The Rakshasa who live here on Alharth arrived via a portal. Half a million colonizers arrived, and intended to create a permanent gate between the two worlds, but they were attacked almost as soon as they arrived. Their intricate devices were destroyed and their great thinkers slain.

The remaining Rakshasa lived out their lives trying in vain to return home. They created the city of Rahu, named after a horrific monster from their home world, and they had children and lived life, if not thrived.

All native-born Rakshasa seem stuck in a single form -- that of a bipedal cat creature. They do not know why they cannot change shape, but since the climate is much less volatile on Alharth, the cat form tends to serve them well. Players who choose to play a Rakshasa are third-generation natives of Alharth. They cannot change form.

Developer Blog October 18, 2014

When the Rakshasa arrived in Alharth, they did not wear shields. A popular style of shields were created to mimic the older Ravana armor. [4]
- The Rakshasa are "old friends" of the demons serving Berelius. These demons do not want to alert the Rakshasa of their presence in the Council Lands.
- First Generation Rakshasa might not have had a conscience when they arrived in this realm. [5]
- Rakshasa partake in "Kar-Get," a cultural system of revenge for the death of family members. It seems to involve killing off a loved-one of the initial killer. [6]
- Rakshasa may undertake a spiritual journey, where they travel the world while perfecting their craft. They call this "Su-Falek." [7]
- The Rakshasa land of Povus serves as a buffer between the Council's jurisdiction, and the Crone Hegemony.
Some Rakshasa perform a spiritual journey called a Su-Falek. Those who undergo the journey often wander to distant lands to improve their trade skills.[8]
Some Rakshasa own slaves, and society accepts that. [9]

'Mother?' Hah. My biology does not work like that. True Rakshasa can manifest either sex. We are not so limited as you.

— Tell Me About Your Mother-General Pask


Fae/Fairies are immortal beings from another realm of existence. Fae society is separated into four factions, the Spring Court, Summer Court, Winter Court, and Autumn Court. Every 20,000 years, a different Court takes control of the Fae Realm.
When Fae are killed, they respawn in the Fae Realm.
Fairies can be burned by cold iron. [10]
Books can be enchanted to write themselves in the Fae Realm [11]
Carrying around Fairy Wings is considered Taboo by most Fae, although some members of the Spring Court treat this ideology as a joke. [12]
According to a Winter Court Spy Portal, There are 4,195,103 Summer and Autumn Fae on the run, across a total of 207 monitored worlds.
Fairy foods contain emotional tones. For example, Apple Juice tastes like resignation and patience. [13]

Made of Cold Iron, this weapon is used in fae civil wars. Fairies who wield it are in constant pain from the metal... but not as much pain as their victims.

— Hacking Fae Claw

Summer Court

The Summer Court ruled the Fae Realm during the last era. Currently, Summer and Autumn Fae are being hunted and tortured by the Winter Queen.

Autumn Court

Winter Court

The Winter Court has controlled the Fae Realm for two years now. Their control will last for another 19,998 years. Their leader, the Winter Queen has declared that all Summer and Autumn fae are to be captured and tortured for the rest of her rule.[14]
The Winter Queen is keeping the Spring King captured in her castle.[15]
It is said that the Winter Queen always does something insane when she begins her rule every 80,000 years. [16]
The Winter Queen believes that thousands of years of torture will turn all Fae into Winter Fae.[17]

Spring Court

The Spring Court is often looked down upon by the Summer Court and most Fae belonging to it are thought to be insane or evil[18].[19]
The Spring King is known to have a masochistic streak, and is currently captured by the Winter Queen. [20]

There's no such thing as evil, dipshit, it's just name calling by the other courts. Spring Fae are all about sex and danger and doing whatever the hell we want! The Summer and Autumn Courts lump us with those fuckers in the Winter Court because we aren't insanely predictable like they are.

Corey The Croaker


Kot Bhenul is a well known Dwarven artist.

A signed and numbered copy of the famous painting by Go Hakomi, a dwarven master. He recently passed away, increasing this painting's value significantly.

— Reproduction of "Fortress Five"


A well-known painting by the dwarven artist Kot Bhenul. Signed and numbered! This is a great find.

— "Wheat"


It's the little-known masterpiece by dwarven artist Kot Bhenul. Note the beautiful use of real gold in the paint.

— "Last Autumn Sunset"

Dwarves leave Preservation Runes in tombs of the dead. These runes are not magical, and are just a traditional practice.

During the Elf-Dwarf wars, Dwarven mages created leather-evaporation magic, rendering elves usual armor obsolete. These ceremonial plate leggings were hurried into battle. Although they're impressively protective, they're still pretty uncomfortable.

— Elven Plate Leggings


A musty tome of poetry from the dwarven master Gammo. It has both the original Dwarven rhyming couplets and a Human translation. Perfect for the poetry lover in your life.

— Gammo's "Legions of Stone" (Poetry Book)


A heavy volume of poems by the dwarven master Gammo. It even includes the poem "My Penis is the Sunstone," which has been censored by the Dwarven Culture Group for over 500 years! This is a great find for poetry lovers, though dwarves may find it too embarrassing to own. Less prudish individuals tend to find Gammo's works uplifting and enervating.

— "Collected Works of Gammo" (Poetry Book)

One thousand years ago, the Dwarven Stalwarts were powerful fighters that wore ornate but sturdy armor. [21]

They're a race that has risen and fallen many times over the centuries, and currently they're at a low ebb.

Dwarves are technologically very advanced. They're mired in wars on many fronts, but instead of slowly losing those wars, they're slowly winning, thanks in part to their technological innovations. Dwarves are also master miners, of course, and the god of minerals, Umrad, is now their primary god. The god of crafting also takes the form of a dwarf.

Stereotypical words that other races use to describe dwarves include patience, wisdom, directness, and compassion. Dwarves live over 200 years -- not as long as elves, but still a long time -- and they understand that real change takes time.

They're very socially conservative, and they're extremely blunt with their opinions, which can cause some problems with other races. But they are fiercely loyal to their friends and family, and their sense of honor and friendship usually overcomes other qualms. For instance, they call elves disgusting perverts and make fun of them constantly, yet the dwarves are the elves' staunchest allies on this continent, and have been for over a thousand years.


Goblins are organized in clans set up like a business. Goblins sign contracts to work for a clan for a five year period.[22]
Many Goblin clans operate as slavers. Fae are often captured and sold.
Grigtekark is the name of one of the goblin holy lands.[23]
Goblins have the ability to smell lies. They can tell when they are being lied to. [24]
Goblins view Humans as one of the "Monstrous Races."[25]

A lovely beach scene depicting a gaggle of goblins crowded around a massive talking fish wearing a little hat. You recognize the subject matter: it's the tale of The Bossy Fishlord. Painted by Agzak, a reasonably well-known goblin artist.

— "Yap And The Big Catch"


The name of the Orcish homeland is Gu.
Upon attainment of adulthood, each orc is gifted with a Xiphos crafted of cold iron. [26]
Arena Fights are a popular sport in Orc society. Orcish Gladiators wear thick chainmail gloves. [27]
All orcs, both male and female, must pass the Challenge of Blades at age 15. Failures die, and are not mourned. [28]
Orcs have ships, some of which are used to trade goods and materials. Orc traders often provide Lac to foreign merchants. The Lac often comes from the Urak, which Orcs sometimes use as war-beasts. [29]

Written by an anonymous orc, this terse poem tells the story of the battle of Fok, where over a million orcs died. The author manages to deliver a glimpse into the horrors of war. It's sad that the author was drawn and quartered for producing this work, and their works burned, but obviously some copies survived.

— "Battle of Fok" (Poetry Book)


When humans domesticated the wolf, they made dogs. When orcs domesticated the wolf, they made Worgs. Orcs win this one. Feral Worgs are known to kill entire caravans.

Crown Quest: Hunting: Worgs

Made of pink wood, supposedly common in the orcish homeland of Gu.

Ring of Directness

Some Orcish spellcasters are known as Mutterers, and use ornate knives to enhance their spells.
The Ham Omelet is an Orcish dish. [30]

These are the first fully-functional ballistae made entirely by Gazluk Orcs. The plans were gloriously claimed from defeated dwarves, and the design flaws removed by our own master blacksmiths.

These weapons defended the walls of Gazluk City for over a year before they were replaced with even better versions.

Remember: Gazluk Orcs have the best weapons! Gazluk Orcs fear no one!

— Sign in Gazluk Keep

These dwarven war machines were taken during the Battle of Gribnik Hill. There were no enemy survivors.

Remember: Dwarven trickery is no match for Gazluk Orc ferocity! Fear no weak race!

— Sign in Gazluk Keep




The Myconian race has lived in the Council Lands for many years in secret. Myconians are mainly cave dwellers and keep to themselves in their local enclaves. Myconians absorb energy from glowing blue mushrooms called amanita gloria. Their bodies turn this energy into Myconian Jelly, which they excrete from their bodies. The excess Myconian Jelly is stored in large cylindrical mushrooms alongside Sporelings, the future generations of Myconians. In recent times, the Myconians of Serbule have mastered the art of taming Garden-Tenders. Myconians measure time in Moon cycles and seasons.
A being named General Lavorel traveled to the home of the pod of Myconians living in the Myconian Cave in Serbule 31 of their moon cycles ago, during his search for the being called Dalvos. This being taught the Myconians to use their hallucination spores to communicate with humans. Lavorel stayed with the Myconians and taught them about human society for five moon cycles before leaving.
The Myconian Cave Myconians accepted his teachings and began to worship General Lavorel as if he were a god. Before leaving, Lavorel enhanced the abilities of two Myconians, Tremor and Tidal. The Myconian Cave is currently in a conflict between Tidal's forces and the Myconians who support the peaceful methods practiced by Mu, Voo, Way, and Jaw.
The Myconians are trying to adapt to the human concepts of trade and ownership. Some are experiencing difficulty with the concepts.

Himamanav & Himamanav Deities

The Himamanav, often refereed to as Yeti, are a species of Giant that live in cold climates. Their society is made up of warriors, but also High Priests that defend and lead worship of the Himamanav Deities.

The Himamanav Deities are long-lived sentient energy constructs. Their origin is unknown, but they are worshiped by the Himamanav. Some of the deities have displayed abilities such as summoning magical items, and teleportation of other beings.


The Manis species has only recently gained sentience. They have taken it upon themselves to learn the culture of the Council Lands. It seems that some Mantises have developed Psychic abilities, including the ability to wipe the minds of elves.


The Ranalon are a species from a distant land.

Indigenous Species

The Crone Council


Residents of the Council Lands worship 37 deities. Each deity is associated with various natural phenomena. While some deities are thought to have created their associated phenomena, others perform more minor tasks. It is believed that the deities are sentient and can manifest themselves in physical forms.
- Tok of the Eighth Pod suggests that the deities are simply nature spirits.
See Guide to Nature Spirit Classification for information on Nature Spirit Classification.
The Chalice Gods are responsible for the magical powers that let undead beings exist in the world. [[Gulagra is not one of them. [31]
Nature Spirits
Deity Association Actions/ Location Classification
Norala Goddess of Hunts Spreads Lycanthropy. Class 3
Melkar God of Recreational Hunting  ??? Class 3
Ilth Hale Goddess of Bravery and Humanity -> Goddess of Sorrow and the Forsaken  ??? Class 3
Vol God of Death  ??? Class 1/ Class 0
Kirad God of Hearth and Home  ??? Class 1/ Class 0
Zare God of Secrets  ??? Class 3
Irhetsu/Ir-Hetsu God of the Winds/God of Song and Story Controls the Winds. Class 2
Talerra God of Depression and Knowing the Truth Trades information on souls for a year's worth of feeling hope
Dale Renthian God of Inspiration Wanders around drinking and granting ideas. Class 3
Tast God of war and armies  ??? Class 1
Gulagra God of War(Chaos) The embodiment of anarchy and chaos. Class 2
Elshana Elven goddess of creative beauty Deceased
Errana Elven goddess of love and sex/goddess of food and reproduction
Akhisa God of spiders and patience  ??? Class 2
Dreva God of Balance in Nature Patron Spirit of Druids & appears as a lake full of talking fish. Class 1/ Class 0
Ri-Shin God of Plants and Trees Created the Druids long ago with his brother Au-Shin.
Au-Shin God of Animals and Insects Created the Druids long ago with his brother Ri-Shin.
Arisetsu/Aris Goddess of Hope  ??? Class 1
Ormorek God of Self doubt and bitterness Patron of players who quit in disgust. Appears as a beardless dwarf.  ???
Enoyos God of Exploration and the Ocean  ???  ???
 ??? God of Crafting Appears as a dwarf  ???
Umrad God of Mining -> God of Dwarves and Minerals. Primary Dwarf God  ???
Zek  ??? Is Dead  ???
Harukita God of Hate  ???
Tuvillus God of Greed  ???
Kajich God of Fear  ???
Urtigal God of  ???
Zhia Lian God of Whimsy and Unpredictability  ???
Bogdelle  ???  ???
Paullus God of Parties and Drink  ???
Vol-Mu God of Winter Deceased  ???
Saledar God of Empathy and Cooperation  ???
Strekios God of Self Improvement "cruel taskmaster"  ???
Romast God of Martial Arts Deceased  ???
Garakh God of Commerce  ???
Imatia God of Knowledge and Learning  ???
Fenna God of Beauty, Innocence, Dusk, and Poetry  ???
Janice Alberith God of Science and Discovery  ???
Laeth God of Time  ???
Cae-a-lee God of ??? Deceased  ???
Miraverre God of Dreams  ???
Lo-Maj God of Might  ???
Zare God of Secrets  ???
Remga God of Piracy and Violence  ???

Lawara's Note

Twenty Godlings in the ground,
Twenty more in air surround,
One was killed in demon fire,
Two were banished to the mire.



Gorgons is a mythological creature mentioned in folktales and old books.
One such book found in the town of Serbule, The Wasted Wishes, tells the story of a girl's encounter with a Gorgon. The Gorgon in the story grants three wishes to the girl, Leeka, before vanishing after filling the room with smoke. The Gorgon in The Wasted Wishes is sentient, and seems to enjoy playing with how wishes are fulfilled.

Autumn Felling

The Legend of the Autumn Felling tells of a day when over half the population of Elves in Alharth dropped dead. It is unknown whether or not this tragic tale actually occurred.

Garden Mystics

Garden Mystics are ancient elves who have mastered the art of growing unnatural vegetables. It is rumored they can grow Fey Potatoes.

The Green Man


This grim fist weapon was clearly inspired by the Human legend of the Green Man, a druid who supposedly wanders the forests and punches wayward teens to death if they're out past curfew.

— Fist of the Green Man


The Council Lands are ruled by the Council, a group of five wizards. The Council members have not been seen in years, but reside in the city of Statehelm.

Council Decrees

Council representatives can issue Council Decrees after approval from Statehelm. As a result, the threat of a Council Decree carries weight among the populace of the Council Lands.
Examples of Council Decrees:
- Selenia Lovefoot was declared a Foe of Alharth and banished from the Council Lands. Her family was allowed to remain in the country, but their home and possessions were put up for auction in Serbule.
- Five members of "The Council of Thirteen" were banished from Alharth. The decree declared it illegal to speak the names of the banished out-loud.

Known Policies and Laws

Elves should pay 30% of all their earnings if they own a shop in town, but they all scam the Council. I bet I don't get more than 10%. No, it's fine. I guess at the end of the day, I don't really care.

— Hang Out with Hulon

- Statehelm has recently installed a sex-changing machine designed to deal with homosexuality, which seems to be looked down upon by the Council. [32]
- Some Council Representatives charge non-humans taxes, such as in the city of Halvue. The Elves in Serbule are also charged heavy taxes. [33]
- The Council has decreed that Elves are unable to feel emotions.
The Council once declared it mandatory for all children to read "Who Loves Mort" at age 4. Mort is an undead skeleton who kills everyone he ever loved in life. The misery caused by this declaration caused them to undo their decision. [34]


Council-Stamps (or just "Councils") are the basic currency issued by The Council. Walls are worth a tenth of a Council, and Screeds are worth 20 Councils. - "The Chortling Beaver's First Screed"
All known vendors accept Councils.
Ancient Coins were once known as Obols. They were used as currency before the Council arrived in Alharth.[35]
Elves who operate shops in Council territory are taxed 30% of their earnings.[36]


The Council employees the Council Corps of Engineers to repair roads, construct settlements, and perform other similar duties. They were responsible for the quick construction of Serbule Keep.[37]
The Second Column is a military branch under command of The Council.

It has an inscription: "Ensorcelled by Official Council Battlemages. Not for use by Rakshasa upon penalty of triple-death."

— Council Trooper Sword

Science and Arcane Arts

Science and Magic run amuck in the Council Lands. Sometimes, the two are combined. One such example is the modern Stargazer device. The lenses used have been enchanted to allow viewing of the starts even during the day.



-Most residents of The Council Lands are unaware of other planes of existence and simply refer to anyone from one as a "Demon."


The master of Trend Magic, Rea Shuloth, once enchanted a series of amulets with a spell that compelled everyone to love the necklaces. The spell wasn't enough to overcome the public's perspective, and the design is now seen as gauche. [38]


-Citizens of The Council Lands often mistake Alharth as being the name for the entire world.
- Alharth is the second largest of the nine continents.
- Only Humans and Dwarves use their last names in public.

Reference List

  1. Note section of The Gods, XIV: Dale Renthian
  2. Painting of Ema
  3. Lore item on the wall of the inn.
  4. Ravana Soldier Shield item
  5. Talking with Yasinda
  6. Talking with Yasinda
  7. Small Talk with Lamashu
  8. Talking with Lamashu
  9. Talking with Urzab.
  10. Mentioned by Tadion in Small Talk
  11. Mentioned by Preta
  12. Talk from Corey The Croaker
  13. Completing quest with Hiral.
  14. Talk from Fazzi
  15. Small talk with Corey The Croaker
  16. Small Talk with Fazzi
  17. Talk with Hiral
  18. Small Talk from Fazzi
  19. Intro talk with Corey The Croaker
  20. Small talk with Corey The Croaker
  21. Stalwart Helmet item
  22. Talk from Malvol
  23. Painting of Grigtekark
  24. Talk with Yogzi
  25. Friends with Glajur.
  26. Xiphos item
  27. Item: Orcish Gladiator Gloves.
  28. Loading Screen
  29. A quest given by Amutasa
  30. Hang out with Furlak
  31. Description on Chirurgeon's Gulara Orb.
  32. Small Talk with Nelson Ballard
  33. Hang Out with Hulon.
  34. Poetry Book, "Who Loves Mort?"
  35. Show an Ancient Coin to the Pulsing Crystal
  36. Hang out with Hulon.
  37. Sir Arif is a member
  38. Hexagonal Trendsetter Necklace item