Info Age of War KC Thread

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    Blitzz

    A Friendly Brit
    DO NOT POST ANYTHING HERE APART FROM AN AUTHORIZED CC.

    Contents:

    1) The Kingdom of Qethia
    2) The Kelvash Empire
    3) The Grand Merchant republic of Etumas
    4) The Kingdom of Lotharine
    5) Coradum
    6) The Solaran Fleet
    7) The Noraki Tribes
    8) The Republic of Lancia
    9) The Kingdom of Atharia
    10) The Seraphenian Enclave​
     
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    Blitzz

    A Friendly Brit
    The Kingdom of Qethia

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    House Herrin

    Isaac Herrin, King of Qethia, Slayer of the Seven, Chosen of Qathar - Aged 49, Isaac is dark of skin and white of hair, with piercing green eyes. He is fairly tall and muscular but his age is beginning to catch up with him. He has ruled over Qethia since he inherited the throne from his father at the age of 20. Currently unmarried after his wife's recent death.

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    King Isaac Herrin, aged 49)

    Neoma Herrin, Queen of Qethia (Deceased) - Aged 34 at the time of her death, Neoma is the mother of all of Isaac's children except for Ethan.

    Robert Herrin, Prince of Qethia, Heir to the Throne - Aged 22, Robert is a strong and confident young adult who seems to have taken to his responsibilities as Prince with exceptional ease.

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    (Prince Robert Herrin)

    Layna Herrin, Eldest daughter of Isaac - Aged 18, Layna is a true beauty and second in line to the Throne of Qethia.

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    (Princess Layna Herrin)

    Marka Herrin, Prince of Qethia - Aged 15, Marka is Isaac's second son and third child.

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    (Prince Marka Herrin)

    Alyssa Herrin, Princess of Qethia - Aged 9, Layna is a young and adventurous spirit, sneaking out as often as possible to explore the open world around her. She has a cute face and long flowing blonde hair like her older sister.

    Ethan Herrin, Isaac's Bastard - Aged 27, Ethan was born to Isaac before he was married to Neoma. Unlike most Bastards, Ethan is not an outcast or considered the result of adultery and is actually well-liked by the general populace. He has also been officially recognised by his father and thus been allowed to adopt the family name of Herrin, although he can make no claim to the throne.

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    (Ethan Herrin)

    Luca Herrin - Aged 43, Luca is Isaac's younger brother. Unmarried and without children, Luca is one of Isaac's most trusted military advisors, with an extensive and successful career as a General.

    Marek Thidrin - Aged 37. One of the deceased Queen's twin brothers. Marek is a prominent and well-renowned general in the Qethian military. Trained among the Qytonari, Neoma's marriage into House Herrin saw him rise to fame as he became one of Isaac's favourite Generals. Currently married to Elise of House Brightcliffe.

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    (Marek Thidrin)

    Asher Thidrin - Aged 37, Asher is one of the deceased Queen's twin brothers. While Marek always took to the sword, Asher always preferred the sail. Asher is the captain of the Barrian's Spear, named after his father Barrian Thidrin. Asher is a well-respected Admiral but doesn't hold the same esteem as his brother. Asher is not yet married, and his homosexuality is almost commonplace knowledge among the people. Asher and Marek are identical twins, but Asher's hair is shaved on one side and swept over on top, and he stays clean shaven.



    Bodyguards

    Ser Levi Quinn
    Ser Tythos Blackwest
    Ser Troy Barrett
    Ser Hal Borra

    Ambassadors

    Juno Hammersly
    Mandra Branning
    Nico Lynn
    Sam Torrance

    Chosen of Qathar

    The Chosen of Qathar are a religious order of high-ranking Clergymen, hailing from the noble houses of Qethia. Many serve roles are Priests, while others serve in more powerful positions like on the King's Council or as the Qar (Kar); Temple Keepers.

    Reverent Father Redohr
    Reverent Mother Nilmera
    Coeus, Qar of the Crying Garden
    Althea, Qar of the Temple of Ancestors
    Gayle, Qar of the Temple of Esaldir
    Kristen, Qar of the Glowing Sanctum

    King's Council (The Council of Qathar)

    King Isaac Herrin
    Reverent Father Redohr
    Reverent Mother Nilmera
    High Inquisitor Antemion Peiros
    General Caelen Griffin
    Admiral Dante Rockwood
    Lord Treasurer Darian Vincent
    Lord Spymaster Inachus Kalivas
    Lord Steward Alexei Thanos
    Lord Marshal Luca Herrin

    The Inquisition of Qathar

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    The Inquisition of Qathar was founded under Isaac 17 years ago to suppress any form of heresy or anti-Qathar actions. The Inquisition was charged with rooting out corruption within Qethia's various Orders. The Inquisition is also charged with spreading the word of Qathar. For these reasons, the Inquisition is used both as domestic law enforcement and as expeditionary forces.

    High Inquisitor Antemion Peiros, aged 56, is an experienced veteran of the Qytonari order, hand chosen by Isaac to lead the Inquisition. He has lead the Inquisition since its founding 17 years ago, and is more of a director of operations rather than a soldier.

    Antemion is backed by a cast of important members. These include Chief Justicar Periscus, Archseer Sebastius, High Cleric Koritto and Commander Evenios. These five make up the primary leadership of the Inquisition, which boasts a force of around 1,500 civilian soldiers and 500 trained military personnel, including 100 Qytonari.

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    (High Inquisitor Antemion)

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    (Chief Justicar Periscus)

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    (High Cleric Koritto)

    Other Characters

    Hallen Brightcliffe -
    Aged 56, Hallen Brightcliffe is Lord of House Brightcliffe. A once esteemed warrior, Hallen served as one of Qethia's most famous Generals. Thus far he has evaded Isaac's demands for him to return to the capital and serve on the council. Hallen currently works in close unison with the Inquisition, helping to train the rank and file soldiers that volunteer to serve their God.

    Valtic - Aged 33, Valtic is Beastmaster for the Kingdom of Qethia. He is charged with rounding up Warbeasts from the planes of Western Qethia for use in Qethian military.

    Religion

    Religion is a vital part of life in Qethia. The religion reveres a single being considered the be the creator of all life in Rotafar. This one mighty God is known as Qathar (Kath-are), and is portrayed as a two-headed lion.

    In terms of every day life, Religion is a central part of life in Qethia. Every morning is begun with prayer to Qathar, for blessing them with another day of life. Every day ends with prayer to Qathar, thanking him for the day they have been allowed and asking for another the next. There are numerous yearly pilgrimages to holy sites all over Qethia.

    Qathar is generally considered a peaceful entity, portraying honour, courage and loyalty. His teachings emphasise loving everything around you and respecting the world. However, it has become commonplace belief that War appeases Qathar, which has lead to numerous wars, both civil and abroad, in past years.

    There are a number of religious festivals and celebrations throughout the year, thanking Qathar for Harvest, for the four seasons, for a successful year, for the love of their families; a whole range of various celebrations all aimed at thanking Qathar for his blessing.

    Religious positions in Qethia are powerful and highly respected. While anyone can worship Qathar, only those of Noble Blood can rise into these positions. The Chosen of Qathar are a religious order, and every year each noble house puts forward a single candidate to be adopted into the order. Three are selected and undergo rigorous training, pilgrimages and outright celibacy. Unlike many other religious orders, the Chosen of Qathar are devout and many who are found disobeying teachings are executed for 'Ecclesiastical Treason'.

    Above these are the Qar. each Qar lives in Solitude, charged with the Keeping of one of Qethia's holy sites, normally temples. There are four who are household names. These beings live in solitude, revering Qathar by maintaining his ties to this world. Many are mute; cutting out their tongues as a sign of devotion.

    The Revered Father and Revered Mother are another two of the Chosen of Qathar. They are the most powerful of the Chosen minus the King himself. They are elected via a public election, which decides exactly who they want to control their religious happenings. A new Revered Father/Mother is elected every six years, or if one dies or is found to be corrupt, in which case they are always publicly executed if found guilty.

    This religion has also given birth to a number of religious warrior orders. The Paladins are a small group of warriors considered to be Qathar's peacekeepers. There are only a few hundred, but they guard holy sites all over Qethia with fierce religious zeal.

    The Qytonari (Kai-tonne-are-ee) are a band of elite warriors numbering around a thousand soldiers who serve as a vanguard in the Qethian military. Driven by religious zeal and the desire to honour Qathar, they are a force to be reckoned with on the battlefield, and their numbers have been slowly increasing in recent years. The Qytonari are extremely elite warriors, inspiring both fear and courage on the battlefield depending on which side of them you're on. The Qytonari Order is expanding and Isaac has recently sent out the call for more of the Qytonari to be trained.

    Qathar is often associated with the magical powers of fire. Therefore, those who are born with magical gifts are instantly adopted into the Quroniki (Ker-on-ik-I) order. The Quroniki are an order of Fire mages allegedly blessed by Qathar, and thus are held in high regard among Qethia's military.

    There are also a small number of other races who worship Qathar. Included among these are the Yunta and a very small number of Giants. Some of these races have been integrated into the military.

    Politics

    The country is run by King Isaac Herrin, in a True Monarchy style of Government. However, the King does take advice and information onboard from his Council. The Council consists of both Lords and Clergymen, meaning that Religion can have an enormous impact on how the Country is run, with the King himself being considered one of the Chosen of Qathar (although he is not forced into celibacy, so that the bloodline may continue).

    Qethia does have over a hundred noble houses within its borders, but these are simply wealthy and highly respected families within the local community and do not hold much real power within Qethia, although if the bloodline of House Herrin ends with no heir then one of these Houses will be elected to succeed them.

    Territory

    Qethia.jpg

    Qethia Provinces.jpg

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    Qethia has few built up urban areas at the moment, but numerous villages, temples and forts.

    CAPITAL: QATYNAK

    CITIES

    1) Qaara -
    Qaara is the Southernmost city in Qethia, and is one of three of Qethia's coastal cities. Qaara has the largest fishery of the three, making it the Kingdom's main source of seafood.
    2) Qikok - Qikok is another of Qethia's coastal cities. The ports at Qikok serve more as a naval base, housing 95% of the Qethian navy at any one time.
    3) Esaldir City - Esaldir city is a resort-like city with numerous sights and attractions. Its close proximity to Qethia's western forts makes it a favourite of soldiers when they are off duty.
    4) Qankar - Qankar is the third and northernmost coastal city in Qethia. Qankar serves as the trade hub of Qethia, distributing currently to no one due to a lack of trade partners.

    TEMPLES

    1 - The Temple of Ancestors -
    The Temple of Ancestors, guarded by Qar Althea, is Qethia's largest and most visited temple, the site of numerous yearly pilgrimages.
    2 - The Crying Gardens - The Crying Gardens are less of a Temple and more of a holy sanctuary of nature. It is all outdoors in a secluded grove around a waterfall.
    3 - The Glowing Sanctum - This Temple is named for the strange formations of glowing crystals that have sprouted up within its walls.
    4 - The Temple of Esaldir - A fairly mundane temple by comparison to the rest, the Temple of Esaldir is small and lifeless, yet revered nonetheless.

    TOWNS

    1 - Heartdale
    2 - Mossmore
    3 - Embershade
    4 - Silkreach
    5 - Eagle Bridge
    6 - Dewfield
    7 - Bronzehollow
    8 - Windstar
    9 - Cloudreach
    10 - Eastcliffe
    11 - Highwater
    12 - High Hill
    13 - Murkwell


    FORTS

    1 - Qarfell -
    Qarfell is currently abandoned due to dilapidation making much of the fort unsafe. Closed after an unfortunate incident with earned it the name 'Qarfell'
    2 - Westpoint - Qethia's main Bastion on the Western Border. It is the largest and most heavily manned fort in Qethia
    3 - Fort Redview - Named for its famous viewpoint; at sunset the sky can be seen to turn a blood red colour and Fort Redview has the best view in Qethia of this.
    4 - Fort Bonespire - Named for the large central tower made of whitewashed stone, giving it an almost bone-like appearance.
    5 - Sandwatch - This fort is on the border with the Ari'iki Desert in the North of Qethia and thus is the only line of defense against the Li'ivi tribes.

    OTHER

    Yunta Camp - This camp is home to the Yunta mercenaries employed by the Qethian military.
    Sundar - Sundar is the only Kivikoshi Citadel in Qethia, lead by Novi Granitegrip. The Sundari Kivikoshi are invaluable trade partners with Qethia.

    Military


    Qethia's military is currently very small, numbering roughly 12,000 soldiers, archers, cavalry and mages. Although the army is small, they have excellent leadership, high-quality equipment, extreme loyalty and are driven by religious zeal. Their will is absolute and they will fight to the last man, making them a difficult force to outright defeat.

    Qethia's military consists of numerous humanoid races. Qethia's military is integrated so any unit can consist of any number of members from different races.

    INFANTRY

    1st Qytonari Vanguard [500]
    2nd Qytonari Vanguard [500]
    1st Swordsman Division [1,500]
    2nd Swordsman Division [1,500]
    3rd Swordsman Division [1,500]
    1st Spearman Division [500]
    2nd Spearman Division [500]
    1st Heavy Warriors [750]
    2nd Heavy Warriors [750]

    Total: 8,000

    MISSILE

    Quroniki Mages [300]
    1st Longbow Division [600]
    2nd Longbow Division [600]
    1st Crossbow Division [500]
    2nd Crossbow Division [500]

    Total: 2,500

    CAVALRY

    1st Riders Division [400]
    2nd Riders Division [400]
    Mounted Knights Division [300]
    Qathari Yunta [300]
    Qethian Warbeast Riders [300]

    Total: 1,700

    OTHER

    Armored Giants [10]
    Hounds [100]

    Total: 110
    TOTAL: 12,310

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    (Qethian Spearman)

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    (Qethian Swordsman)

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    (Qytonari Vanguard)

    Exclusive Military Units

    Qethian Warbeast Cavalry consist of spearmen mounted on the back of the fearsome Qethian Warbeast, an incredibly strong, gargantuan creature often clad in armor and coated with warpaint. They are not easy to find and so most are bred into the military. They are the favored form of Qethian cavalry, but are very costly to maintain in units.


    desert_cavalry_by_fangwangllin-d5rjliw.jpg

    (Warrior mounted on a Qethian Warbeast)

    The Qethian Navy is also fairly small, with the majority of their ships being constructed for transport and trade purposes. As a result their trade fleet is almost 60 ships strong, while the Qethian navy consists of a meager 40 warships. However, the Qethian warships are well-constructed, so they are few in number but still reasonably strong.

    Wealth

    Qethia is a moderately wealthy Kingdom. There are two classes of citizens; those who are nobles and those who are not. Nobles are extremely wealthy, while those who are 'regular' citizens all have reasonable jobs and a steady income. Poverty is non-existent in Qethia. There is a large wealth of natural resources, and many are put to use in construction or production of military supplies. As a result, Qethia has a happy, wealthy population, but itself the Kingdom is only moderately rich.

    Trade

    Currently the Qethians only trade with the Kivikoshi and the Grand Merchant Republic of Etumas but are seeking new trade partners to boost their economy so that they can expand their military and navy, as well as improve their infrastructure so that Qethia can better sustain itself.

    Resources

    Qethia is abundant with fertile grassland, so food production covers both the populace and trade with the Kivikoshi. The Kivikoshi in turn provide high-quality stone and metals, and their craftsmanship is often relied upon by the Qethian military. Lumber is, however, in short supply, since Qethia itself is lacking in woodland and that which does exist is vital in sustaining important ecosystems of the local wildlife.

    Political Stability

    Qethia itself is in an extremely stable state of affairs, with a happy, well-fed and economically well off populace, as well as a strong government. However, tensions are rising with the Li'ivi tribes in the desert to the North, who feel threatened by the expansion of Qethia in recent years.

    Starting Stats

    Moderately wealthy, stable economy, lack of lumber, skilled craftsmen, small navy, lack of trade, happy populace, stable government, small but very elite military, very few mages.

    Extra Info

    The Kingdom of Qethia was founded over 1,000 years ago by King Qathar Qethia. Using his silver tongue, King Qethia was able to unite all of the barbarian tribes on the Eastern Edge of what is now the Kingdom of Qethia, pooling resources and organizing the people to create a happy kingdom.

    One day, King Qethia went missing. The Qethians, enamored with him, deduced that he had been called to the heavens, having risen beyond mortality to watch forever from the heavens and guide them through a golden age that would last for eternity. This is where the religion that sees Qathar is their deity arose from.

    Ever since, the Kingdom of Qethia has experienced happiness and prosperity. However, it was not always peaceful. King Deke Callus was responsible for founding the Qytonari, and was also responsible for expanding to claim the desert during his reign. King Achates Vasilis almost caused the collapse of the Kingdom by attempting to remove the Chosen of Qathar from government, but a coup ended with his public execution. He was replaced by Queen Nikita Matis, who, desperate not to repeat Vasilis' mistakes, appointed the Revered Father and Mother, and expanded West to the borders that Qethia maintains to the current day.

    Ambitions

    To find a new wife for Isaac, to marry off Robert and Layna to secure alliances. To increase trade with other nations, to increase the size of their military, to expand west. To end hostilities with the Li'ivi, to secure an independent state for the Yunta.





     
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    Orien Terrik

    "Arik tree'ac te kek."
    Kingdom Name: The Kelvash Empire
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    Kingdom Banner:
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    (The Skull represents a Basilisk which is revered in the Kelvashi Culture.)


    Races: The Kelvash Empire is made up of many different races, however, all have come to be known as Kelvashi. The Main races that make up the Empire are:

    The Chitro (The Bone Faces): Very capable warriors. Tend to berserk in battle. They are the largest of all the main races that make up the Empire. Males and Females are hard to distinguish due to looking similar. Voice is the only way to really tell.
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    The Simarins: The Race who began the Empire, and first started conquering territory, the Simarins are a race that looks very human in appearance, however, there are slight differences. They tend to have more pointed ears, and have bigger and more robust builds than your average Human. Their bones are extremely hard and durable, and if they can inflict great pain just by punching someone. Their eyes tend to be solid black, with a yellow or white slit pupil. They are also one of the most agile of all races. Predominantly known as the best trained warriors of the Empire. They tend to put war paint on their faces. Serving in the Military is seen as a must for a Simarin, as their culture revolves around war and testing themselves in combat.
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    (Male)
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    (Female)

    The Mikari: A race very similar to the Kelvashi. They are slightly smaller, and not as durable, but can be just as nasty in combat. Have tendency to use mystical, magical abilities. Their ears are not as pointed, and they have more normal looking eyes.

    The Tunag: A race of Reptilian like creatures, the Tunag are a robust and strong species. Able to reproduce in vast quantities, the Tunag generate a large amount of their kind to serve in the military. While they are not the strongest or fastest, they are definitely one of the most numerous.
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    The Qorian: Look almost exactly like humans, except a little shorter than normal. They are not the best soldiers, however, the way they forge metal is legendary. The Qorian forge all the weapons and armor for the Empire.

    Ruling Dynasty: A non-hereditary role, only someone deemed worthy could claim the title of Kelv'alor, or leader of the Empire, exemplifying the Kelvashi meritocracy ideal. When the previous Kelv'alor fell or stepped down, a Kelvashi with both vision and strength could make a claim for the title, but if the other clans did not accept the individual as the new Kelv'alor and recognize their authority, their duty was to remove the unsuitable claimant and institute a more favorable leader. The significance of the Kelv'alor's role in Kelvashi society was so great that one of the Reol'nar—the six basic tenets that defined Kelvashi culture—detailed the importance of loyalty toward theKelv'alor, and rallying to the Kelvashi leader when called upon.

    Dynasty Members: Jeviic Dralshy'a (Male Simarin) - Current Akaan'alor. Unmarried. He is rarely seen out of his armor, however, it is known that his eyes are unusual for a Simarin due to the fact that they a red in coloration, with black slit pupils.

    Other Significant Characters, e.g Lords, Generals, Ambassadors:

    Suroc Dha'verd (Female Chitro)- Al'verde (General) of all Ground Forces. Good friend of the current Akaan'alor.

    Comra Adenn (Male Qorian)- Al'verde (Admiral) of all Naval forces.

    Meralakk Dralshy'a (Male Tunag)- New Alor of Dralshy'a Aliit, after Jeviic became the Kelv'alor.

    Dango Comarti (Male Chitro)- Alor of Comarti Aliit.

    Varo Varshath (Female Mikari)- Alor of Varshath Aliit.

    Henta Beviik (Female Qorian)- Alor of Beviik Aliit.

    Gorg Dha'verd (Male Chitro)- Alor of Dha'verd Aliit.

    Sheara Adenn (Female Simarin)- Alor of Adenn Aliit.

    Kenara Varshath (Female Mikari)- Ambassador of the Empire.

    Sefra Varshath (Female Simarin)- Ambassador of the Empire.


    Religion: The Kelvashi believe in the creation story of Akaanati'kar'oya—the "War of Life and Death"—and attributed the stars shining in the night sky to the fallen rulers of the Empire. They believe in a pantheon of deities including Hod Ha'ran, a trickster god viewed as an agent of the fickle nature of fortune. The one they truly worshiped, however, was the destroyer god Kad Ha'rangir, who represented the opportunity for change and growth that destruction provided, in opposition to the sloth-god Arasuum, who stood against Kad Ha'rangir as an avatar of stagnation. The Kelvashi engaged in ritual combat in Kad Ha'rangir's name to win favor with their god, defying the temptations of idle consumption offered by Arasuum. This struggle between idleness and change was also reflected in the ancient Kelvashi belief in the afterlife: existing as a plane of spiritual energy in constant conflict between stagnation and growth, every Kelvashi who perished was believed to join the army of the afterlife, defending their families that dwelled in the eternal, peaceful homestead. Kelvashi believed that this home beyond death was the only place they could truly reach a non-transitory existence.

    Political System: Each major city is the headquarters of a certain Aliit, or Clan (Besides the Capital City). The Alor, or Chieftain, of the clans would govern their own territory how they wanted. The Kelv'alor, or Supreme Chieftain, would be the one to make all the important decisions. His job is to keep the Empire together, and lead crusades and such. He is the Supreme Leader of the Empire. Each Aliit works as a separate army, as each had many different members, and each Alor controls one of these armies, and the Kelv'alor controls each of them.

    Territory Detail, e.g Terrain, Cities, Forts etc.: The Kelvashi spans many different terrains, including both jungle, desert, snowy cold, and grass plains. They have recently begun expanding into the Uncharted territories, and have been fighting against the barbarian hordes that call that place home. While many of the Barbarians fight against the Kelvash, many more flock to join the Empire, as they find solace in the Kelvash Religion. While there are only Seven Major cities, there a numerous smaller cities and villages all throughout the Kelvashi Homeland. They currently have a FOB set up on the shore of a coastline on a newly discovered coastline.

    Military Details: The Kelvashi Military is probably one of the strongest ever seen throughout history. The Economy of the Empire spurs production of military supplies, weapons, armor, and ships for their navies. As Kelvashi Culture revolves around war, almost every citizen of the Empire that is churning out supplies for the military, is actually a part of the military. Men and Women both serve side by side. The Kelvashi also use animals from their home land as mounts and soldiers in combat, like the Basilisk or the Kelvashi Hound. The Most distinguishing feature of the Kelvashi armor is the T-Shaped visors of their helmets. Years of battling other armored opponents have changed the way they think of warfare. Most soldiers carries weapons like flanged Maces, and Axes, due to being able to get better armor penetration. Front line soldiers also carry spears. As not much is known of the Kelvashi in general, there battle tactics and formations aren't to well known. The largest and definetly strongest ship out of the whole Kelvashi Navy is the Kelvashi Dreadnought. It is quite possibly the largest ship ever to set sail on open water. It is also clad in Beskar to reinforce it. While heavily armed and armored, they are extremly slow (Although they have a set of oars they use in Combat situations to speed up the dreadnought for a ram.), and when they are present in a fleet, tend to slow the whole fleet down. Dreadnoughts are vulnerable to small, agile ships with precision fire, and that is why each Dreadnought usually travels with at least four defensive patrol craft.

    Fantasy-warrior-weapon-army-armor-sword-arms-shield.jpg

    (Kelvashi Heavy Soldiers in their full armor set up.)
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    (Kelvashi Skirmisher/scout.)

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    (A Kelvashi on his hound. Kelvashi Hounds were like massive wolves, almost the size of normal horses. Hounds hold reverance and Respect by the Kelvashi in their culture, and are treated like they are their own sentient member race of the Kelvashi. Hounds are extremly intelligent, and tend to have a bond with their rider. While the could be loving and caring out of battle, it is always a good idea to stay out of the way of a charging, angry hound.)
    Warblazer__WarBeast_by_raoxcrew.jpg

    (Kelvashi War Riders are the bane of any who come up against the Kelvashi. Ruthless, brutal creatures, it is honestly a wonder that the Kelvashi were even able to train them. Able to both move quickly on the ground, and through the air, they are incredibly dangerous, and while may occasionally carry soldiers on their backs, the War Rider that is without a rider is much more fearsome, as the Kelvashi will unleash them upon their enemies. They have sharp teeth, a spiked tail, and a venomous bite.)
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    (Jeviic's Kelv'alor Armor)
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    (Meshla, a female Basilisk that bonded with Jeviic. Basilisks are rare, and few and far between. They originate back on the Kelvashi home continent. They tend to be solitary creatures, who live away from everyone else, however, every once in a long while, a Basilisk will make a bond with a Kelvashi warrior. This person is considered to be chosen by the Destroyer God himself to lead them on a crusade to unknown lands. Jeviic was the first in four hundred years to have befriended a Basilisk, and this was why he rose to power, and became the current Kelv'alor. Basilisks are revered by the Kelvashi culture as being the Children on the Destroyer God himself, sent to watch and protect over the Kelv'ade.)
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    (A massive Kelvashi Dreadnought seen smashing through a smaller Galleon with its ram.)

    Wealth: The Empire is very wealthy. The Standard coin is a Ku'ar, which translates simply to coin or coins.
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    Trade Status: Currently has no trade partners.

    Resources: The Kelvashi Empire's home Island is rich with many different resources, including timber, water, and metals. As they have begun moving into the uncharted territories, they are also finding more new resources to help supply the economy. The Military forces are well supplied for the current incursion onto the new continent. Their most important resource is their Beskar Iron, an extremely strong, and light, metal that is found only on the Kelvashi's home continent. It is a valuable resource, used to both make the armor of the Kelvashi soldiers, and implemented into their currency, just to emphasis how important that metal is in their culture. Beskar Iron is very important to Kelvashi culture, however, it could be possible for them to trade some Beskar, and possibly toned down armor for coin, or resources, if needed. All the people who join the Kelvashi Empire get almost immediate access to Beskar as well.

    Political Stability: The Political stability of the Empire is incredibly sound.
    Starting Stats

    Extra Info: Pretty Wealthy. Very strong military, both naval and ground force wise. Rich with resources. Looking to expand, colonize, and make war. Currently has not been encountered by any other country in the area, as their home Island was a distance from the other countries, however, with the expansions into the Uncharted Area's, it is possible to assume that the Empire will run into another Country. Discourages slavery. Battlemages are utilized by the military, but in day to day works, besides medical, Magic is discouraged do to the fact that using it makes you rely on it to much, and in the Kelvashi eyes, that could make you weak.

    The Reol'nar, which all Kelvashi live by, is a major part of the culture.:

    • Ba'jur (education; raising children)

      Every Kelva is expected to raise their children as Kelvashi teaching them the art of war, of honor and tradition, and the Reol'nar

    • Beskar'gam (armor)

      Armor is the most outward display of being Kelv'ad and says a great deal about its owner. While most outsiders see identical sets of armor varying only in color or minute details, every set of armor is actually quite unique and tailored to suit the comforts, fighting styles, and abilities of its owner.

      In addition to wearing the armor, Kelvashi are expected to take care of it and keep it in peak condition, ready for combat at a moment's notice.

    • Ara'nov (defense)

      Other than armor, Ara'nov is the tenet that sentients most associate with the Kelvashi. All Kelv'ade must be able to hold their own in combat, regardless of gender, age, or profession. This concept also extends to defending one's clan in times of need. Many outsiders assume that this tenet infers that all Kelv'ade are soldiers by profession, but that is not the case. Kelvashi merely recognize the importance of being able to defend oneself, their clan, and what they believe in.

      While anyone can obey the other tenets, Ara'nov is what seperates the Kelvashi from most outsiders.

    • Aliit (family; clan)

      Unknown to many outsiders is the emphasis the Kelvashi place on family. Family is such a crucial part of society that its organization is centered around it, which is made most obvious by their clan structure. However, clans in the society are far different than those found in most other cultures. Kelvashi clans can best be understood with the old proverb, "Aliit ori'shya tal'din," which translates into Basic as, "Family is more than blood." While it is very important to raise the children one births as Kelv'ade, adoption is just as important and often more widespread. Adoptees are given the same status and treated the same as those related by blood. Through this practice, the Kelvashi have managed to remain strong and tight-knit throughout the centuries.

    • Kelv'a (Kelvashi language)

      Although some may disagree, Kelv'a is an extremely important part of society and culture. It sets Kelvashi apart from outsiders and it strengthens their bonds with those who have come before. It serves as a form of universal communication and a way to tie together what is otherwise an extremely diverse group of sentients from all species and walks of life. It also allows them to express themselves through proverbs, poetry, and song. Not only that, but it allows them to express that which is indescribable in any other language. It also serves as a very clear and concise form of communication well adapted to battlefield environments where time is of the essence and long explanations are a frivolous convenience that none can afford. Because of Kelv'a, only a fellow Kelvashi will understand when another uses words like shereshoy and aay'han, even when no one else in the galaxy can.

    • Kelv'alor (Supereme Chieftain; leader of the Clans)

      It is no coincidence that Kelvashi call themselves "Kelv'ade" In Basic, this word translates to, "sons and daughters of the Supreme Chieftain." Kelv'alor is the sole ruler and leader of the Clans. He is the most capable, skilled, and experienced warrior among them. He leads the Kelvashi against those who would do them harm and those who he would have harmed. He is the embodiment of what it means to be a Kelvashi and he is the guardian of all values, traditions, and life. When the Kelv'alor calls upon the Clans, it is their sworn duty to answer the call and rally to him. This is Kelvashi law.
    ---------------------------------------------------------------------------------

    Kelv'a (The Language): Kelv'a had no grammatical cases, only two forms for a verb to take, a tense prefix system, and simplistic rules for forming adjectives from nouns and verb stems. Spelling and punctuation forms were optional, decided upon by the preference of the individual speaker—"jagyc" and "jagla", for instance, were both correct ways of saying "masculine".

    A Few words in Kelv'a:

    Kelv'ad- What a Kelvashi calls him or herself.
    Kelv'ade- What the Kelvashi call themselves when referring to more than one person.
    Verd- Warrior
    Ara'nov- Defense
    Akaan- War
    Kelv'alor- Supreme Chieftain. The title was first used by Corin Kelvash.


    Short Bio of the Empire: The Empire was first forged by the Simarins under the rule of Corin Kelvash, who brought together the warring tribes of the Simarins. He named himself Kelv'alor of a new Empire. Corin was loved so much by his subjects, and they took to calling themselves Kelv'ade. Eventually, the Kelv'ade stumbled upon a group known as the Qorians, and offered them to join their Empire. The Qorians accepted, and began crafting arms and armor for the Warriors of the Empire. Not long after that, the Kelvashi stumbled upon the Mikari, who offered their knowledge in exchange for protection from a race known as the Chitro. The Kel'vade agreed, and the three came together, becoming the Kelvashi. The Chitro and Kelvashi forces first engaged in combat a few months after meeting the Mikari. The Chitro, a war driven culture much like the Kelv'ade, were impressed with the strength and resolve of the Kelvashi soldiers. The Chitro offered a truce, and wished to join the Empire. The Current Kelv'alor accepted, and the Chitro joined. A hundred years passed, until a Reptilian Species landed on the Shores of the Home Island. For over fifty years, the Kelvashi fought against a force with superior numbers, and eventually were able to drive them back to their homeland. Building ships, the Kelvashi soon launched an Invasion of their own, attacking the Island home of the Tuang, however, they were stalled by the numerous Reptilians. Calling for a truce, the Tuang offered their services to the Empire, in exchange for resources. So it came to be that the Tuang joined the Kelvashi Empire. In recent times, the Kelvashi have been expanding across the sea, and onto a newly discovered landmass. They currently have a small outpost on the shore of the newly discovered continent, where about three hundred members of Dralsy'a Aliit, under command of Jinclon Dralshy'a, are currently battling some of the native barbarians to bring both Honor and Glory to their Aliit. They also are allowing natives to join their ranks, and fight alongside them. These new members accepted the Kelvashi culture.
     
    Last edited:

    Blackdoom59

    BATMAN!
    The Grand Merchant Republic of Etumas
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    Flag:
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    Ruling House: House Julia

    Dynasty Characters:

    Grand Prince Victor IV 'Golden Eye' Julia, aged 103, a very experienced person, good at diplomacy and ruthless in intrigue. Also the Patrician of Rovardia
    Marcus Julia, aged 30, one of Victor's borther's grandsons, heir to the house of Julia. Most people deem him inexperienced due to his age but it is said Marcus is a genius.
    Alonzo Julia, aged 57, one of Victor's nephews. A master schemer that desires to become the heir.

    Other Important Characrers:

    Patricians:
    Alexander Relivani – Patrician of Illas, aged 63
    Agusustus Relivani – Heir to Illas, aged 25
    Nero Catatria - Patrician of Soforia, aged 58
    Nikephoros Catatria – Heir to Soforia aged 36
    Ajax of Solare – Patrician of Ferocia aged 80
    Vator of Solare – Heir to Ferocia aged 36
    Midas 'the Wise' of Koraki – Patrican of Koraki, aged 41

    Miltiary Comanders:
    Nestor – Master at arms and commander of the republic's armies and fleets.
    Orion
    Phrixus

    Ambassadors:
    Ilirs
    Haris

    Council:

    Diplomacy/Foreign Matters Ministry – Ajax of Solare
    Economy Ministry – Midas of Koraki
    Espionage/Intrigue Ministry – Iustinia Etrusciani
    Public Order Ministry – Haris
    Warfare/Defence Ministry – Nestor


    Religion: The Grand republic of Etumas promotes religious freedom, allowing it's citizens to worship whatever gods they want. More than half of the country, however, worships the stars, or the new gods. There are many temples dedicated to worship spread amongst the country. Etumas is not a very cultural place, people that aspire power think of nothing but money and ways to get them.

    Political System:
    The five Families
    The Grand republic has five leading families, each headed by a Patrician who vie for control and conduct trading throught Rotafar. Each family builds Trade Posts and assembles Trade Zones to build income, and has one of the five provinces along with a Family Palace as it's base of operations, complete with armies and the ability to recruit more men or employ mercenaries. Each Patrician is a vassal to the republic, and can construct warfare and plotting independently of the grand prince as well as hold cities and baronies or even their own vassals. If ever one of the five families dies out, another family will rise to take it place.

    The succession law in the Grand Republic is Patrician elective. The Grand Princes rule a republic, and since republics elect their own leaders, the Grand Prince must be elected. They are not so much elected as chosen, however , from one of the five Patrician families. Each family head can vote on who will be the next Grand Prince, while they cannot vote themselves or their heir. Smaller nobles are asked to vote on the matter when the score is uneven. Elections are held when the Grand Mayor dies, and there is a short period of instability until a new one is chosen, since it can take everything from a day to a month. During this period the Grand Republic is more or less abolished, and each patrician gets to rule his own republic independent from the Grand Mayor.

    Territory:
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    Squares are forts/castles/baronies, big circles are cities, the capital is currently in Starhold, Rovardia, and smaller circles represent minor establishments and villages.
    The republic's lands consists mostly of coastal lands on which marvelous cities are built. Inland , there are very few establishments. Inside each city, there is a family palace, which belongs to the patrician family ruling there. Family palaces are incredibly large, taking the role of castles inside the cities, and are the base of operation for the patrician family. They are generally in the center of the city. (house Julia's family palace in Starhold, Rovardia)

    Soforia
    The northmost province in Etumas, is also the coldest one. Most of the land there is tundra, sometimes covered in snow. Hence it becomes more of an industrial province, with a few forests and herding grounds. The grand city in Soforia is Winter's Peak.
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    (just like in the picture except much larger). Winter's peak is the oldest city in the republic, but hosts the least amount of people at only ~40 000. Soforia currently belongs to house Catartia.

    Ferocia
    Ferocia is the province ruled by the house of Solare. Ferocia is a province filled with lakes, waterfals and bays. In Ferocia there are both forests and mountains, making it the 2nd richest province in ressources in the republic. The city of Lightbridge is an architectural wonder
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    being built using both Solaran and Etumari methods. It hosts ~50 000 people

    Koraki
    Also known as The Koraki Mountains, this is a stony region with very few settlements outside the city. Ressource-wise it's the worst province in the republic, but Koraki was renowned for it's military might, it's men being highly religious in belief of the stars, and very against sacrifice and magic in general. Etumari ships from Koraki are called harbringers, and they are the largest(and possibly hardest to make) vessels that ever roamed the sea. One Harbringers could easily have 1 thousand people on board, and although in the past they were feared, they are used only to protect trade.

    The city in Koraki is called Swordseat
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    and it is the first city to become a republic per se. It's also the richest and most fortified city in the republic, hosting ~70 000 people. Currently ruled by the house of Koraki

    Illas
    The province of Illas has close to no inland basins, but instead an abundance of mountains. The coasts resemble tropical islands, and it's where most of the trading is conducted with the other kingdoms in the north landmass.

    The City in Illas is called Tenositos, and hosts 60 000 people. Illas is currently ruled by house Relivani
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    Rovardia
    Rovardia is the richest province in the republic. It's industrialized up to the point the land is filled with farmlands, mines and quarries, hence requiring multiple establishments outside the city. The coasts are filled with pearls, the mines are filled with silver and gold and the farms produce the best cereals in the country.

    The City in Rovardia is Starhold – the largest and most populated city in the republic, hosting ~80, 000 people.
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    The city itself hosts a mixture of races and belifes, being one of the most diverse places in Rotafar. Ruled by House Julia

    Military Details:

    As expected from a republic, Etumas doesn't focus on warfare, hence a very low number of ships and solders for the wealth and population of the province. Each patrician can raise up to 3 000 solders in the province, from both the city and the other establishments. Even though that counts up to 15, 000, and war some patricians might be reluctant about fighting in the first place, especially if the Republic was the attacker. The wealth of the republic, however, allows patricians to hire mercenaries, buy off enemy generals and use expensive intrigue as their ally. The best and most desired strategy, however, is using the wealth to avoid the war in the first place.

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    Patricians generally make for bad commanders and fighters(though there are exceptions), and so Generals are hired from the military and sometimes from outside the republic. The strongest and most common units are pikemen and crossbowmen. A general strategy is to form a massive pike line with the crossbowmen in the back. All pikemen are also equipped with swords. Republican troops are amazing at defending, but terrible at sieges or attacks.

    Each patrician has around 70 warships in his fleet, but most of them would be on the seas already, protecting trade, which means the Republic has no real standing fleet of ships and can be easily taken by surprise. The merchant ships are armed, although it would take a dozen merchant ships to defeat a single frigate.

    Unique Military Units:

    Armored Karks
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    Karks are mountain-dwelling quadrupeds. They are normally hostile, feeding on rodents and small insects. Growing normally to only three feet tall, Karks have large spiky backs resembling rocks to allow them to hide from larger predators and blend into their mountain homes. In mountain regions, farmers often attempt to herd them, although they are often overlooked and it is difficult to keep them in groups larger than ten. In the Republic, mostly the Koraki mountains, Karks are bred and trained for war. The process of breeding has been going on for so long, The Karks in Etumas are domesticated and rarely hostile. Some are sold outside the republic to mercenary groups or even to other kingdoms that are going to war.

    Etumari Galleys.
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    Galleys are small vessels that are very quick and usually used to protect trade. In Etumas, Galleys are larger, ressembling and replacing frigates, while maintaining speed and efficiency. Most shipments have 5-10 galleys defending it, making republican trade routes hard to pillage.

    Etumari Harbingers
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    The Harbingers are the largest ships in Rotafar, one being able to carry 1000 men. They are extremely durable, very quick for their size and pack a lot of balistas. Very costly to make, each patrician has around 5 harbingers in his fleet.



    Wealth:
    treasury_by_realnam-d7wda4b.jpg

    Although the Republic has luxury resources, most of them are found in Rovardia. The wealth of the Republic can be attributed to the them monopolizing trade zones in Rotafar for the past centureis. The republic has virtually unlimited money, but no patrician will spend a huge sum at once, because that would leave them weaker then the other 4 patricians.

    Trade Status:
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    The Republic's ships and centuries of experience allows them to sail across Rotafar (and possibly beyond ) to bring more product on the market. Trading with the republic offers a tremendous amount of wealth for both sides, thus, no known civilization refused trade with Etumas so far (I assume Orien and Dab are unknown yet).

    The currency used by the Republic is recognized worldwide. Some kingdoms have adapted it, some use it as a secondary currency and have values for their own for exchange. The minted coins of Etumas are simillar to the common copper/silver/gold with the currency being prince/king/emperor. A prince is a very small copper coin with a slim crown minted atop it. A king is a small(a little bigger than a prince) gold coin with a crown minted atop it. A king is worth 100 princes. An emperor is the largest of the 3 coins, and it's a gold coin with a high crown with circles inside minted atop it. An emperor is worth 100 kings.

    In the republic(which is, mind you, one of the most expensive places in Rotafar), a loaf of bread would cost 5 princes. That means you can buy 20 loafs with a king, and 200 loafs with an emperor.

    Political Stability:
    The republic is stable, incredibly so, but during the elections stability decreases.

    History
    The history of the Etumas republic dates back to the end of the Age of Wings, where a group of 5 mages united to defeat the local Feroci Masters. Those mages formed the League of Etumas, a faction which turned to rule the entire west and become a nation. With their obsession for sacrifice, the mages started fighting eachother, the eastern lands breaking away from the league. The 5 provinces of Etumas are named after the 5 mages

    Soforia - After Sofor the Black, an ambitious necromancer
    Ferocia - After Feroc the Bastard, born from a feroci and a woman
    Ilas - After Ilas the Holy, he abandoned his faith in the Old Gods and worshiped The Stars
    Rovardia - After Rovard the Wise, he abandoned his ambition and his life for Etumas to prosper.
    Koraki - After Korak the Glorious, he was the oldest of the 5, and the most successful. Having outlasted his former brothers in arms, he created Etumas as a republic.

    After the fall of the league of Etumas the 5 mages battled endlessly, their wars still studied upon. There are a variety of Books on the matter, the most well-known being 'The sun rises in the west' written by an anonymous scholar, the novels were finished by Grand Prince Victor II, with 16 volumes.

    Eventually, Korak the Glorious outlasted the other mages, whom were replaced by kings and queens. Korak's life was extended through sacrifice, and he died aged 173, after he united the kingdoms of Etumas into a republic.

    House Catartia - Members of this patrician family claim to be the descendants of Korak, and they have ruled over Soforia ever since the monarchy was abolished. The placement of Soforia in the north kept it isolated from many events that happened within the republic. When Korak demanded the King of Soforia to sit down, he refused, and he was killed, leaving House Catartia in charge

    House of Solare - Ferocia was in war with the Koraki mountains, and the Queen of Ferocia had more assets then the old mage. A small fleet of Solaran deserters and refugees from the Splinter war came to Ferocia in a desperate search for aid. The queen agreed, but when their ships docked the Solarans were imprisoned and forced to fight against Korak and his armies. During the battle, the solarans turned against their tyranical queen and joine Korak, winning the battle for the republicans. Korak rewarded the solarans, allowing them to stay in Ferocia, and their leader, Koto'Zaen was rewarded with his own patrician house that would last centuries. Solarans have influenced the growth of Ferocia and the republic as a whole.

    House Etrusciani - They have the best claim of being the descendants of Korak. House Etrusciani ruled Koraki for centuries afterwards, most elected Grand Princes were elected from this house, and thus they became the strongest of the 5 patrician houses. Popularity came with a price however - after multiple assassinations and mysterious accidents, house Etrusciani ran out of male members, and now Koraki is ruled by a newborn patrician house, the house of Koraki, with the only member being a powerful merchant, Midas the Wise, who gained control of the republic through marriage.

    House Relivani - When Korak attacked Illas, the King agreed to surrender after only a few non-decisive battles, and thus preserved his house.

    House Julia - The members of this house claim to be the descendants of Korak. Korak already had control over Rovardia, Rovard the Wise gifting the province after his death. House Julia rose to power as a patrician family, and through intrigue they aided in the destruction of house Etrusciani, thus becoming the strongest house in the Republic.



    Starting Stats:
    + Incredibly Wealthy
    + High Population
    + High Stability
    + Little religious and Cultural Tension
    +Trade $$$
    +Fortified Cities
    +Strict Border Control

    +-Strong but scattered navy
    +-Involved in the slave trade
    +-Legal Magic is outlawed in all provinces but Rovardia
    +-All races Accepted

    - No state religon
    - Not very cultural
    - Very weak army
    - Hated by most monarchs
    - Rivalty with all other republics
    - Food Shortanage, starvation without importing

    Extra Info: There isn't any real way of forming an alliance with a republic, since they are viewed as burghers and not nobility by most monarchs, marring into a patrician house doesn't get you an alliance.
    The Republic will try to avoid wars, and maintain peace between all nations in Rotafar, since they have to postpone some trade routes during wartime of other nations.
    Since the patricians rival eachother, they don't really cross-marry. Which is why a lot of people from the patrician houses mary into the same house. That is usually between cousins, but there are no laws against sister-brother marriages.
    Slavery is legal to an extent. A child of a slave is born a free man, yet the slave cannot break his contract unless the employer agrees. In Etumas, Slaves aren't found outside the 5 cities(except for Rovardia), and their number is low since they are always shipped to the highest bidder, netting a lot of money from the slave trade, to the Republic. Rovardia needs a lot of laborers, and thus slave are most common there.
    Although illegal, Sacrifice is sometimes practiced in secret by members of the patrician families, be it on the slaves or for intrigue.
    Due to very good sanitation and lack of wars, the population in Etumas is ridiculously large compared to the other kingdoms, possibly the highest population in the world, with ~600, 000 citizens, half of which reside in the 5 cities.​
     
    Last edited:

    Skyrimosity

    Well-Known Member
    Name: The Kingdom of Lotharine
    Kingdom Banner
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    The sea shows that Lotharine is a nation destined for Naval Glory, The Rising Sun a symbol of Lotharine's capability of growing and becoming "brighter", the Bird to show Lotharine's ability to soar past all obstacles.

    Ruling Dynasty: The Joffer

    Dynasty Members:

    King Romain Joffer - 44 - King Romain assumed the throne at the young age of 20 following the death of his father, King Arthur. The King is highly ambitious, and the mighty Lotharingian Navy has been greatly expanded under his leadership. Diplomacy has been cast to the side in favor of expanding, but all expansion has been centered around the nearby islands.

    Queen Alexandra Joffer- 40 - A Noble Queen who was the daughter of a powerful Aristocrat.
    Married to Romain when she was just 15 in an arranged marriage but has come to appreciate her husband.

    Prince Lucarn Joffer- 17 - A mirror of his father, truly. Studying the military arts since he was a young boy, Prince Lucarn knows about as much about the Seas as any Admiral in the
    Lotharingian Navy. He aspires to be a great military leader.

    Prince Tolin Joffer - 14 - A youth struggling to adhere to his Royal Lineage, Tolin has begun to feel badly for the poorest of the population within Lotharine.

    Princess Amilia Joffer - 9 - Enjoys the finer things in life, few friends are the daughters of nobles.

    Cousin to the King, High General Varran Aurrus - 40 - The strategic minded Varran is not afraid of losing lives in war if it furthers the cause of victory. He is a ruthless man who knows that sacrificing soldiers is a necessary move in the grand game of war. He has studied the great battles of history and understands tactics.

    Other Significant Characters

    Grand Admiral Oriton Cines - 55 - Grand Admiral Cines worked his way from simple sailor to the leader of the Lotharingian Navy. His word is, perhaps, the most highly respected in the Kingdom. It would be difficult to imagine even King Romain arguing with Cines. Still, Cines knows his place and will listen to any order from the King with unquestioned enthusiasm. For, as he sees it, if he shows signs of disobedience then the sailors will as well.

    High Ambassador Vodus Maco - 36 - While well versed in the language of diplomacy, he lacks the experience of many other diplomats. Still, he believes that Lotharine is a powerful Kingdom and never negotiates from a position of weakness. Even if Lotharine were weak, Maco would make it seem strong. His youthfulness made his appointment somewhat controversial, but his love for the Kingdom is unquestioned.

    Religion

    Lotharine worships two chief deities: Artrius, the god of the Sea, and Trite, Lord of the Harvest.
    There are a number of secondary deities including Parthion, god of Fertility; Micus, God of War; Tera, Goddess of the Forest; and many others that are worshiped more in certain areas of the Kingdom than in others.

    Political System

    The word of the King is the law of the land. The nobles own around 25% of all land within the Kingdom, an amount lower than in many others. As such, this causes the peasants to have more opportunities through most parts of the Kingdom. This attracts people from other nations to immigrate to Lotharine in order to seek out a less-oppressive life style. That being said, the Nobles still are capable of living quite a rich lifestyle and the poorest of peasants live in terrible conditions. All races are accepted, but humans are clearly considered dominant.

    Territory Detail, e.g Terrain, Cities, Forts etc.
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    There are a number of forts along the border, in order to help defend the border in case of attack. The area around Orion consists of the Teran Forest which stretches from just east of Camdale down to Orion and to the border (basically the whole North-east). Camdale has a castle at the center of the city for defense.

    Military Details

    The Standing Army consists of only 12,000 soldiers.

    Army of Varran Aurrus (5000)(stationed outside Tertium)
    1st Lotharingian Infantry - 2,000
    1st Archer Division - 1,500
    King's Cavalry - 1,000
    Royal Armsman - 500 - These men are the most elite force in all of Lotharine. They are fiercely loyal to the King, refuse to lose, heavily armed and even more heavily trained, and are drawn of veteran forces from all other divisions.

    Army of Silian Cretius (4,000)(stationed in the Teran Forest near Orion)
    2nd Lotharingian Infantry - 2000
    2nd Archer Division - 1000
    1st Lotharingian Specialist Brigade - Soldiers who are not superbly skilled in any area but are able to be good in a number. Some are soldiers who may fight melee or ranged, some are mages who show talent in non-Arcane arts.
    Orion Woodsman - 500 - These men are natives of Orion and are masters of the Teran Forest. They may shoot arrows from a tree, or ambush foes if they are called for combat in the Forest. They are masters of survival, each man capable of surviving on his own. As such, they are called upon for reconnaissance in times of war.

    Army of Ildoni Ratorious (3000) (stationed outside Torin)
    1st Lotharingian Infantry Battalion - 1400
    3rd Archer Division - 1000
    Royal Knights - 500 - The plains near Torin are perfect for cavalry warfare, and as such the most elite cavalrymen of Lotharine are placed here.
    1st Arcane Squadron - 100 - A strong group of Mages who have turned the mastery of the Arcane Arts into a weapon to be wielded against foes.

    The Lotharingian Navy, the pride of Lotharine, consists of 100 warships and 45 trade ships. There are, at the least, four mages aboard each ship which means the Navy is capable of setting enemy ships ablaze with magic as well as other weaponry.

    Wealth

    Lotharine is a Kingdom of moderate wealth; certainly it could be one with much wealth if spending on the Navy were not so high.

    Trade Status

    Lotharine attempts to be as self-sufficient as possible, but maintains trade with many other lands. If anyone has something which could be of worth to Lotharine, then they are a trading interest.

    Resources

    Resources such as iron are rare within Lotharine and as such are traded for from various people. Forests, however, abound in the Kingdom thanks mostly to the heavily forested islands off of the mainland. These forests are what allows for the mighty Navy to be so powerful. In addition, the lands near Torin are extremely fertile and produce bountiful harvests of food almost every year. The years that they don't, fishermen are able to produce enough to prevent famine.

    Political Stability

    The stability of Lotharine is certainly not it's strongest aspect. The small Noble class has resulted in a very connected network of nobles, meaning that in any time of crisis the nobles could link together and lead a revolution. In addition, the varied races and immigrants cause a low amount of national unity.

    Starting Stats

    Large, powerful Navy. Small army. Accepting of all races, Accepting of mages. Stable growth with the ability to feed a growing population. Low iron and steel reserves but abundant timber. Moderate chance of revolution in time of crisis.

    Extra Info
    Population ~350,000, Slavery illegal. Sacrifice is "illegal", in that it is officially banned but practically encouraged among military mages.

    Blessed City
    "Oh what a joy it is to be
    Among the True in this city
    Where Artrius, fangs covered in rich battle's blood,
    Met Trite, Arms covered with hard work's mud.
    And the two of them agreed
    To create a land to be called Lotharine"
    ~ Anonymous Author, dubbed The Poet.
     

    Dabiene Caristiana

    Your friendly neighborhood weirdo
    Kingdom Name: Coradum (Core-uh-Doom)

    Kingdom Banner:
    upload_2015-2-15_3-9-48-png.39411


    Ruling Dynasty: Clan Ailoik

    Dynasty Members: Rax (King) Rafursek Ailoik, Age 55; Rasirik (Prince) Urkiver Ailoik, Age 22

    upload_2015-2-18_16-46-40.png
    Rasirik Urkiver Ailoik

    Adviser: High Priestess Diddala

    Generals: Tisurover, Head Military Chief

    Ambassadors: Pocidak

    Treasurer: Marcosurek

    Royal Bodyguard: Ciksudak

    Head War Rider: Barsurak

    Head Sun Warrior: Fursekas

    High priests or priestesses are advisers. High priests are rare, and usually it's a female that takes this position. A High Priestess has direct communication with the gods. She also gives advice to the King and Prince. It is her duty to protect the royal clan at all costs. She is able to cast illusions and transfigure people into terrible beings that resemble minions of Prisu. However, such a feat requires vast amounts of energy. As such she only uses her magic to commune with the gods, and scry across the lands in search of any danger in her private chambers. Diddala's name comes from the Coradi word for 'guide', Diddal. A fitting name for a Seer and adviser. She is old and wise, like others before her. A High Priestess goes through years of training to keep the mind at peace and clear in order to communicate with the gods and be in touch with the magic around her.

    There are a few generals but for Coradum, there is no need for many of them, with most of their military concentrated in one place. Tisurover is head of the Cavdor Keeps military station and the Head of the entire Coradum military. The only one that can give orders higher than him is the King himself.

    Since Coradum doesn't have much in the way of communicating with outsiders, there is only one Ambassador named Pocidak. He is practiced in multiple languages as an Ambassador should be and tolerant of other religions. Which is odd for a Coradar. Kind and patient, he is always open to negotiations with other kingdoms.

    Marcosurek is in charge of the treasury and finance. Ciksudak guards both the Prince and the King with his life. The head war rider and sun warrior are also there to protect the King and Prince. But they also can take command of any of the warriors they are the heads of, except in the case of the King, Prince, and Head Military Commander Tisurover.

    The Huntresses do not have a head military commander, but instead the Mounted Huntresses report to the Head War Rider, the infantry huntresses reporting to Fursekas.

    Religion: Laomdarism

    The religion of the Coradar is a pantheon of powerful gods. They portray varies different aspects of creation as well as work, commerce, and laws of life in general. On the flag of Coradum, there are ten points to the sun behind the Man-Lion, Laomdar, the Chief Deity. However, he also has a point on the rays of the sun. These points represent their combined power and unity. Unity is very important to the Coradar people. They also, unlike some cultures like to think, are not abusive to women. In fact, they respect both genders, knowing that both are required for life. And it is the gods will and scrutiny that they do not abuse that. As such, women and men are proud of both genders knowing that both are needed to create life and end life in war. Women are therefore allowed to go to war alongside their men. Some may see this as a shock. Women are also not allowed to marry until they have shed first blood. Same goes for men. This ensure none are afraid to protect those they care about and are able to fight to the death for their family and people. So far, it is proven successful, for many men and women are eager for blood and battle or a fight in the bar. However, it is a serious crime to kill another Coradar. For them, if you take a life, your life is forfeit. Such is the way of Laomdar, the Man-Lion God of War, Justice, and Courage.

    Chief Deity:

    Laomdar (Lay-ohm-dar): Man like body, head of a lion. Carries a spear. Patron of War, Justice and Courage in Battle. Favored among Veteran Warriors. He is the father of all the deities. Symbol is the Lion.

    Other deities:

    Aicsik (Ache-sick): God of Growth, Harvest, brother of Tarro, depicted as a wise farmer, symbol is the sickle. Favored by farmers for a good harvest.

    Pridamseo (Pre-dAWm-zeoh): God of Wisdom and Logic, depicted as a robed old man, symbol is the owl. He is popular with the High Priest and Priestess.

    Sur (Sir): God of the Sun, depicted as a young man holding the rays of the sun. Symbol is the sun.

    Limo (Leh-moh): Goddess of the Moon and the Hunt, depicted as a white wolf, symbol is the moon. Favorite diety among warrior women.

    Tarro (Tar-roh): God of the Earth, brother of Aicsik, Protector of the forest, depicted as a stag centaur. Symbol is the head of a Stag. Revered by Hunters.

    Ovak (Oh-vaak): God of Wealth, Prosperity, and commerce. Depicted as a merchant, Symbol is the wheel. Revered by merchants, blacksmiths, other tradesmen.

    Sorik (Sore-ick): God of Healing and Good Health. Depicted as a priest. Symbol is the snake. He is very popular with healers.

    Airu (Aeh-rew): Goddess of the Dawn, bringer of life. Depicted as a young robed woman. Symbol is the tree. She is popular with new mothers. Wife of Laomdar

    Prisu (pre-sew): God of Death and guide to the afterlife. Depicted as a tall gaunt man. His symbol is the skull. He is the arch rival and blood brother of Laomdar.

    It is said that Prisu and Laomdar were blood brothers. However, both had different ideas on the creation of life. Laomdar one day met Airu, the Goddess of life. The goddess was quite beautiful, wise but quiet. Though she was not afraid to speak her mind. One such thing was the creation of the children of Laomdar. Prisu was furious that not only did his blood brother stole what he thought was his, and not only that, but also courting and seeding her!

    As the children of Laomdar grew, they began to show the powers of the gods. Laomdar loved his children dearly and would do anything for them. Prisu in his jealous rage, sought to curse the children of Laomdar. All were cursed except Limo. Limo sought revenge and tried to tell Laomdar what had happened. Years and years of deceit by Prisu had fooled Laomdar. Instead of the supportive blood brother, he had a lying and hateful brother! Laomdar's wrath was seen in full force. His now mortal children, Limo and him and his Wife Airu chased after Prisu, who went into hiding. Once they found him, he demanded payment for Laomdar's stealing. Enraged, Laomdar fought Prisu. It is said the mountains around them grew and took shape. The children of Laomdar fought Prisu's dark minions relentlessly for their father. The battle was a stalemate for Laomdar. But he saw his children being defeated and with great sadness for them, decided to accept Prisu's deal. Prisu wanted full control and guidance to death, as well as Limo to be his bride. Limo agreed. Laomdar however, didn't.

    They fought again just the two of them. It is then said, that the sky, the trees, and earth grew tired of the pointless fighting. So then came Tarro, Pridamseo, Sorik, Aicsik, Sur, and Ovak. Lost Children of Laomdar who managed to escape Prisu's wrath. The fighting ended. Pridamseo in his wisdom said that none of them were better than the other, that they all had their fated tasks, and if they were to pointlessly kill each other there would be none left, the earth ruined. They were both selfish in their actions. Laomdar felt remorse for what had happened. As did Prisu. But that did not stop the new God of Death from keeping hold of the curse.

    So it was agreed between the gods. Prisu would keep the rules of death solid. Airu would create life. Torro would safeguard the woodland realms. Pridamseo would guide the reckless into wisdom. Aicsik would help keep the lands fertile. Limo would help young girls become warrior women. Sur would help give the land a youthful glow. Ovak would help the mortals trade and share. Sorik would help share the knowledge of life and healing. And Laomdar would forever keep watch of his children, the Coraduns. For they were born warriors of the sun.

    The King of Coradum is said to be blessed by the gods themselves. No outsiders know of how this is done or in what way. Though it is suggested that the gods leave a mark upon the newborn. And any worthy heirs. If such a time comes that a Kings heirs are not chosen, a new heir is immediately searched for. For all are children of Laomdar. And they would not squabble for a throne or pride like Prisu did.
    Political System: Coradum is based a little bit on Feudalism and right of birth. The King controls all of Coradum. There are no lords or dukes. The high priests and priestesses give him advice based on their visions from the gods. Pridamseo is said to give them the 'seers' mark at birth. They are the magic guardians of Laomdar's chosen. As such, even though Coradom could be thrown into disarray should all heirs and the King be assassinated, the Coradum people would unite strongly and throw out anyone who would invade. Should this happen, the Head Military Commander would take charge and immediately make orders to find the next heir. However, the High Priest or Priestess would usually be the one to rule the Kingdom until said heir is found.

    Territory Detail, e.g Terrain, Cities, Forts etc:
    upload_2015-2-15_15-23-51-png.39502

    Basic Map

    upload_2015-2-15_15-42-41-png.39512

    Labeled map

    Coradum covers an area of 10,000 square miles. Of this, 27% (8,148 sq. miles is arable land, and 72% (17,000 sq. miles) is wilderness.

    The kingdom is largely protected by a dense forest and a mountain range splitting the country. It is also said that any who harm the forest without Tarro's permission (such as wood needed for fires or building) will immediately be attacked by the tree spirits. If Tarrow graces a hunter with his presence, it is said the hunter is blessed. The nation of Coradar peoples is completely surrounded by the forest. The rest inside is farmland and the Morakik Mountains.

    Coradum has a total population of approximately 350,000 civilians; 50,000 soldiers. The largest city, Edemik, is the capital and has a population of 50,000. The city covers approximately 824 acres. The city has 299 noble houses. The peace is kept by 350 guardsmen. For those more concerned about their soul or relationship with the gods, there are 1573 clergymen and 78 priests. The second largest, Gursik, has a population of around 40,000 people. The city covers approximately 659 acres. The city has 279 noble houses and the peace is kept by 248 guardsmen. Their are 749 clergymen and 40 priests. There are other towns: Arraseik, Arekemik, Toramsik, Pomurkik, Lerebaik, Lebirmik, Madeuromik, Amseik, Arbomik, and Posoqeik. There are dozens of villages. One notable one is Verreo. Each town has approximately 6,000-12,000 civilians with around 20-100 guardsmen. There is only one castle where most of the military is stationed at. Cavdor Keep. The Keep of Cavdor is on the smaller side, consisting of a medium sized keep, one ring of wall for defenses, and two small towers with one large round tower with a mounted bastille. Cavdor's population is approximately 10,000. Cavdor is occupied by more than half of Coradum's military, lead by Military Chief Tisurover. Cavdor is situated right in the middle of most of the settlements and cities with the mountains providing a natural protection. Making the small Kingdom easy to defend.

    Given that they are not allowed to expand due to farming and food support limitations, there is also a population cap. The law that was passed ensured there would be no more than 2 children per family. This way, the population stays roughly the same over a good period of time with no need for more lands and expansion.

    Military Details:

    Coradum's military size is a bit on the large side. This is due to their culture and love of fighting. Being part of the military is a right of passage. Therefore, most of the population has served in the military at some point. Due to its size, food support is almost at its peak. So, should any kingdom worry about Coradum taking lands, they should rest easy. Expansion is far from their interests due to the capped food support and having no naval base. However, if someone did ally or make peace with the Coradar peoples, they would have a very strong military ally. Should a kingdom with strong military organization teach the Coradar strong military techniques, they would be at an advantage. Most of the military is composed of Heavy Infantry. Details of the military and it's recruitment are as follows:

    There are those that are blessed with the strength of Laomdar. These are known as Warriors of the Sun. They are hand picked and greatly sought after by the military. Often taken from birth. However, this isn't terrible among the people. To be chosen as a Warrior of the Sun is a huge honor. And is not refused lightly. The same goes for the women. Should a girl be blessed by Limo with uncanny skill in archery and horseback riding, they are known to be Huntresses of the Dawn.

    Coradum mostly contains infantry. Light and Heavy to be exact. Though Coradum has cavalry, horses are a bit of a commodity. Since they have no one to trade with currently, horses are known only to be obtained by wealthy and noble houses.

    Should a blessed Warrior be chosen, and he is of a wealthy family, he may choose to be part of the Battle Riders. These riders are skilled horseman and can cut down men with ease with their long and crude blades. Once they have killed enough enemies and have obtained 5 years of service, they are promoted to the status of War Rider.

    upload_2015-2-15_3-10-50-png.39421

    A Battle Rider

    They are upgraded with better equipment and weapons. War Riders have horned helms, with sockets for eyes that seem to glow red. Their armor is spiked and worn looking but very tough. Their war axe is made of a black metal that is said to cut through stone easily. Their square shield has the face of Laomdar. Their horses are decorated and plated. It is also painted to have the horses look like giant rabid dogs instead of original steeds. All this makes them look terrifying. Imagine, a screaming warrior riding a charging horse, both steed and warrior screaming and snorting, with red glowing orbs coming out of the mans eyes swinging his axe about! When a unit of War Riders charge you down, you better turn the other way, or at least have a few spears handy.

    upload_2015-2-15_3-11-25-png.39431

    A War Rider

    For the women, should they have enough money to purchase a horse, they are simply known as a mounted huntress. Though combined, the mounted huntresses are still part of the group known as the Huntresses of the Dawn. Both mounted and foot huntresses also also have a longsword for close range. Both are very deadly at gorilla warfare. The horses are very fast. Unfortunately, in order to remain mobile, the women are very lightly armored. Which is why they depend on their male counterparts to defend them in the front.

    upload_2015-2-15_3-12-21-png.39441

    Huntress of the Dawn

    upload_2015-2-15_3-13-13-png.39451


    A Mounted Huntress

    The Warriors of the Sun wear the same armor as the War Riders, sans the helm. They carry a long deadly spear and are masters of battle. All men are trained from when they are first picked, going through extremely tough and arduous training to become a Warrior of the Sun. Some even die due to the harsh training. But it is part of seeing that only the tough protect the Children of Laomdar. This is an honor. It is not taken lightly. So the training is tough, grueling. But once they are finished after 10 years, they become a force to be reckoned with.

    upload_2015-2-15_3-9-0-png.39401

    A Warrior of the Sun

    Unit sizes:
    1 Unit of Warrior of the Sun = 200 Soldiers
    1 Unit of War Riders = 50 riders
    1 Unit of Mounted Huntress = 25 riders
    1 Unit of Huntress of the Dawn = 100 archers

    Currently Coradum has 125 units of Warriors (25,000 soldiers), 187 units of War Riders (9,350 riders), 126 units of Mounted Huntress (3,150 horse archers), and 125 units of Huntress of the Dawn (12,500 archers). Cavdor has 55% of the total military stationed there. (15,000 Warriors, 6,000 riders, 2,000 horse archers, 7,000 archers) The rest of the towns have a small amount of military. About 25% of the population of a town or city is occupied by Military. 50% of that amount is Heavy Infantry.

    The military is not very organized unlike some kingdoms. They don't really use formations, though the Warriors of the Sun do use the 'Pike Formation' or 'Spear wall'. Otherwise, They depend on their size and numbers to overwhelm. Though it is not a huge blow. The kingdom's army is disciplined enough to travel great distances without tiring. If there was an event of a siege, if attackers somehow managed to get through the forest, warriors of the town or city being attacked could hold out for a while before Cavdor's stationed army arrive.

    Coradum's warriors may seem savage like and horrible, but they do have one quality that separates them from most warriors. Once they are assigned to someone or something to protect, they will do so to the bitter end. These warriors are extremely loyal and do not fall easily.

    Wealth:

    Even though they are thought to be barbaric savages by outsiders, they are developed enough to have their own currency. The populace are eager for work and thus, the economy is strong. They are not known to trade with anyone. Mostly due to outsiders bigotry and rumors about them. They are well off on their own. Their coin system is as follows. The coin name is called the Cuem. The values are as such: Oak, Oarek, Comau, Airik (Bronze, Copper, Silver, Gold, respectively).

    upload_2015-2-15_3-18-58-png.39461

    An Airik cuem, with Laomdar on the back side

    upload_2015-2-15_3-21-5-png.39471

    An Airik coin, front side. Note how many points it has. 14 instead of 10? They say it's the symbol of Sur, the Sun god.

    System: 1 Airik = 5 Comau | 1 Comau = 2 Oarek | 1 Oarek = 5 Oak

    Compared to real life Dollar currency:
    1 Dollar = 1 Oak
    5 Dollars = 1 Oarek
    10 Dollars = 1 Comau
    50 Dollars = 1 Airik

    Anything that is lower than one dollar or an odd value, the price would be haggled, or something else of value would be traded. (Jewelry, food, clothes, etc.) There isn't really much of a 'middle class'. There are the workers, who help provide food who are on the poorer side. Then there are the high class that usually are involved in the military. They are the protectors. Everyone has a place and value in society and is not judged for it. Should one sit and do nothing with their life however, is seen as a disgrace.

    Trade Status: No one trades with Coradum. Though they would consider it. They also have no naval port. So sea trade is out of the question. They do have dirt roads within the kingdom for travel but none that lead outside the kingdom for obvious reasons. If one were to trade with Coradum it would have to be a very valuable and profitable trade for them to create their first dirt road leading out from their homeland.

    Resources:

    Wood, Stone, Iron, Tin, Gold. Coradum Oak is valuable due to Tarro guarding the forest extensively. Only Laomdar's children can cut the wood. But they must also replant and replace the lost tree. Or else face his wrath. Iron, tin and stone are also very plentiful. There is also a very mysterious substance that gives the Warriors of the Dawn powerful armor. But it is very hard to shape. Coradum is also known to have quite a few gold mines. So much so, they developed their own currency!

    Political Stability: The people are concerned about the heir, having no wife or child. There is currently disputes between noble houses over this. Some rumors have claimed to have the true heir, painting marks on their children to seize the thrown. Such acts are scorned and peoples who impersonate the chosen leader are immediately sent to the stocks to be publicly shamed. The child is taken from the parents and placed in a new home. As harsh as this seems, no child shall be raised with gods forsaking liars, for this leads to bad behavior and morals. Such is frowned upon by Laomdar.

    Starting Stats:

    Medium Wealth, Very Strong and diverse Military, no navy what so ever. Strong but crude building structures. Concentrated military in one area. Natural defense of Forest and Mountains. Looking for trading opportunities. The Rax, or King, is looking to marry off his only son. His wife and Queen died due to illness. They are not looking to expand, but may prove to be useful allies to a kingdom looking for aid. With a good reason of course.

    Extra Info:

    Although the legend of Laomdar and his children would seem ancient, the united peoples of Coradum are only but a few hundred years old. The Coradum peoples, a thousand. The people aren't much for politics. Though there are civil disputes between noble houses/clans of various cities/towns. Worship is open everywhere. Though there is some religious intolerance with other nations' religion, they do not seek to be the dominate religion. Though getting into Coradum is hard, fire is something that can take down the forest. They also have no navy to speak of which puts them at a disadvantage for many obvious reasons. Despite the fact they are near the ocean, they dare not disrespect Torro and cut down thousands of trees and kill many animals just to make a port. Their army may seem powerful, but they lack the discipline of a real military or army. Those looking to take the forest should be very cautious. There are spirits that reside there. Some that take on the form of angry trees and Golems! But... Those are rumors.. Right?

    Language: Coradi

    The Coradi language sounds harsh and slightly hard on the tongue. The language is still being developed at this time. Here are some sample sentences that would be spoken to you by the people of Coradum:

    What are you doing? Pied kims vuk foceamsak?
    Where are you going? Ube kims vuk iamk?
    Hello, how are you? Sorqa, pie kims vuk?
    Hello, what is your name? Sorqa, pied aks sie proamukam?
    I would like a room, please. Asu nuries aku ro carro, procara.
    How was work in the fields? Pie fies ovik em ro asruk?
    Laomdar be with you. Laomdar ares cik vuk.
    How is he? Pie aks ivka?
    How is she? Pie aks pioa?

    Writing in Coradi is similar to Anglo-Saxon script.
     
    Last edited:

    Simus

    An Excellent Site Member
    The Solaran Fleet

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    This is the flag of the fleet and the Solaran people. The flag used to be a golden sun over a blue field, the symbol of the Kingdom of Solare. The flag was changed after the Splinter War when the Solarans lost their homeland. The red field on the flag represents the blood spilt to defend and protect the fleet and the blood lost trying to defend the Homeland. The white background represents the tears shed by the Solarans over their lost homeland and the hardships they've endured since. The crescent moon is a waxing moon, embodying the Solarans' belief that despite being a shadow of their former selves they will restore their home and make it even better than before. The star is Solare, their lost homeland. Like the stars in the night sky its memory is always there to guide them, to remind them what they live, fight and die for.

    Government

    The Admiralty Board

    Admiral Shala Rosenkov: Admiral of the Patrol Fleet, 62
    Admiral Peter Garrel: Admiral of the Heavy Fleet, 54
    Admiral Paul Sable: Admiral of the Civilian Fleet, 53
    Admiral Livinia Morrigan: Admiral of the Mage Fleet, 49
    Admiral Simon Harrow: Admiral of the Assault Fleet, 54

    The Conclave

    Admiral Shala Rosenkov: Mediator of Procedures
    High Forcemage Isidor Morrigan: Speaker for the Conclave and brother of Livinia. 47
    Inquisitor Lord Mordecai Toth: Enforcer of Procedures, 48
    Conclave Representatives (1500)

    Other Important Members

    Alice Harrow: Simon's daughter, 16
    Jessica Garrell: Edward's daughter, 16
    Emily Rosenkov: Shala's granddaughter, 10
    Inquisitor Elspeth Adrastia: Guardian of the Pilgrims, 55
    Sun Keeper Virgil Astora: Holy warrior and Gabriel's second in command, 27
    Dimitri Merichovsky Aspiring mage and pilgrim, 18

    Religion

    Solarans have a monotheistic religion centered around one god, Pelor. They believe that Pelor is the creator of the universe and the world. The religion is taught from a holy book called the Way of the Sun and it details what happened at the beginning of time, how and why the world formed, what the Solarans can expect in the afterlife and what is expected of them while they're alive. The book divides time into three distinct sections. The Age of Chaos, the Age of Light and the Age of Darkness.

    The Age of Chaos

    The Age of Chaos is described as the formation of the universe and is shrouded in the most mystery. Rotafar existed during this early time but it was not as modern humans know it. The world was shrouded in great storms of fire that blotted out the sky. Humanity existed to serve insane and bloodthirsty gods who changed the laws of reality on a whim. Horrible beasts and monsters roamed the charred, desolate land. The oceans were made of molten rock, nothing grew on the land, humanity was granted just enough to survive. Suffering was unimaginable. But one day a champion rose. A man who was immune to the taint of chaos and who could inspire others to fight it. His name was Pelor and he traveled the world, uniting and freeing humanity and slaying all the beasts and monster the gods could throw at him. This gave humanity hope and Pelor allies. They gave him strength and courage when his own doubts came to haunt him and he led them to victory. Pelor taught humanity how to wield a new energy, an energy that could fight chaos. Those who learned his gift became his disciples and many became his friends. Over time they gathered a large army and took back their world country by country. Where Pelor conquered, life took root. Grass grew, flowers bloomed, rain fell for the first time. The humans had never seen anything so beautiful and it repulsed and weakend the demons. Soon the gods themselves sought Pelor's destruction. Nito, the oldest and cruelest of the gods, made his own army and started to conquer the new human lands, burning everything that lived. The two armies soon met each other and Pelor and Nito did battle. Both sides ceased their slaughter to watch their champions fight, knowing that the victor would decide the fate of the entire world. Nito had the upper hand and it seemed that Pelor would be defeated but at the very apex of his victory Nito grew overconfident and Pelor saw an opening. With the last ounce of his strength Pelor thrust his holy greatsword into Nito's chest and channeled his very life essence into it. Nito became covered in white cracks and then was destroyed in a white ball of fire that shot into the sky. There was a massive explosion and the remaining human forces were afraid that their champion was lost, but what they saw amazed them. A great ball of fire was on the horizon and its golden rays lit up the world like nothing they had ever seen. Pelor was gone but the demons were all destroyed and the fires that had once consumed the very sky were gone, leaving only blue with white clouds. These men and women had witnessed the first dawn and with it The Sun was born.
    They knew this was Pelor's work and that with his dying breath he had saved them all. Pelor told them these things in their minds and said that the world would be free forevermore from chaos and darkness. He and the sun were one in the same and they would forever light the world.

    The Age of Light

    The Age of Light is the current age and is written as a history of the Way of the Sun. It describes how the religious institution grew, who the early leaders were and contains several letters to new and existing churches. The letters detail things like how to solve specific problems, how to live one's life, the importance of the sun to everyone, and the reminder that the sun and Pelor are one in the same. Solarans believe that when someone of faith dies they are transported into the sun to join Pelor and the faithful in an earthly paradise. It isn't so much a place where someone can get anything they want on a whim so much as a place where someone feels truly content. They spend eternity doing whatever they feel they were meant to do and whatever they enjoy. Eventually they start caring less and less about mortal interests and more and more about joining the paradise itself. When this happens they are said to join a greater whole. The greatest of warriors and solders are said to join the Knights of Pelor after death, an order of the greatest heroes that battle demons all day and feast all night. Any woulds are magically healed and anyone who dies is reformed after a few hours. The knights spend an eternity defending Pelor's paradise and training for the inevitable day when chaos returns.

    The Age of Darkness

    This age hasn't happened yet and The Way of the Sun isn't clear on when it does. Only that it will occur some time in the future. It is said that someday Nito will return to seek vengeance on Pelor and wreathe the world in fire. Pelor will know when this happens and will descend down to Rotafar and judge the world. Every soul, believer and otherwise, will be judged. Those found to be good and faithful to themselves and others will be saved and join Pelor's army. Those who are not will be left to burn with Nito and join his army. It is said that Pelor and his knights will return to his paradise and ready the faithful for the final battle. The end of the world. Everything mortalkind holds dear will be destroyed and all hope will seem lost. Pelor himself will die in this final battle and Nito will appear victorius. All the faithful will die before this and must watch this from oblivion but the text speaks of hope. When the last of the faithful falls and Nito claims the universe he will be destroyed forever and a new world will form from the ashes of the old. A world of light and hope free from evil due to the sacrifices of the holy.

    Modern Interpretations

    The Way of the Sun was written roughly 1200 years ago, around the time of the Age of Wings where humans served as slave races to harpy and feroci empires. Modern Solaran scholars speculate that the book wasn't written literally as was previously thought. It is more likely that it was written in the context of humanity's plight. A people enslaved by winged monsters would empathize with a story about early man being enslaved by demons and chaos and would garner hope from Pelor's revolution and ultimate sacrifice. This would evangelize what was at the time a new religion and not only help humans cope with their situation but give them the courage to change it.

    A common Solaran proclamation in times of joy or relief is "Praise the Sun!" This has been part of Solaran speech for hundreds of years and has become a normal part of the vernacular. When someone says "Praise the Sun" they may be giving thanks to the ball of light that makes all life possible or to the sacrifices Pelor made to save the world. A person could mean both or be thanking Pelor himself for intervening on their behalf. Pelor and the sun are interchangeable in most situations.

    On the other hand, a common Solaran curse is "By Nito!" or "Nito curse you!" This expresses a clear wish to see someone else harmed or to express extreme frustration. "By Chaos!" or "What in the name of Chaos?" Is used to express frustration at a seemingly unfair, impossible or unimaginable situation when other words are insufficient. Any of these are considered impolite at best and an attack at worst by faithful Solarans.

    Most Solarans believe in the Way of the Sun but not all of them. Considering the amount of time between the Age of Chaos and the Age of Light is vague at best the Way of the Sun doesn't deny the existence of other deities and therefore doesn't demand violence or forced conversion of gentiles. This includes other Solarans. The Way of the Sun isn't a state religion and other religions, such as belief in the Old Gods or the Vorrindor Pantheon, are tolerated. Non-believers are usually slightly isolated from their peers as they go against their society's expectations but aren't treated any differently. Mistreating, discriminating against or abusing a non-believer because of their belief is illegal and is dealt with harshly. Spiritually, The Way of the Sun demands kindness and understanding for all people, including gentiles so not doing so would go against teachings. Practically, the fleet couldn't function if a religious dispute got out of hand so any that appear must be dealt with decisively.

    Political System

    The Solaran Fleet is ruled by two governing bodies, the Conclave and the Admiralty Board. The Conclave is the civilian branch of government and is made up of representatives of every ship in the fleet. Each ship gets two representatives who are elected by their crews. One junior member and one senior member. The Conclave makes the day to day decisions of the fleet and makes decisions by democratic consensus. The number of votes a representative gets depends on the decisions being made. For things like allocation of new resources or nominating future destinations representatives get votes based on how big their crew is and their projected needs. For more widespread matters such as setting a specific destination for the fleet, going to war or varying birthrate laws each representative gets one vote. Such decisions are too important to be made by a stacked majority and must be decided objectively. Junior members serve for two years and senior members serve for six years and may serve an unlimited number of terms, so long as their crew reelects them. A representative is considered senior after serving three consecutive terms as a junior member, or until the current senior member dies or steps down for some reason. Legally there is no difference in power between junior and senior members but senior members have a clear edge in experience, influence in political clout. Not to mention job security.

    The Admiralty Board consists of the five most high ranking military officers and handles all matters of fleet defense and safety. The Conclave decides where the Fleet goes and the Admirals decide how they get there. In wartime or other times of crises the Admiralty Board has final say in all decisions. If they overrule or go against the will of the Conclave however they must submit in writing why they are doing so and all 5 admirals must sign the statement to endorse it. Furthermore, the admirals must immediately resign their posts afterwards. The marines and the Inquisition, the Fleet's intelligence service, have the duty to remove the admirals if they do not cooperate. This is to safeguard against a dictatorship of the military and has worked well so far.

    Territory Detail, e.g Terrain, Cities, Forts etc.

    The Solaran Fleet is made up of approximately 255,000 humans living among 750 ships of all shapes and sizes. Crew sizes range from the small and nimble galleys which have a crew of only 10 to the massive cropships which can hold over 1,000. Ships are the Fleet's most valuable resource and are constantly being repaired, refitted and upgraded. Many have been replaced over the years with whatever vessels the Fleet could buy, salvage or capture in battle. but many others date back all they way to the Splinter War and are hundreds of years old. These ancient ships aren't pretty but they work. They've become literal carriers of the Fleet's history and their crews lovingly maintain them. All ships have been expanded upon and retrofitted to comfortably house as many people as possible. The Fleet has traveled all over Rotafar and is without a doubt the largest and most colorful fleet of ships in the world.

    Military Details

    Despite the Fleet's massive size, at least three times bigger than any other known kingdom, most of it is a hodgepodge of civilian vessels. Out of its roughly 750 ships only about 200 are dedicated warships. Building new ships at sea is impossible and trying to build them on an island or coastline without any infrastructure would take so long it wouldn't be practical. Losing ships is therefore a blow from which the Fleet cannot fully recover from. As such all Solaran vessels carry some sort of armament. This deters attacks from pirates or other kingdoms and supplements the fleet's warships when it does have to fight. The fleet has approximately 15,000 marines, battlemages and other trained combat personnel. Every Solaran adult knows how to sail.

    While the marine force is relatively small compared to the population most Solarans know how to use at least one weapon and all Solarans are encouraged to practice with weapons regularly to guard against pirate attacks or in case of a boarding action. Every civilian ship has a militia to lead an organized defense of its vessel and to back up the marines when the admiralty board deems it necessary. Service is optional but most Solarans feel obliged so as not to burden their shipmates.

    Solaran mages are broken up into two broad types, battlemages and shieldmages. Battlemages are trained and conditioned for combat. They use illusion magic to confuse or disorganize the enemy and destruction magic to blast, freeze or shock enemy sailors while also given full weapons and armor training and conditioning with the marines. They're trained to work together and can channel spells as a group. This lets them cast the most powerful destruction spells or greatly amplify mundane ones without needing to sacrifice victims. Some mages sacrifice anyway however, training in a specialized and dangerous form of destruction called blood magic. Blood magic lets battlemages mark any target they wish to sacrifice, usually during battle and will give the mage "experience" upon death. Battlemages are the only ones that can legally sacrifice under Solaran law and it isn't recommended. The long-term effects of sacrifice, particularly the large, painful lesions that develop across the back and neck, are well documented by the Solarans and ample evidence shows these effects to be unsustainable. No mage, no matter how powerful, can endanger the fleet and many mages that have gone insane from too much sacrifice have been exiled. Still, some continue to start the dubious practice, believing that the safety of the fleet and the lives their power could save are more important than their health. There are no mages more powerful and when leading other battlemages they can light entire ships ablaze or cleave them in two with ice or lightning.

    Sheldmages specialize in restoration, alteration and enchanting magic. They serve several support roles including battlefield healers, comm crystal operators, and shielding allies with wards or oakflesh spells. Like battlemages they are trained to work together and can channel spells as a group. As their brand of magic has no need for sacrifice, shieldmages can become incredibly powerful on their own and when coordinating other mages they can shield entire ships with their magic, or save soldiers that would die anywhere else.

    There is rivalry between the two classes of mages and members of each seek to outdo the other but when the fleet is in danger they work together to become an undeniably powerful force.

    The following is a list of warship types in the fleet:

    GALLYS are small, fast ships used for scouting, screening larger vessels and harassing enemy soldiers on a coastline or on the deck of an enemy ship. Though unable to stand against larger ships in open sea, galleys are usually much more maneuverable than other ships and can weave in and out of combat, targeting damaged ships with weapons or swiftly delivering marines to capture an enemy vessel. Galleys are also small enough to sail in shallows, lakes and rivers and therefore reach places the rest of the Fleet cannot. Galleys usually have between 5 and 10 crewmen. The fleet has 30 galleys.

    FRIGATES are larger, sturdier ships than galleys and are designed to hunt and kill damaged ships. They are heavily armed with both front and broadside ballistas and have heavy iron rams on their bows, enabling them to smash aside or through smaller ships and smash into larger ones. They usually have between 10 and 20 crewmen and a squad of marines with a battlemage as support. The fleet has 70 frigates, by far the most numerous ship type in the fleet..

    HAMMER SHIPS are frigate sized vessels used exclusively to destroy larger ships. Their main feature is a large iron or steel weight pointed at one end and suspended above the deck by two large shafts of wood. These shafts are cranked in place and held by a large lock lever. Ropes made of animal tendons are tightened when cranked and create enormous tension on the axel the levers are connected to. When released, the tendons snap back and hurl the levers and weight forward with enormous force. The resulting impact is like hitting the enemy ship with a giant hammer. The weight can easily smash through multiple decks and sometimes splits the target in half. A long iron cover along the top of the levers turns the weight apparatus into a boarding plank after it strikes, allowing the ship's marines to storm the enemy vessel if it survives. Hammer ships have around 10 crew but 30 marines. The fleet has 25 hammer ships.

    CRUISERS are middle weight ships designed to take hits and dish them out. They make up the bulk of the Solaran fleet. They are armed with Ballistas and catapaults and ample oil to light their munitions on fire. They typically have 200-300 crew including several dozen marines. The fleet has 50 frigates.

    MAGE SHIPS are cruiser-sized vessels specially made to feed, house and train mages. They are built around large, pure spherical crystals called mana crystals. These crystals amplify the power and rage of any mages within range which aids in any spells they cast. They also act as a communications devices, allowing mage ships to talk to each other and exchange information in real time, a huge advantage over other fleets which use observers or signal flags to send messages. These latter types of mana crystals are called comm crystals and all Solaran vessels have them to facilitate fleetwide communication. The fleet has 13 mage ships.

    BATTLESHIPS are large, hulking ships designed to pound enemy shorelines and fortifications and to dominate any naval battlefield. They are bristling with broadside weapons of all types and have a large compliment of marines, battlemages and over 1,000 crew. The fleet has 6 battleships.

    DREADNOUGHTS are battleship-sized vessels that house a single huge ballista that can fire a bolt enormous distances with good accuracy. The bolt is so large and is propelled so fast that it can sink many ships with a single shot. No sane admiral would take on a dreadnought with anything less than another dreadnought. They are vulnerable to broadside or rear attacks however as their main weapon is useless. They are armed with broadside ballistas, catapults and battlemages but they still rely on battleships or smaller ships to screen them. The fleet has 6 Dreadnoughts.

    The Patrol Fleet is mainly composed of galleys and frigates and is used to screen the rest of the fleet in battle as well as to find the enemy or valuable resources. The Heavy Fleet consists of all ships capable of sustained combat and is the backbone of any naval operation. It is composed mainly of frigates and cruisers and all of the Fleet's dreadnoughts. The assault fleet is composed of frigates and all of the Fleet's hammer ships. It also has the largest amount of marines and carries out any beachhead operations. Against other ships the assault fleet charges into an enemy fleet after the heavy fleet and patrol fleet have engaged and boards or destroys the most dangerous ships. The civilian fleet usually stays away from combat but in an emergency it can bring a huge amount of ships, men and firepower to a battle.

    Wealth

    The Solaran Fleet has evolved to become almost completely self-sufficient. Its people can grow their own food, mine and refine their own ore, furnish their own wood and manufacture their own weapons and armor. Considering everyone lives on ships resources are scarce and everything must be recycled or reused. Over the years the fleet has had amazing success. It has everything it needs to survive, from forge ships that specialize in blacksmithing to mining ships that have the equipment to grind rock and smelt ore to massive crop ships that grow magically engineered food staples to feed the population. As would be expected, there are also an abundance of fishing ships that can work in conjunction to catch anything from salmon to blue whales. The fleet doesn't have much money but it doesn't have to. All ships trade resources to make sure everyone has what they need so they don't need money. The money the fleet does have is used to buy resources it can't get itself from other cultures. The fleet has made many creative ways to earn money including the sale of exotic seafood, local arts and crafts and maps of distant lands. Ship repairs, spare parts and old ships that can be refurbished are where most of the public funds go but luxury goods such as fresh food, unique alcohol and jewelry are big spending targets for the populace.

    Trade Status
    The Fleet goes all over the world and buys, sells, salvages and trades anything it can to anyone it can. Many kingdoms are reluctant to trade with what they see as nomads however and such a large fleet entering a kingdom's waters usually has a negative impact on local resources.

    Political Stability
    The Fleet's power structure is more or less stable but Solarans like to debate. They live in cramped ships all their lives and many of them never see land so they need an outlet. That usually involves getting in each other's business and a very argumentative process of decision making. Sometimes arguments in the Conclave are so intense that the admirals have to send in the marines to keep order.

    Starting Stats

    Poor, small army, huge navy, local, self-sufficient economy, looking for alliances with other kingdoms, looking for new trade agreements.

    Extra Info


    The Spinter War

    Roughly 500 years ago the Solarans discovered conjuration magic. Solare was rich with magical artifacts from ages past and naturally occuring mana crystals and magica plants and creatures but no conjuration magic. It was discovered through contact with the rest of the world and the Solarans took to it like wildfire. Being able to create beings made from the very elements or raise the dead to do one's bidding was something the Solarans had never dreamed of and the applications of such magic were enormous. Practice of this new magic exploded and within five years over forty percent of all Solarans knew some form of conjuration.

    Necromancy and sprit-calling were particularly popular. Veritable armies of undead were used for slave labor and cannon fodder in Solare's wars. Conjurers could create powerful, lasting thralls with minimal sacrifice, gaining power from dozens of victims what would take other mages hundreds or thousands. The magical wounds and lesions that appeared on the backs of mages who practiced other "illigal" magic didn't appear on Solaran Conjurers. Within 50 years their entire culture had been restructured to raising and controlling the dead.

    But as time went by the Solarans noticed some troubling trends. As their conjuration spells got more and more powerful the undead the summoned became smarter. Gradually they learned to think, to perceive people and things around them, to talk and listen. Their thought processes became increasingly more abstract and eventually they started to question their existence. Their conjurer masters began to suffer from all the sacrifice that their civilization took for granted. No one's backs started to bleed and no one went insane but the essence of their magic started to weave itself into their bodies. Their skin started to grey and wrinkle, their hair got thin, their eyes turned hollow. The Solarans had become so dependent on necromancy that they were starting to become undead themselves.

    This sent shockwaves throughout Solare. Wiser heads than the conjurers saw that their own magic had turned against them. The change had taken decades and the Solarans had ignored it in their arrogance but now the change was all to clear. Conjuration magic was systematically outlawed but tens of thousands of Solarans had fallen to this "hollow disease." The healthy were terrified of them and couldn't tell the difference between these poor souls and their undead slaves. The Hollowed, as they were called, were seen as monsters even though most were still the same people as they were in "life." No cure for the disease could be found. More and more hate crimes were committed every day by both sides. Panic levels were critical and it seemed the Hollowed would rebel.

    The government decided to have every Hollow rounded up and executed. Surgical strikes were launched and thousands died in the first few hours but the Hollows were too many and too powerful. Their conjuration magic had become so powerful that they could raise the dead and restore their souls. This made them nothing less than sentient undead that had the same hopes, fears, pleasures and joys as any human. The Hollows wanted to live and they were done being treated like monsters so they banded together and started the very rebellion the Solarans feared.

    For two years Solare and its island colonies were locked in a bloody war. The Solarans had more people and better infrastructure but the Hollows were virtually unkillable. Every time one was slain he was revived by a friendly conjurer a few minutes later. Fallen Solaran soldiers were raised as "mindless." Non-sentient zombies that the Hollows used as cannon fodder. Though not true Hollows, Mindless were strong, fast, immune to pain and able to be summoned in vast numbers quickly. The Hollows sacrificed thousands of Mindless to wear down the Solaran will to fight, thin their numbers and exhaust their ammunition. Even if the attack failed they took heavy losses and it was an easy matter for the Hollows to finish the battle with their own troops. This made every battle the Solarans fought harder and despite their best efforts the war effort proved unsustainable. They were forced to flee their own homeland or be slaughtered. The Hollows had the means to chase them down but allowed them to leave. They now rule Solare and have not left their island since. That was 300 years ago. Today, conjuration magic is strictly forbidden and punishable by death. Considering their isolation the Solarans have learned virtually nothing about the Hollows since their exodus but ships have been spotted occasionally on the seas. Ships made of black wood and smelling of death. It seems the Hollows are expanding and that could only mean trouble for the Solaran Fleet and all of Rotofar.

    Pilgrimage

    Every Solaran youth goes on a pilgrimage during their late teenage years, usually between 16 and 18. They do so to for many reasons. The first is to prove they will not be a burden to the fleet as an a adult. The second is to help them explore the world to gain perspective as living on ships your whole lives can skew things. Third, the Solarans must move among their ships to increase the genetic diversity of their offspring. If everyone had children on the ship they were born in the risk of mutations due to inbreeding would increase sharply, resulting in an unacceptable amount of heath problems. When youths find something valuable enough to benefit the fleet in some way, they return to their homeship for their Homecoming, a huge party in honor of the pilgrim's safe return and of the gifts they bring. They then take some time to think about what ship they want to serve on and present their gift to that ship's captain. As this is going to be the ship they will serve and live on for the rest of their lives it's a big decision that can take weeks or months to make. No one is ever rushed on this and to do so is a great insult in Solaran culture. Once the gift is presented the captain welcomes the new crew member and the entire ship celebrates. Usually with lots of eating and drinking. Captains almost always accept a pilgrim's gift out of tradition but there's stigma associated with a substandard gift and it really isn't a good way to make a first impression so most pillgrims work long and hard to find something valuable, be it food, fuel, resources, or knowledge that can make life on the fleet easier. Even political agreements with other kingdoms are accepted.
     

    Blackdoom59

    BATMAN!
    The Noraki Tribes
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    Political System:
    The Noraki are an union of Tribes, united by religion and culture, but separated by tradition and greed. The tribes are in constant war with one another without there ever being one strong enough tribe to take over the large Noraki Forest the tribes inherit. Tribal leaders are called chiefs, and they all rule a plot of land, one or two cities hidden in the massive forest. Unlike most of the hierarchies in Rotafar, the chief's bloodline has nothing to do with his claim on the tribe. Chiefs are only the strongest of fighters, and the people of the Noraki respect strength above all else.

    If a foreign King should decide the Noraki are weakened by their internal struggle and attack the Union, he'd be regretting his decision until death. The only thing they hate more than eachother, are the foreigners who venture where they don't belong. Against an invasion, all chiefs flock to the same banner to show the might of the tribesmen, which is why no one has conquered the forests for hundreds of years.

    Religion:
    The Noraki people follow a druidistic religion revolving around the spirits found in the forests. Spirits of fire, blood, wood, water, stone, etc. The druids are very few in number, and they can be old women or men that lost sight at that can freely talk to the spirits. Totems are monuments are raised by Chiefs as a direct way of showing respect towards the spirits. Sacrifice is practiced by the tribesmen, and it is an important part of the religion. Many know how to craft potions and warriors drink them before going to fight. This is most commonly used by those vying to become chiefs, sacrificing their competitor to get higher power.

    Territory:
    settlement_feel_2_by_luciuscaudill-d4bwf8b.jpg

    The tribesman live among the Noraki Forest, along with guardians(which are seen as spirits by the people). The Forest is very rich, having gigantic trees with strong wood that burns slowlly and a multitude of plants and animals. Being such a dense forest, the noraki settlements blend in with the woods, the smoke raising being the only way to find home, as there are no roads in the forest.

    Military Details:
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    At wartime, people are encouraged to stay. Only elders and children stay back, women come themselves depending on the harshness of the war. The weapons the noraki use are made from stone and wood, you won't find anything like iron in the union. Their armors are made from leather, and sometimes they are unarmored.

    Berserkers
    berserker_final.jpg

    Berserkers are bands of warriors that drink potions before or during the battle to make themselves whistand any pain and show no mercy. They become inhumane, stopping at nothing to defeat the enemy. Only the best warriors are berserkers, and due to their alien way of fighting any fight can be the last.

    Beastmasters
    DM_beastmaster.jpg

    Beastmasters tame the animals of the forests and use them at war. They can have a multitude of followers, be they Fex, wolves, bears or eagles.

    Wealth:
    The tribesmen don't really have any luxury resources beside their wood, making them pretty poor.

    Trade Status:
    They don't even trade with eachother

    Extra Info
    The population is ~200,000​
     
    Last edited:

    Skyrimosity

    Well-Known Member
    Thanks for the write up, Doom. You did them more justice than I would've.
     

    Blackdoom59

    BATMAN!
    Republic of Lancia
    ff14_nation_flags_Copy.jpg


    Political System:
    The Republic of Lancia is very odd compared to most nations in Rotafar, mainly because their strange way of government. In times of peace, there is no ruler of the republic, laws being decided by the citizens, but during wartime, a Protector is selected, who acts as an autocrat and has full autorithy over the republic.

    The Republic's social and political class system revolves around councils.

    The Citizen Council
    The citizen council is formed of every citizen in the republic between the ages of 20 and 50. The Citizen Council has many counterparts in the cities. They have the most councilors but the least power of all the 4 councils. They can only vote on minor laws, but locally the pick the judgement for local crimes.

    The Elder Council
    The elder council is formed of every citizen in the republic above the age of 50. They have more votes than the citizen council but less members. They can vote on all laws, but don't get to pick the judgement for local crimes. Their vote is worth 2 citizen votes
    The High Council​
    The high council is formed of 2,000 councilors, either from the elder council or from the citizen council. The High Council decides which smaller councilors get to join. They have more power than the elder council. The High council can appoint new laws and vote on all of them. Their vote is worth 5 citizen votes

    The Supreme Council
    The Supreme council is formed of 200 councilors from the High Council, picked by supreme councilors. Supreme councilors can appoint new laws, although most of the time they deal with nation-wide problems and conduct diplomacy with neighbouring nations. Their vote is worth 10 citizen votes

    The Protector
    The protector is a memeber of the supreme council that is voted to lead the republic during wartime. When picked, all councils are abolished and he becomes an autocrat over the republic. After wartime, the protector is immediately banished to a faraway nation, and can never venture in the republic again. This works as a way for protectors to not get too much power in the republic.

    Religion:
    The republic's state religion is Entroteran, which revolves around the worship of the ancient Feroci. Statues and monuments are built along the nation. Unlike other worshipers, the republic views harpies as poisonous and devilish and they are outlawed from the republic.
    Territory:​
    2vigjep.jpg

    The lands of Lancia are one of the richest grassland landmasses in Rotafar. The most fertile land is in Lancia, their wine and food is exquisite. There are 16 cities, and mostly all establishments outside the cities are farms. The capital is in Ironchain, a large castle with very few inhabitants besides the supreme council.
    grasslands_by_thephoenixdark-d5v8jdc.png


    Military Details:
    The republic has a very small standing army of 5,000. During wartime the Protector calls citizens into war despite their training, and spends the wealth built up to hire mercenaries. As a landlocked nation, the republic has no ships.

    Wealth:
    Lancia is moderately wealthy, having multiple resources, luxury products and a surplus of food.

    Trade:
    Lancia trades with the mountain people and with Lotharine. Bad relations with the Estion Empire forces them not to trade

    Extra Info
    Lancia has a population of ~100,000.
     

    Blackdoom59

    BATMAN!
    Kingdom of Atharia

    Kingdom flag:
    DalmascaSeal.jpg


    Ruling Dynasty: House Xoreth

    Dynasty Members:

    King Tresdin Xoreth, The Heirless
    highking.jpg

    Aged 51, Tresdin is a considered to be a good and merciful king. Under his reign nobles and lowborn were treated fairly, and when he defended the Republic of Lancia against the Estion Empire, he gained new allies and his character was renowned worldwide.

    Rylai Xoreth, aged 47, Rylai is Tresdin's faithful wife. Over the many years they've been togather, Rylai gave Tresdin 8 daughters, but no sons.

    The 8 princesses
    Tresdin has 8 daughters, all of them born from Rylai. However, the succession law in Atharia is pure agnatic, meaning females cannot inherit. For many years has Tresdin asked the gods for a son, yet his prayers were never answered. Only the two youngest daughters (aged 8 and 13) remain in the kingdom. The other 6 travel across Rotafar, using their name to gain power.

    Other Important Characters:
    There are 4 mountain lords in Atharia, whom all swear allegiance to Tresdin. They all rule over smaller mountains and fewer holdings, and mostly stay and line and are happy to be led by such a noble lord.

    Political System:
    In Atharia, people's classes are decided on their altitude on the mountain. The lower class settles at the base of the mountain, and higher classes further above the lower class. The class of lords and knights stand towards the top of the mountain, and all lords and kings are buried at the peak of the mountain.
    3a70d3c368e0ec30fa41277bb0a52786.jpg
    (Cloudfort, the capital of the kingdom)

    Religion:
    Athars believe in the Gods of the Sky, and that the closer they are to the gods the faster they'l reach heaven. There are no real dedicated priests or preachers, even though religion and knowledge of it is very important in Atharia. Infidels are not allowed to climb the mountains, and are treated poorly with the exception of traders.

    Territory:

    MAP_3_Copy.jpg

    The lands of Atharia consist of mountainous regions and tundra. There's very few agriculture in the mountains, so people fend of on heards of animals and trading. Since the kingdom started to trade with Lancia and Etumas, food was no longer a problem as they could trade precious metals from the mountains in exchange for food.

    The area at the base of the mountain is mainly tundra, making Atharia one of the coldest regions on Rotafar. It's also home of many rare creatures, animals, and races. Below Saharov, the largest mountain in the kingdom, there is one of the few underground cities of the Kivikoshi, which keep close relations with Atharia.

    Military Details:
    Atharia has a relatively strong military with variety between the units, them being able to tame even the strongest beasts.

    Mace Infantry - 4, 000 units. Mace infantry are used as light infantry used to deal with armored units
    Spear Infantry - 3, 000 units Spear infantry are heavies that are used at defending key positions and rarely on attacking
    Slinger Infantry - 3, 000 units Slingers are the only ranged unit in Atharia, and although their ammo is weak they can tear through enemies when high in numbers.
    Armored Karks - 200 units, karks are sent to battle to rip enemies to shreads and to cause dismay amongst the enemy lines.
    390993f82c300b884bea06548f9ef772.jpg

    Petus Riders - 500 units, the only cavalry in Atharia. When trained, a Petus is faster than a horse, while also being much more durable, a unit of it's own after the rider is killed. Petus riders are the most elite warriors in the republic
    creature_concept_004_by_nightmaregk13-d33c0dy.png

    War Gargants - 5 in number (one for each mountain lord and one for the king). Gargants are armored and have a small tower of slingers atop it. Those units are nearly impossible to take down in meele combat, and thus the only way of taking them down is through ranged warfare.
    mountain_behemoth_by_rpowell77-d4j45pi.jpg


    Total: 10,705
    Wealth: Gems and metals are always dug up in the mountain, making the athars relatively wealthy, although without importing food starvation would occur.

    Trade:

    161231-36631.jpg


    The Kingdom of Aratharia only trades with Lancia, and Etumas, having terrible relations with the Estion empire. They have desires to trade with other neighboring nations, such as Lotharine and The Sundred Isles.

    Extra Info: ~250, 000 population


     
    Last edited:

    Blackdoom59

    BATMAN!
    The Estion Empire

    roman-empire-symbol-byzantum-empire--new-flag-gallery.jpg


    Total Population:
    850 000, up to 400 000 are slaves

    Type of Government:
    Absolute Diarchy(Two Monarchs)

    Heads of State:

    God-Emperor Arik Estion, ruling the western part of the empire, Arik is ruthless and ambitious, rarely kind in his reign, but also very nationalistic, placing the empire's survival above it's expansion.
    Harpy__s_Decent_by_sleepyliefe.png

    God-Emperor Balshak Estion, ruling the eastern part of the empire, Balshak is a cruel ruler that cares more for himself and his desire of vengeance than for his people.
    Army-of-The-Dark-Castle-Wallpaper.jpg



    Political System:

    The two God-Emperors have ultimate say over their part of the empire, they are the highest lawgivers, the supreme commanders of the Estion armies and the heads of Religion. The empire is more of an autocracy rather than anything else. Despite that, settlements are mostly taken care of by local autorithy, mayors for towns, barons for castles and forts and skycallers for the few temples in Estion.

    On a larger scale, each region of Estion is controlled by a Queen Harpy. Queen Harpies are the wives of the God-Emperors and answer directly to him. There are 8 Queen Harpies for Balshak in the eastern empire, and 9 Queen Harpies for Arik in the western empire. Besides the queens, the empire has the highest population of harpies in Rotafar of 7,000 harpies (most of them being royalty). Harpies that reside outside the Empire are seen as infidels and are hostile for the residents of Estion.

    Due to the wealth of the empire, religion became part of estionian culture, inside and outside the clergy. Paintigs of the God-Emperors and of the Queen Harpies, sacrifice being seen as a tradition rather than a taboo tool of gaining power, the people of Estion are rich in culture, and very hard to accept other ways of life than their own. It's safe to say Estion is the true remnant of the Feroci Empire, admired and feared in equal measure by the rest of Rotafar.

    Religion:

    The religion in Estion is Entroteran, where the people worship the Feroci and the old Gods. Temples are all over the countryside each dedicated to fallen Feroci, but the largest are those dedicated to the last two Feroci - Arik and Balshak. Within the empire, sacrificed is legal if only practiced on slaves, with the exception of the two God-Emperors and the Queen Harpies, which can sacrifice whoever they please.

    The two God-Emperors are the last two known Feroci, and the extinction of the race makes them unable to have other Feroci children, making their lives vital to the existance of the empire. They live so long that they are basically immortal, and they are so strong enough to be a one-man army, but not unkillable.

    Territory:
    24nmvxg.jpg

    The lands of Estion are very unique compared to the rest of Rotafar. To the west and south, there are rich grasslands as well as deserts, towards the center of Estion lie an abundance of riverlands and forests and towards the north and east are mountains and tundra landscape. Two immense cities act as capitals on each side of the empire, Nightwing in the east and Sunwing in the west. Each of those cities hosts up to 150 000 men, and are fortified architectural marvels.

    Those who live outside the capitals live in smaller cities, the military is spread out the empire to have bases of operations in the many castles of the empire, while the clergy has temples inside the capitals and cities, but also in secluded locations.

    Military:
    art-bitva-srazhenie-armiya.jpg

    (this pic would work perfectly for a Kelvashi vs Estion battle, if it ever comes to that.)
    The army of Estion is probably the largest army in Rotafar, structured in legions of trained solders that can withstand any climate or condition and resist well under torture. Each God Emperor controls 4 legions(stationed in his side of the empire), but when together the military starts becoming really fierce.

    Arik's Legions

    The First Legion, also known as the Fire Legion, is made entirely out of human legionnaires. This legion is structured in such a way that the infantry overpowers the enemy front lines with minimal support from the ranged troops and cavalry.
    Legionary Swordsmen - 5,000
    Legionary Spearmen - 1,500
    Legionary Archers - 2,000
    Legionary Cavalry - 1,000
    Royal Mages - 500
    TOTAL: 10,000

    The Second Legion, known as the Slave Army consists of a structured army of slaves. Fighting in this army is the highest glory a slave can achieve, and sometimes they're granted freedom if the war is won thanks to them. A long line of pikes is formed, backed by the swordsmen, with the archers supporting the front and the Naginata protecting the archers and sometimes rushing to flank the enemy.
    Auxiliary Slave Swordsmen - 7,000
    Auxiliary Slave Pikemen - 4,000
    Auxiliary Li'ivi Naginata - 3,000
    Auxiliary Li'ivi Archers - 4,000
    TOTAL: 18,000

    The Third Legion, known as the High Legion, is made out of few expert legionaries, veteran auxiliaries and special units, such as Giants and Vun.
    Elite Swordsmen - 3,000
    Elite Naginata - 1,000
    Elite Spearmen - 2,000
    Elite Archers - 2,000
    Vun Riders - 200
    Armored Giants - 20
    Total: 8,220

    The Fourth Legion, known as the Wing Guard, is entirely made out of harpies and is at the control of the emperor. All harpies are capable on close combat, but magic is always the best option.
    Harpy Pyromancers - 500
    Harpy Necromancers - 500
    Harpy Cyromancers - 500
    Harpy Electromancers - 500
    TOTAL: 2,000 + God-Emperor Arik Estion

    WEST TOTAL: 38,320 for Arik's Empire

    Balshak's Legions

    The Fifth Legion, also known as the Legion of shadow. This legion is made out of legionary warriors and battlemages, with the Garron Li'ivi already incorporated into the army. Nightshades are combat assassins that use illusion magic to make chaos and assassinate important targets of the enemy army during battles.

    Legionary Swordsmen - 5,000
    Legionary Spellswords - 3,000
    Auxiliary Garron Axemen - 2,000
    Auxiliary Garron Archers - 5,000
    Legionary Nightshades - 300
    TOTAL: 15,300

    The Sixth Legion, also known as the Riders of Balshak, is a legion made entirely out of horsemen, the best knights in the empire.
    war%20black%20army%20flags%20fantasy%20art%20horses%20artwork%20mongols%201920x1061%20wallpaper_wallpaperswa.com_25.jpg

    Auxiliary Estion Horse Archers - 1,500
    Auxiliary Estion Lancers - 750
    Legionary Cavalry - 2,000
    TOTAL: 4,250

    The Seventh Legion, also known as the Silver Company, is a structured legion that works as mercenary company for hire when the Empire doesn't need it. The money they make goes directly to the empire, and they are one of the largest and strongest mercenary companies in Rotafar.

    Armored Giants - 10
    Vun Riders - 150
    Auxiliary Slave Reapers - 3,000
    Elite Scythemasters - 1,000
    Royal Mages - 800

    TOTAL: 3,960

    The Eight Legion is the same as the fourth one, Balshak's Wing Guard is sworn to protecting the God-Emperor of the East.

    Harpy Cyromancers - 500
    Harpy Pyromancers - 500
    Harpy Necromancers - 1,000

    EAST TOTAL: 25,510

    UNITED TOTAL: ~65, 000(sometimes there's a surplus of warriors)

    Navy-wise, Arik has 40 battleships whereas Balshak has around 70. Estion warships are preety generic, and although can whistand naval warfare are used more for transportation.

    Wealth:
    Being involved in the slave trade, as well as having an amazing industry and production, Estion is a very wealthy empire, although most money goes into the army and suppressing the slaves.

    Trade Status: Currently the Estion Empire trades only with Etumas(and possibly Lotharine, that's up to moisty).

    History:
    The Lands that make up Estion were the center of the large Feroci Empire, so when the Age of Sacrifice came, the Feroci in there were barely affected. The Humans, however, used their new-found power to poison the feroci, cursing them with an inability of procreating. That way, the humans make sure that whatever happened, their race would be doomed. The local Feroci were maddened by their failure, and when they found out it was their own human slaves that cursed them, they swore to sacrifice them all to the Old Gods.

    This event is known as The Purge, where the Feroci started murdering humans with all their might. Even the strongest human mages couldn't withstand an army of Feroci. The Purge was working, humans were dying by the thousands, and if it had succeeded in Estion, Rotafar would have been in trouble. Instead there were two Feroci brothers who sympathized with the humans, and saw opportunity in leading them once more, rather then destroying a couple of them only to be destroyed afterwords. Those brothers, Arik and Balshak, betrayed their fellow feroci and sacrificed all of them, one by one. The power received by doing so made Arik and Balshak seem not only heroes to the humans, but Gods. They named the lands after themselves, Estion, and the brothers jointly ruled the empire. At first, it was peaceful, but the two brothers grew more ambitious, desiring new lands, new people to rule and new power.

    So came a short period, known today as the Estion Crusade, where the brothers did unspeakable things to turn their nation into a terrifying empire. Those who opposed them were enslaved, along with many natives on the lands. The Li'ivi and their Garron counterparts in the west and giant clans whole. That was only the begging, the slaves were what made most of the army, and the brother sought to it that Rotafar knew the might of Estion. Balshok marched on the east, subjugating four of the five atharian lords, leaving only one easternmost mountain untouched.

    (Toxious and Moisty, you two can decide if/how your kingdoms have been affected during this time)

    When the lands and spoils were many for the God-Emperors, they wanted more instead of stopping, dragging their weakened army of 200,000 mostly unarmed and starving slaves north, to the grand Noraki forest. They didn't intervene in the fight, and, after many days passed, the army didn't return from the forest. That Defeat was a huge blow to the empire, the slaves revolting all over the countryside, nations reclaiming their lost territory, and the slave army returning from Noraki to usurp and form the Republic of Lancia that still stands today.

    The Two God Emperors worked for centuries to recover their pride, to stabilize their empire, and to possibly conquer once more...but that never happened. The brothers hated eachother, each blaming the other for their failure, and thus, the only wars they fought since were between themselves.
    battle.jpg

    Currently, the empire is split in two, there being still much unrest the two God-Emperors can't undo. But should they join together once more, and conquer like centuries ago, then Rotafar will bleed.

    Summery:
    +Strongest Military
    +Wealthy
    +Huge Population

    +-Involved in the slave trade
    +-Mediocre navy

    -Destabilized
    -Slave Unrest​
     
    Last edited:

    Toxius

    Frost Wolf
    Kingdom Name: Lands of Culem’drasei (Ka-lum-da-ra-seer)

    Kingdom Banner:
    14l7jf6.jpg


    Ruling Dynasties:

    · Rulers of Saei’aias (Sa-ee-ius) Privateers, pirates and other assorted affiliations.

    Luke Caeimaias (Seer-my-ius) - King of the northern seas, ruler of Saei’aias. Lived for forty seasons. He is bold, noble and Honorius. He stands around about 6’7”, short brown hair with silver eyes that pierce people with his pride. He runs a smooth and able bodied kingdom, and runs specialized sea infantry programs.

    Denning’Ra Caeimaias - Heir to Saei’aias, first son to Luke Caeimaias. Lived for twenty two seasons. He is quick with a blade, cunning and out possibly outwit the bravest of souls. He also is a charming young lad. He resembles his father, and stands at 6’10”,

    Pzoe’ik (Zoe-ick) Caeimaias – Spouse to Luke Caeimaias, lived for thirty nine seasons. She is the beauty of the sea, and looks nothing like the old queens and hags. She has long brown hair reaching her feet, deep sea blue eyes and stands at 5’9”.

    Joawia Caeimaias – Second son to Luke. Warrior in training, prevalent with a bow. Lived for sixteen seasons. He is the master of archery, but lacks in much of the swordplay that his father and brother both share. He has his mother’s eyes and stands at 6’0”

    Saraeh (Sarah) Caeimaias – First Daughter to Luke, fair maiden of the north. Specialized in many trades and lusts for knowledge, Oldest of the four siblings. Lived for twenty four seasons. She is as beautiful as her mother, and takes after her in many aspects. She was born with a light brown hair which is at half her height. She is 5’8”

    Sadalessh Caeimaias – Second Daughter to Luke, youngest of the four siblings. Lived for fourteen seasons. She is one of the boys and never has been much fond of girlish things. She trains with a sword and bow. She promised her brothers that she’ll beat them in one on one combat at some point. They just laughed it off. She shows both her mother’s and father’s features but prefers shorter hair. She stands at 5’3”

    · Rulers of Ka’bekdes’li (Ka-Buck-Desh-lee)

    Fra’ro’dis (Pharaoh-is) Kadesh – King of the meadows, ruler of Ka’bekdes’li. Fifty years of age. He is tan in complexion, and lives in an area with not much shade. He has short black hair, and brown eyes. He mainly dabbles in reading and writing of sorts.

    Warick Kadesh- Heir to Ka’bekdes’li, the damned reaver, fiercest of the rulers’ sons’. Twenty five years of age. He is easy to anger and quite the one to make rash comments. He holds onto grudges and swears vengeance if they do him any wrong. He once paralyzed a boy that tripped him in the market. He has long dark hair, and dark brown eyes that portrays the malice in him. He stands at 6’1”.

    Baleshda Kadesh – Spouse to Fra’ro’dis, wisest of ladies’. Forty eight years old. She mainly reads about stories and teaches herself many skills. She is rather good at alchemy, and spends time with Betthelee at any chance she gets. She is tan and has medium length brown hair with brown eyes. She is 5’6”.

    Allec Kadesh – Second son to Fra’ro’dis, nineteen years of age.

    · Rulers of lem’Sadrilasi (Lum-sun-drill-laa-sii) the fiery red giants of the east.

    Leosidous (Leo-sid-ous) Lem’dri – King of the air, hills and nature. He is sixty years old, which is quite young for his species, they can live up to five hundred years old. He is the gentlest of kings, the most understanding and the most humble. He also won numerous accolades that proved his worth, the kingdom was forced on him when his father died and it his last rightful wish.

    Betthelee (beth-th-lee) Lem’dri – Spouse of Leosidous, the queen of nature. She is fifty eight years old. She is the most knowledgeable and intelligent, she has fifteen honours in various titles she holds in her nation.
    images

    Picture of Betthelee

    Bentulus Lem’dri – Brother to leosidous, the hateful arch druid of sem’delus (The house of druids, mages and healers) spiteful to his brother for having been passed as king, rather than him. He is one hundred and two years old, but wasn’t his father’s favorite and was considered too irrational to lead a kingdom. He only has his Arch Druid position due to his father’s influence.

    (Sun’len’dri biology prevents them from becoming parents before the age of about one hundred, their younger years are usually dedicated to learning various things, and then going into leading positions.)

    · Rulers of Gruledas’si (Grull-lair-daas-si) the protectors of the wealth. The halfmen of the old.

    Morguise Alm’ll – King of the Underlairs, darkness and wealth. He is about seventy years of age. He is cunning and conniving. He makes claims to certain technology their race won’t even share with their neighbors. He is 4’5”

    _SFKQt8-HA19ipH6I0n97DLkXRwt4pJAo_cbUIz1mvsck5gDZoaCc5Ax_mA_A9lNEICa7bgNUzQ5_fTikvSK5m2mPLThSj8Fbn-kJuSCT8pI-pfTFrt4UhZ8AXUveAWzJQ

    Picture of Morguise on his throne, in the underground caverns.

    Felixious Alm’ll – Spouse of Morguise, she is about sixty nine years of age. She dabbles in magic and technology. She is 4’0”

    Dun’ck Alm’ll – Son of Morguise, He is thirty years of age. He is the lone son, expected to be a great thinker and inventor. He, however, seems to make machines explode and causes them to stop working with the littlest of things. Machines seems to generally dislike him. He is 4’2”. He trains as a warrior.

    evil_goblin_by_caiomm-d5eq9sf.jpg

    Picture, closely resembling Dun'ck.
    Other Characters (To be added at my discretion)


    Religion:

    There is no standard religion in the four kingdoms, and any man, women, lem or halfman is free to pursuit one of their choice or even create their own if so be willing. Usually the lem in their forests, follow with their nature gods. Or the humans of the north seek through their water gods. There are meadow gods, and there are battlegods, and due to there being such an influx of gods, the religion of the old has been lost. Religion doesn’t play a big role, and due to this technology is free to thrive. The biggest cult created by a religion is the Cult of them Damned, who solely believe in power through Death, cleansing through poison and freedom through machines.

    Political system:

    In the four kingdoms there is a counsel which consists of the four kings and the four queens who decide upon nearly everything that should happen in the land, this counsel was set up to protect the land from itself and to address each other on their stability. The people of the states, often don’t know many of the laws or decisions passed until it is needed to be revealed. After the kingdom’s counsel, there is another smaller counsel which only belongs to a specific state. They decide affairs on behalf of the state and its people. They are not related to the main counsels, and the rulers don’t participate in them unless the situation would be dire in their state.

    Territories:
    wtalbs.png


    Saei’aias: Is mainly made up of island cities and an encampment which is used by all the states. The islands are quick and easy to get between, and often have huge stone cities built on them.
    2846.jpg

    The city of Saei’aias as from the sea. Saei’aias is the largest of the cities in their state, and sit on top of a cliff overlooking the ocean from all sides. This area is well defendable and can’t be accessed by ship. The first inhabitants used to make a dangerous climb on the side of the mountain, the rivers proved more difficult than the climbs. Nowadays, there is an elevator, invention of the goblins, to get to the top. They can also use short ranged airships. Which is only powered by wind and heat.


    Lem’Sadrilasi: is one of the most beautiful forests in the world. It is also one of the most alien landscapes seen to this day. You would possibly find the things you could only dream of in this state. The lem also live in pure harmony in their forest. This part of the island meets with the sea of the east, which is the clearest of oceans. It is also the ocean which separates one continent from the other.

    058d21cff2bdcf706907142609cd6c82.jpg
    The environment, which encompasses the capital city in the background and a lesser city.


    Ka’bekdes’li: Is mainly made up of sand, plains and farmlands. There are different farming cities and the capital which lies in the middle. There are also many rivers which come the Lem’sadrilasi Mountains and flow straight to the ocean providing water for their crops.

    The-Stone.jpg
    Capital of Ka’bekdes’li. Surrounded by desert and plains. This area is a great combination for the growing of different crops. There are also many animals that are used as cattle.

    Gruledas’si: Is mainly arid land, which was torn of its natural resources and resembles dead black rock. This isn’t the place for plants or animals to fester. The goblins, once their land resources were completely stripped, sought to delve underground. Expect the land to be hot, and untamable to any but the halfmen.

    stone_city_wallpaper_by_perzo.jpg
    the capital of Gruledas’si. The goblin’s pride, this is also the entrance to their vast underground network and multiple tunnels. There are also similar cities built in these networks.

    Military status:

    The kingdom doesn’t have much military prowess, and their main army is made up of assorted mercenaries and privateers from the various states. This main army is located in Saei’aias. They are divided into infantry and archery. Whichever they are most proficient at.

    +/-5000 – Infantry

    1st +/-2500 – frontline infantry

    2nd +/-2000 – flankside infantry

    3rd +/-500 – Navy infantry

    +/-5000 – Archery

    1st +/-1000 – backline archers

    2nd +/-500 – Combat archers

    3rd +/-1000 – Flankside archers

    4th +/-2500 – General archers


    +/-10 000 total

    Frontline infantry are the general marching army, they’re the ones who most often would see combat if they ever did go to combat.

    Flankside infantry are the ones who divide into smaller groups and flank the enemy from their weak side. They are generally met with their fellow archers.

    Navy infantry are the specialized infantry of the kingdom, they are the best swimmers, tacticians and survivalists. Navy infantry use their own form of guerilla like warfare. Where a number of them would jump off their ships, swim to the enemy ship and slaughter the crew while they are in a mist of panic. They also do sabotages, which involves setting fire to where the ship’s munitions are located in the guise of night.

    There are then the states specific guards. The lem are quick and nimble, and exceed in jungle environments.
    red_panda_warrior_by_nocturnalbrush-d77cd02.jpg


    4313558aa87cb54cb041d03140748940.jpg
    pictures of lem amazon warriors (image leather instead of steel) there are about 100 of these guards. This is also how a lem looks like.

    The halfmen’s city is surrounded by a hot and barren environment which is sure to drain the life of those who dare venture across it unprepared.

    abysal-goblin.jpg
    A typical defense party of halfmen riding on a type of vicious lizard. There are about 100 of them.

    The Ka’bekdes’li have their own type of defense which happily coexists with them as long as they are well fed, which they usually are.

    direcobra.jpg

    This is a picture of a dire snake, and are quite deadly. They are known for their poison. They are also intelligent. They are scattered across the state, and don’t harm the inhabitants. However there are a small number, 1% of them, which do go rouge. There are about 250 of these snakes in the state.

    Wealth:

    The kingdom is generally wealth, but they don’t really spend it on anything besides their own kingdom. They forbid trade, unless it’s for outside knowledge but there are a number of things which are banned. Which is mostly everything. This is to ensure the stability of the states, and prevents them from leaving the kingdom. Their power is their absolute dependency on each other.


    Trade status:

    The kingdom doesn’t trade, but they have traded for outside knowledge in the past. Most notably books which contain languages, scrolls for designs and anything to help them gain knowledge from the outside world.

    Resources:

    Each of the states attend to each of the resources needed for the kingdom.

    The halfmen dig out minerals from their vast cave network. The lem provide herbs and medicines. The Bekdesh provide the food and central network of water. The Saei provide the protection and passage. They each work in harmony and often stockpile their resources.

    Political stability:

    Stable, due to the Kings’ and Queens’ Counsel. Which insures that there are no uprisings which would endanger the states. They will rule by fear if necessary.

    History:

    In the age of wings, the humans, the halfmen and the lem were created by the Feroci as experiments to test their power. The Feroci watched their interactions, their movements and their thoughts. They wanted the perfect slave. However these weren’t, and instead The Feroci tired of these first humanoids, set adrift to another continent, and though with certainty that the races would be doomed by themselves on their island. At first they panicked, their food and their resources grew thin, and they realized their providers had left them. They then become self-sufficient, they built small cities, they formed clans, and they discovered the fruits of their land.

    After a short time, the smaller clans joined together to form 6 separate parties, and they decided to live with each other but they never fully trusted one another.

    One day, it was considered holy for some and horrible for others as it was the founding point for the kingdom, one of the parties grew hungry for power and wanted the land for themselves. So they sat creating weapons and armors, they planned attacks and they decided to attack the smallest of the parties in the dead of the night. It was a dreadful slaughter, a whole culture was lost overnight. The other parties soon learned of the news, and bound together. They drove out the threatening clan, texts are somewhat void in the details, and the ancestors of the current states’ leaders met together and formed what is known as the four states bound as one kingdom.

    The kingdom never discovered sacrifice, as they were never really enslaved by the Feroci. They were a form of experiment to test the compatibility of humanoids as slaves. They were then also thought to be incapable of surviving by themselves.

    Starting stats:

    +stockpiles of resources

    +High population

    +stable for now

    + Strong when united

    +Cultural

    +/-Diverse

    -No trade

    -/+Freedom of religion

    -/+Small army, with a 5% of them being well trained.

    -No sacrifice

    -Navy consists of mainly transport vessels with no real firepower.


    Extra information:

    Population ~800 000

    Saei – 200 000

    Bekdesh – 150 000

    Lem – 50 000

    Halfmen - 400 000


    Factions:

    Cult of the damned- Is a religion cult which is reknown for their practice in death, poison and traps. They firmly believe in power through death, cleansing through poison and life through machines. Initiates have to drink a cup of bol’duk poison which is often deadly. Those who survive are officially members of the Cult. Those who refuse to drink the poison, are killed on the spot anyway.
    il_fullxfull.445466265_nlm8.jpg

    What members of the Cult normally wear, while in their service to the cult. They wear normal attire when not conducting cult activities.
     

    Daryl Dixon

    Absentee
    The Seraphenian Enclave
    A kingdom forged out of the fires of revolution. Their history is a long one, their accomplishments great. These include saving a dying people, defeating a slave mongering vampire warlord and all his armies, making a pact with the red dragon and allying themselves with the local giants.

    The Royal Family
    The king has been married to his wife for 32 good years. Harrison was 26 and Jessamine 17. The marriage was arranged by Harrison's father, but despite it being an arranged marriage the two found they had much in common over the years. It wasn't until they had been with each other for three years that they began to feel as though they were in love. Harrison's son Solomon was born before he met Jessamine. His father had wanted the baby killed or kept from the royal family, while Harrison would not have his own son killed at birth he was going to compensate the mother and leave him with her. However at her unfortunate demise, Harrison took his son under his protection and accepted him as a Bertrand.

    King Harrison Bertrand -The Dragon- 56
    King Harrison is a long time servant to the people, a shining light in the eyes of his citizens. Since becoming a monarchy, The Seraphenian Enclave has prospered under Harrison's rule. Although his claim to the throne has come with mixed hearts, as he is the first true Seraphenian heir to take the throne since Amelius Breckon led the charge against the vampire warlord Alex Mercer, resulting in the end of vampire tyranny. There is a prophecy that promises when the dragon returns, so does the vampire.
    King Harrison Bertrand.jpg

    Queen Jessamine Bertrand -The Kind- 47
    Queen Jessamine the Kind as she is known is a sigil of hope to the people, she participates and funds many community activities and projects and can often be seen wandering the marketplaces in Blacklight interacting with the people. She is escorted by six of the Royal Guard, but only two are seen.
    Queen Jessamine.jpg

    Prince Henry Bertrand -The Handsome- 22
    Prince Henry is the face and flavor of the royal family. The most public of the heirs to the throne, he is a talented swordsman and aspires to be a merciful king. While he is not power hungry, he loves the idea of taking on the mantle of king. The power that he can use for good is a power he yearns. Henry is having a ship specially made for himself as he has taken fond of sailing the seas. This is what he is passionate about.
    Prince Henry Bertrand.jpg

    Prince Solomon Bertrand -The Bastard - 34
    Prince Solomon is known to be talented with a battleaxe, having been trained by the Royal Guard since he was old enough to walk. He is the combination of brute strength and swift speed, respected and feared throughout the land. He is currently taking the mantle of General in efforts to push in on tribal lands. Not much is known about his private affairs and so the image of battle is the image the world has of Solomon Bertrand.

    Princess Bridget Bertrand -The Talented- 19
    Princess Bridget loves the life of a princess and wishes to be queen. However Prince Henry is heir which has her overly jealous of her older brother. While she doesn't wish to conspire against her family, she does wish to be married off to an heir to the throne in one of the other kingdoms, leaving her family behind. She is not very good with common folk as if she has experienced luxuries and comforts better than that her hosts are offering, she will voice it. She usually has. However she is not all flaws, she is very beautiful and a talented singer. This is not her limits however as she has a natural arcane talent, studying under the Arch Mage to further her abilities.
    Princess Bridget Graces Bertrand.jpg

    Princess Adrianna Bertrand -The Playful- 14
    Princess Adrianna has always been a little troublemaker among the castle. Often taking advantage of Bridget's love for luxury, she would direct most of her pranks towards her. Adrianna has made a hobby of building things, mostly to prank her sister (Occasionally Solomon or Henry when she gets the chance to spend time with them) and so her natural mechanical talent goes mostly unnoticed. However Henry discovered this talent of hers when she built a fully functional auto shooting arrow dispenser in his closet. Once the door opened it would not stop firing arrows until all 39 of them had bruised his skin. He placed her under the apprenticeship of master builder Lannius as "punishment."
    Princess Adrianna.jpg

    Prince Conan Bertrand -The amicable- 7
    This young prince was described by his siblings as energetic and enthusiastic and that's exactly how he was. Being a young lord and prince of The Enclave he had an easy life for its short duration, he was taught to read and write from an early age and was known to be quite imaginative. His young mind inspired heir Prince Henry himself to start making his own designs. A big person to influence, for such a young child. When Conan disappeared large searching parties were dispatched, yet only the child's limbs were found. What they had of him was buried, the prince was pronounced dead and the kingdom mourned.
    The burned prince.png

    The Royal Guard
    The Royal Guard are knights serving the royal palace and specializing in the defense of the royal family. They are the most of elite of what Serephenia has to offer, other than The Vanguard. These soldiers are trained from the age of 13, when they either volunteer or are chosen. Anyone can volunteer for training to be a royal guard however few make it through the ordeal. Those that do are rewarded with second to none advanced military armour and weapons. They train everyday, their posts never unmanned. Their families receive 500 gold a year and in the event of death or retirement 1000 gold is compensated to the guard or the deceased mans family. Men of the royal guard are given a month absence for every year they serve without break. During their travels all recorded fees are compensated so long as they do not include the purchase of land. A bonus of 1,250 gold is compensated to each month of leave. These men have never failed to protect their King, Queen or all their children and beholding the sight of them is an honour. Seeing them in battle is a nightmare.
    The Royal Guard.jpg
    (yes I know someone else is already using this.. I didn't see until late...pretend its different)

    The Council
    Arch Mage Verlis Radcalu
    High Priestess Vivian Montessori
    Lord Spymaster Roderick Williamson
    Lord Treasurer Leonardo McQuillan
    Military General Jonathon McFarlane
    Commander of The Royal Guard Ser Nathaniel Vakarath
    Captain Of The Guard Jeremiah Stone
    Chief Adviser Morgan White
    Lord Ambassador of Foreign Affairs Jonathon Van Howard


    Provincial Lords
    King Harrison Bertrand - Volmoria
    Countess Sierra Patel - Shirvaka
    Lord Baldor Evanscream - Pandisia

    Ambassadors
    Lord Ambassador Jonathan Van Howard
    Levi Vantora
    Marcus Carrol

    Bodyguards
    Ser Alistair Galorian
    Ser Alistair has served the king since he was a politician and has remained faithful and loyal his whole life. Alistair is one of the greatest warriors The Enclave has to offer and has won several hundred battles in the arena alone. He is respected throughout the realm.

    Dame Andrea Needham
    Andrea Needham was a tribal in Volmoria before she joined the guard. She found difficulty in her career as it is unusual for a woman to do so, but she climbed ranks quickly and was knighted for her service to the queen.

    Ser Shirok Emosewa
    King Bertrand personally chose Shirok for Adrianna for his accomplishments on the battlefield. In the north Denguard reported sightings of giants. The old god worshiping giants, marks adorning their bodies. Shirok gathered only 100 men and crushed them, killing over 3/4 of the giants in the north. He had plans to take another 100 to Shadowpoint Palace to investigate and destroy whatever may lie there, but then he obtained these duties. He wears a helmet at all times. Very few remember his face.
    Shirok.jpg

    Ser Isaac Sebastian
    Ser Isaac protects princess Bridget at all times and has unfortunately been victim to many rumours surrounding himself and the princess. He is forced to endure her lifestyle, constantly being made to give his opinion on various dresses, colours, locations etc.

    Ser Columbus McFarlane
    Columbus is a warrior like Solomon and the two share the close kinship of soldiers. Columbus advises and protects Solomon. The two are thick as thieves.

    Ser Richard Harrington
    Richard is a talented swordsman and good friend of Prince Henry. He carries out his orders without question and has enormous faith in the 22 year old prince. He is honoured to serve him.

    Ser Damien Bennet
    Ser Damien was charged with protecting Prince Conan. When Conan went missing, many suspected Damien of breaking his oath to protect the boy. Damien did not rest until they found him, then when they did he renounced his knighthood and slumped into alcoholism.
    The Vanguard
    The Vanguard are an elite movement of troops that serve their dragon god Draconis. Draconis is depicted as a black dragon who is so large his shadow smothers all of Rotafar. The Vanguard are selected at birth from Wildehollow and trained to be lethal from an early age. They are taught everything one could wish to know in the art of combat. They study extensively as they grow their bones in childhood, learning of all the creatures and cultures of the land. Know thy enemy and thyself. They are all born in their stronghold of Wildehollow and roles are assigned mere hours after the birth. From there they begin their growth into whatever faculty they are inducted into.

    The Vanguard are separated into three faculties.

    The Templars
    An elite force of Paladins, Knights and Crusaders. These are brute soldiers. There are many different forms of training that are mixed among the force, ensuring each strengthens the other and leaving no holes in the battlefield. No flaw in the strategy, and no weakness to be exploited. The very sight of a vanguard Paladin outside of Pandisia is a rarity, and something that if one should see, means that trouble is on the horizon. They study maps of the lands of Rotafar in great detail to be aware of the battlefield and its surroundings. Their commander not only has these pinpoint accurate maps, but has traveled these lands himself. They are a force to be reckoned with and one that Rotafar should be glad is not under the rule of the royal family.

    The Rangers
    The silent assassins of the night. They are scouts, wanders, and specialists. They are led by the Warden. They scout Rotafar, creating maps of all areas they can access. There are few, if any, places the rangers cant find. They draw several hundred maps on a location, each slightly different but showing a detail the other could not. These maps are refined down to a couple dozen and stored in the archives. These men and women are masters of long ranged combat, knowing spells to mask themselves and the marks they make upon the world, there is no better shot in Rotafar. They are invisible, either literally or in plain sight. They gather intel, scout and record maps, take out targets from behind enemy lines. They do this without being seen. They are known as The Ghosts of Rotafar. Like the Paladins, there is many different forms of training and branches in The Rangers.

    The Warlocks
    The wizards, witches and sorcerers. The Stormqueen of the Vanguards outshine the royal arch mage by leagues, and her identity is a mystery. Rumors spell a Harpy, a vampire or even a dragon itself. These spellcasters branch off in many directions but all display unmatched magical prowess. They are not squishy robe wearing and vulnerable, two branches don battle armour and are extensively trained in combat with weapons as well. However they do not match The Templars or The Rangers. They shy away from no magic and flinch at no sacrifice. They are the magic bolster to The Vanguards and are the forefront of study and religious practices.

    The Vanguard Commander
    Vanguard Commander.jpg


    The Vanguard Paladin
    Vanguard Paladin.jpg

    The Vanguard Ranger
    Vanguard Ranger.jpg

    An Armored Warlock
    Very Armoured Warlock Deathmarch.jpg
    Warlord.jpg
    (There are robe wearers also)

    Commander Vladimir Volkoff
    Commander Vladimir is commander of The Templars and military leader of The Vanguard. Not much is known about him, even within The Vanguard. He is of dragonsblood, and so he lives far longer than mortal men. The only way for the commander to be killed is through battle, or three thousand years.
    More paladin in battle.jpg


    Master Ranger Erikson Jorgenreign
    The ranger is a hardy old man, aged 43. He assumed his position when the previous Master Ranger stepped down from his position believing he was no longer fit to lead. His age had caught up with him and he stepped down to normal ranger duties. Erikson, despite being an aged man, is just as hardy and strong as any young man pitted against him as proven by his streak against the rangers who challenge him to spar fights during training. He is a friend of King Harrison, but does not let this get in the way of his ranger duties. He still probes the kings armies for weakness and gathers all intel he can of not only King Harrison but the other world leaders.

    Stormqueen Valerie Mercer
    Valerie Mercer is Stormqueen of the warlocks. The equivalent of an arch mage. She is, as known, the most knowledgeable and powerful of The Vanguards. She is the older sibling to the one remembered as The Monster Of The North, The Shadow Of Volmoria. Vampire Lord Alex Mercer bled to know the secrets of immortality. She discovered a magic in the north so powerful that it could prevent one from aging entirely. One that could make them near invulnerable, she kept it from him. She knew he had a dark heart and that if he had known it his reign would have never ended, the suffering he brought never lifted. She has kept the secret to herself and offered it only to the Commander. He refused. She does not age, she can only die through other means. This is why she does not leave the north.
    Viera.jpg

    Wildehollow
    Their Stronghold is a city called Wildehollow. They train brilliant smiths and enchanters and their stronghold is a huge fort high in the mountains. It operates as a military stronghold and a city, as the Stronghold must provide for the fighters, builders, smiths, enchanters for The Vanguard army. The trek there is one that if you have not been before, and do not have a guide, you will not find.
    wildehollow.jpg
    Landmarks

    The Crystal Mountains
    The mountains in which atop the very highest of them, a pact with the red dragon is said to have been made. It is also rumored that The Rangers have spotted a Styre within these mountains burrowing themselves in the cavern systems on the eastern most mountain and feeding on the woolly mammoths that roam the small tundra north east of the mountains.

    The Flatlands
    The Flatlands are a large open tundra that, as you go north, lead to the mountains of Pandisia. It's here that roam the Dzin and other grassland creatures. Many hunters get their game here and its these Flatlands that the black dragon Vanhishikha is prophesied to birth upon the world a new species and with it, a new age.

    The Passage into the Northern Mountains.
    Passage leading to Pandisian mountains.jpg


    Shadowpoint Palace
    The palace in which resides the monster of the north. Said to have ruled Serephenia with an iron fist, brutalizing and controlling the population with his army of vampires. He rose to power when he made a deal with the Yunta, used them in his armies when his reign had barely begun. He was the one who bonded the creatures of the night and the werewolves. This is considered a cursed place, and so ships steer clear of it.
    Shadowpoint Palace.jpg

    The Arena
    The Arena is glorious place where gladiators, knights, and anyone looking to prove themselves or make some gold can test their mettle and prove their worth. It was built early into the Age of Fortune, it has since been a place where men and women, or anybody regardless of race, can gamble or participate. It attracts warriors from all over the world.
    The arena.jpg
    Angarika
    Angarika is the City Of The Giants. A gift from a king from a previous dynasty, the giants moved into this place and became one of the largest giant clans in the world. They seldom venture outside their walls save for when they go to The Flatlands. Humans, Yunta, Draiochta and any other race or species are welcomed inside the gates however should they be expecting much conversation they will be disappointed.

    Cities

    Blacklight
    The capital city of Serephenia, located in Volmoria. It's huge black palace is where the royal family resides, and its black walls keep the city safe. This is the largest city with the highest population, it is considered one of the most beautiful places in the north and attracts many tourists. Blacklight is filled with many ornamental statues and one of the most prominent features of the city is the Arcanium, a building dedicated to magic and the study of magic. Many scholars, wizards and witches find their way to this city for the knowledge that resides there.
    Blacklight.jpg
    Atlanta
    Atlanta is one of the most beautiful, uniquely rich places in Rotafar. It has many goods shipped out from and into its ports and is among the largest cities in Serephenia. It is where the king got married, and it is where most of the royal guard go on leave. Constructed during the age of wings, its beautiful architecture was built to impress gods.
    Lake city.jpg
    Denguard
    Denguard is the city in the northwest. Denguard is more isolated than the other cities and while it is not in poverty, it is not a rich place. Many travelers pass through here on their way to The Crystal Mountains. Denguard houses Lord Baldor Evanscream, a man deadly in love with a harpy. This can only mean doom, but he doesn't see it, everyone else does. This mountain city is a great feat of architecture, it's builders having turned rocky crags into a monstrous city. If you had seen what used to lie here you would never believe a city would be built.
    Denguard.jpg
    Faylin
    Faylin is a beautiful coastal city and the major harbor of ship development and production. It's here a majority of Serephenian ships are built and were most of the trade from other kingdoms comes in. Thus this is a wealthy city but they are a working people.
    Faylin.jpg
    Colkirk
    Colkirk covers a large space but is a small city mostly consisting of farmland. Its farmland stretches for miles which would deceive travelers into believing the city too is large. It is not, and mostly consists of housing areas for the farmers and churches, restaurants ect. It has many farms outside the walls of a small gated community and this working class is Volmoria's strongest supply of horses, cows, cheeses and meat.

    Calterberry Keep
    Calterberry Keep was once a very large and prosperous city, however it lay in ruins, destroyed during the war with the vampires. Travelers who find themselves in sight of Calterberry are warned to keep their distance, for its not only the wildlife and forest who have moved in. There are sightings of animals morphing into trees and so forth. The guardians have claimed this city now.

    Wintervale
    Wintervale is a city who's walls brush with the mountain and who's people dig deep into it. This city is not one that brings much attention to itself, other than those passing through on their way to Atlanta or The Flatlands.

    Thorryn
    Thorryn is where most of the goods from Volmoria go to be shipped off to Faylin or Atlanta. The high traffic of goods flowing through keep the gold flow high. The shores of Thorryns many beaches are always filled with families and their children enjoying the shores.

    Kings Refuge
    Kings Refuge, named after the vampire slayer made king Erikson the Vampire Slayer. (cont later.... lol..)
    This is Kings Refuge except towards the back of the island it extends, the Island is larger and has another structure that wouldn't appear in this pic.

    Kings refuge except the island at the back of the city extends more and has another building.jpg
    Towns and Villages

    Dragonbridge
    Dragonbridge is named after the golden bridge that crosses the water making access across the lands much easier. The bridges structure is that of a dragon, with the bridge goes over its back and leading out the mouth. It was built many ages ago, possibly as far back as the age of wings. It is dedicated to the dragon Aturdokht, a large, female dragon with blue scales and fire hot as the sun. But Dragonbridge looked better on a map.

    There is some town hiding behind that building, trust me.
    Dragon bridge.jpg
    Yorkenshire
    Yorkenshire is a beautiful settlement full of culture, tradition and ancient artifacts. Situated aside the great plains and a few short kilometers from the foot of the mountains this town has an amazing view of the land. This is a working class village.

    Sybeth
    Sybeth is the village leading into Denguard and so many travelers pass through. The taverns are a place where legends are passed around and due to the amount of foreigners passing through on their way to the Crystal Mountains, many of the rumors here hold weight. It is a place where the citizens dream of the outside world, they are inspired by the travelers tales of adventure and so many of the townsfolk here train hard to fight in the arena or go forth and make their own adventures.

    Icewind
    Icewind, misleadingly named, is a beautiful coastal village. The coast always has fishing lines strung into the ocean and children swimming in the shores.

    Sea Edge
    Sea Edge, appropriately named, is a town consisting of older people. Its work force is small and so the towns profits are small, but they get by. It is where most of the populace from Faylin go to retire.

    Silverton
    Silverton is a village named after the silver mine that helped produce the weapons of the revolutionists who stood up to their vampire overlords. Most of the silver is refined and transported to Atlanta.

    Rosewell
    Rosewell is a city between the capital and the sea, and it is in the perfect place for profit. Everybody crossing through the county usually passes through Rosewell and so a lot of money is made off of travelers. However Rosewell produces a lot of wood, most of which gets distributed across Volmoria as Rosewell is in abundance.

    Talverton
    Talverton is another source of mass supplying wood, however is a much larger village than Rosewell. Talverton also runs two iron mines and so horse drawn carriages are always transporting their produce around Serephenia.

    Ashbourne
    Ashbourne is a close knit village who likes to sleep.

    Aldimir
    Aldimir is one of the many coastal villages that dot Shirvaka's shores. Along with the others, Aldimir's ships mass fish the oceans and return with bountiful amounts of ocean dwelling creatures. Most prominently, fish.

    Strathmore
    Strathmore is a good place. Come visit it. It's 9Am. I'm tired.


    Wealth
    Serephenia is fairly wealthy despite most of their northern lands being inhabitable. This is due to having such a large population and a fruitful earth.

    Trade
    Serephenia is now opening up its trade and produce to the world, having closed all trading eighty years ago. The king is now expanding his horizons, sending out letters to foreign lands to open up trading agreements with them.

    Resources
    Serephenia has enough natural resources to sustain themselves and maintain trade, including wood, cattle, meat, fruits. They do not sell what they get from the mines as they use up a majority of what they harvest.

    Political Stability
    King Harrison Bertrand's claim to the throne was legitimate, but was welcome with mixed hearts. Many fear that their golden age is going to be short lived and that the monsters in the north will flood Volmoria once again. However apart from superstitions, the people of Serephenia are a happy populace overall.

    Ambitions
    The king wishes to marry off Henry, Bridget and Adrianna. He wishes for Solomon too to find a wife, however the man has expressed wishes to not be married and so Henry leaves it be. The people of Serephenia wish to make a true alliance with the people of the mountain, The Vanguard. Their military numbers are unknown, but their abilities are unmatched. The people want the security that they know these people can offer, and grow increasingly frustrated at the lack of understanding they have of The Vanguard.



    Military


    An Important Notice!
    I will write about The Serephenian Military and all that good stuff another time. I'm just glad to be getting this out! The navy and main military will be covered in an edit, I promise. Unless I die. A flag will also eventually be put up, hopefully edited in. Also the appearances of the royal family will also be put up. Yes! Goody good. It is 10:04 AM and I have not slept. Forgive me.

    And one more THING
    I'm sure there's plenty missing you're eager to read but I haven't the time right now and I figured its best to get the bulk out now before it gets lost again. Ta ta!

    And one more thing
    the kingdom may seem OP but its not trust me, I know, and my plans are devious. I'm like their gods son, the diabolical one. So don't think "OH THAT DAMN DARYL THINKING HE CAN HAVE A KINGDOM THAT DOESN'T HAVE ANY MAJOR FLAWS? SCREW HIM!"

    AND ONE MORE THING
    There's going to be some sexy dragonstuff.... I hope.

    (This will all be cleaned up in the edit)

    EDIT: fluffin forgot the map
    Yummy map of details.png
     
    Last edited:

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