Ninja Dude
Sorry, I wasn't listening...
Sorry about the absentness lately. Now that I have a 4 day weekend, I'll be able to look over things and post something soon. Likely a country or city-state.
Sorry about the absentness lately. Now that I have a 4 day weekend, I'll be able to look over things and post something soon. Likely a country or city-state.

Keras Erethin, the Nomad (kkmo)
Human, Male / 5' 9" / ~150 lbs / dark skin, brown hair, brown eyes; decidedly southern
Aspects: Sorcery (3/1), Archery (4/4), Tracking (2/4), Elephant Riding (2/3)
Inventory: [I have decided to only include special items here, instead of forcing players to micromanage things like gloves, rope, and food / I'm still figuring out how to handle money...]
Andilak tribe bow (weak fire enchantment) / Book of Arc'a (no effect, for now)
Description: [insert brief, one or two-sentence description / my goal here is to give a vague, almost mysterious idea, and not give too much away - other players shouldn't really know your background in full, any way]
Keras Erethin is from the human-lands near the Hanajj Dunes. He roams the southern-realms to this day, wearing a Bearsong turban and riding a horse.
Current Location: Hedreki Highlands
Smiths of Daiock (kkmo)
Run by Alagir Mithr, a Dwarf
Trades: Armor Smithing (3/3), Mining (4/2), Minor Enchantments (4/1)
Locations: Havas, Borend, Kalokek, the East Agadan Route
Wealth: 170
Force: [this is essentially a description of your "army"]
Ex-soldiers and men of the working blacksmiths, miners who can be called into service as bodyguards or outpost guards
Arms: 3 / 3 companies [current # / number allowed - number allowed represents your guild's manpower]
(Description) The Smiths of Daiock represent a sizable trade influence over the market around the east Agadans. Their smithed armors are found in almost every major city in the region. The Smiths of Daiock have been known to take commissions from polities for crafting hundreds of their enchanted mails, yet this is a lengthy process; these deals have contributed to the expansion of their guild as far as Havas.
Kingdom of Blahduria (kkmo)
Ruler: King Blah (Human)
People: Human (80%; primary; dominant political presence), Elf (15%; cooperative; no political presence), Orc (5%; subjugated; occasional slave labor)
Factions: Milkmoonia Peasantry (2/3), Central Realms Eunuchs (4/1), Northwild Treefolk (4/4)
Wealth: 800 / 1,000
Wonders: The Northwild Shrine (good luck in the wild), The Tagadoo Highway (bustling trade passage, frequent travelers)
Military: Seasoned soldiers, Blahtropolis's finest longbowmen, the king's guard, capable necromancers from Xes-Talur, some siege capabilities
Army: 32 companies
Navy: 0 ships (landlocked)
Growth: 20%
The Kingdom of Blahduria is one of the pillar kingdoms of the Central Realms, a loose confederation of monarchies indirectly ruled by the Archmage Therow. Members of the Central Realms enjoy a good deal of wealth and access to trained mages from one of the various schools throughout the grassland kingdoms. In the case of Blahduria, Archmage Therow gave to King Blah several of his finest "Death-Scholars" in hopes that they would contribute to a stable border with the Northwild. However, the Principality of Trela, ruled by Prince Haro, grows weary of the work of these necromancers, accusing Blahduria of disturbing the peace. In addition to this nearby conflict, King Blah must often answer to his kingdom's Central Realms eunuchs, known as Rodo and Feran.
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Ninja Dude said:This look okay kkmo?
I based it more off of like Warhammer 40k Elves, and a bit of just random other stuff.