nutranurse
Unlikeliest of Slash Fics
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Kingdom of Quarrion/King Azazel (m, 288, unwed)/Open NPC
Centralized Collectivist Monarchy
100% Malachim [Politically Dominant]
Capital: Quarr
Heir: Prince Raphael (m, 154, unwed) (Son of Councilman Uriel of Malash)
Family: -
Factions: Council of Ten (5/5); Citizen's Council (2/5)
120,000 - 15,000 (Treasury/Debt)
Small-Scale Celestium Mining, Limited Agriculture, Finished Celestium Goods (Fine)
25 - 0 (0/50%)
Magick:
Army: 15
Airborne light/ranged infantry who wield javelins, slings, shortbows, and shortspears, though little real martial tradition exists; a handful of powerful airborne geomancers;
Navy: 0
None to speak of
Prestige: -
Nation Background:
The Kingdom of Quarrion was founded in 1E41 when the Malachim Azazel fled a Tir'Ilonmol that was on the brink of civil war. He brought with him all of his followers and their belief in a new, united existence for the Malachim. Much of the collectivism that Azazel espouses comes from what little the Malachim understood of the Ikkir society prior to the star-fall. Quarrion operates on communal effort in most of its aspects; issues are tackled by everyone as they need to be tackled. To keep the kingdom from falling into simple mob rule, however, Azazel elevated himself to the position of monarch. Most of his followers would have had a problem with this bold move were it not for Azazel's decision to name Raphael, son of Councilman Uriel, his heir and mandated that no one of immediate relation to the current king could be chosen as heir. With the power of his newfound position Raphael moved for the creation of the Council of Ten as a separate entity from the Citizen's Council. Where every Malachim citizen had a vote in the Citizen's Council, the Council of Ten were the only elves able to bring up issues to be discussed and tasks to be completed without the need for a massive majority in support of the proposal. Furthermore, the Council of Ten were the face of Quarrion to outside polities and held total control over foreign diplomacy, warfare, and trade. The Council of Ten were chosen by Azazel himself, and Raphael numbered among them. Essentially they were the nobility in a society supposedly lacking nobles.
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Hunting-Hole/High Mage Vurk Clawrot, 'Ring' (m, 44, wed)/Open NPC
Centralized Oligarchic Magocracy
90% Swiech [Politically Dominant]; 5% Malachim [Traders]; 5% Star Goblins [Itinerant Traders]
Capital: Hunting-Hole Warrens
Heir: High Mage Nirk Festtooth, Index (m, 31, unwed)
Family: -
Factions: Amberblood (3/2); High Rock (1/5); Harm's Hand (5/5); Hunting-Hole Cabals (3/2)
285,000¤ - 30,000¤ (-/-)
Celestium Mining, Lumber, Agriculture, Astral Union-Trade, Finished Celestium Goods (Crude)
35☼ - 0☼ (0☼/50%)
Magick: Vivification, Thaumaturgy, Low Magick
Army: 25
Ferocious, somewhat disciplined mix of Swiech heavy and light infantry wielding all manner of weapons; honor-bound Clanial Bragaash mercenaries act as the mainstay element of armies; A few powerful Swiech vivificationists, a handful of immensely powerful Swiech thaumaturgists/vivificationists called 'Harm's Hand'
Navy: 5
Capable navy of Dohtel galleys refitted for Lake Deep, sailors are hardly combat worthy, as most ships are simple trade ships
Prestige: -
Nation Background:
Hunting-Hole is one of the richest polities in the world, but it also is one of the most tumultuous. Life in the Hunting-Hole has never been easy for the non-mage population, as they could be swept into the High Rock's celestium mines at any point with little warning. It is not as if the mages have it easier, as the various cabals violently squabble for what little power the Harm's Hand lets slip through their fingers. Harm's Hand are the true ruler of Hunting-Hole and bask most of its riches—commercial and magickal. They are the five most powerful thaumaturgists and vivificationists that Hunting-Hole has to offer, and are arguably the most powerful native El-Orian vivificationists. Much of their magickal might comes from the Blood Wail Hills, a rich mana-well filled with similar 'voices' to those found in other El-Orian mana-wells. Every member of the hand has gone into the supposedly haunted hills and learned from what disturbing lessons they could from the voices, resulting in their mastery of magick, albeit at the cost of some of their sensibilities. Perhaps it is this detachment that led Hunting-Hole to its currently, fragmented state. After the Six Blades Rebellion succeeded in removing a great deal of Hunting-Hole's population and younger mages virtually every other element of the Swiech society began to speak out against Hand. Though they have yet to act on their violent words, a second rebellion is in the air...
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Six Blades Kingdom/King Saur the Blade (m, 22, wed)/Open NPC
Centralized Despotic Monarchy
100% Swiech [Politically Dominant]
Capital: Six Blades
Heir: -
Family: Skivas Grey (Wife, 20)
Factions: Six Blades (5/5)
110,000¤ - 55,000¤ (-/-)
Agriculture, Lumber
25☼ - 0☼ (0☼/50%)
Magick: Vivification, Thaumaturgy
Army: 55
Ferocious, fanatically loyal, somewhat disciplined mix of Swiech heavy and light infantry wielding all manner of weapons; Numerous capable Swiech vivificationists/thaumaturgists; Gorleg, prodigious Swiech vivificationist and decent thaumaturgist; Saur, immensely charismatic Swiech commander and middling vivificationist/thaumaturgist; Urk the Knife (m) & Cro Paleye (f), two incredibly talented Swiech swordsmen, archers, and commanders
Navy: 0
None to speak of
Prestige: -
Nation Background:
The Kingdom of Six Blades is the first 'hero' kingdom to be born during the Silver Age. Its leaders, the eponymous Six Blades, are some of the most capable Swiech of their respective fields, and they are lead by the impossibly charismatic Saur the Blade. Ostensibly the kingdom was formed as a result of the tyrannical rule of Harm's Hand in Hunting-Hole, though the Six Blades are just as absolute in their rule, if not more so. Regardless, the Swiech of Six Blades are so dazzled by their ruler's charm that there is little present worry about a revolt. Six Blades' infancy shows in its underdeveloped commercial spheres, though some would argue it is a clean-slate with only limited by the sky. No concrete castes have yet to emerge, and all power is presently in the hands of the Six Blades.
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Dgebed/Councilwoman Vola (35, wed)/Open NPC
Centralized Republican City-State
100% Star Goblin [Politically & Religiously Dominant]
Capital: Dgebed
Heir: Councilman Ogzar (33, wed)
Family: -
Factions: Council-Elect (5/5); All-Seers (3/5); Dgebed Artisans (2/3)
100,000¤ - 15,000¤ (Treasury/Debt)
Fisheries, Agriculture, Lumber, Finished Wooden Goods (Fine)
25☼ - 0☼ (0☼/50%)
Magick: Astral, Astrology
Army: 10
Undisciplined, but highly skilled and fanatically loyal collection of individualistic medium-heavy infantry warriors wielding a variety of weapons, including shortbows; a handful of capable Star Goblin astral mages who wield astral phantasms against their foes, and an even smaller number of astrologer-generals commanding the armies according to the stars
Navy: 5
A rag-tag navy composed of the only ships in the known world to not utilize elven designs, sailors are just as unseaworthy as the ships
Prestige: -
Nation Background:
Dgebed was formed by the former Astral Council-Mage Dgeba after she felt that the Astral Union was heading down an erroneous path by barring the female half of its population from advancing alongside the rest of society. Unwilling to see her entire gender constrained by tradition, she led a small band of followers west to the spot where Dgebed sits now. Over the years various dissidents have fled to Dgebed after earning the ire of the union and their council, and numbering greatly among these individuals are the All-Seers. The All-Seers are the first astrologists of Kor-Fiol and although they are spread out all across the known world, they make their headquarters in Dgebed. They quite openly influence politics and saw the voting masses to elect them to the city-state's high council. The current council frontrunner and de facto leader of Dgebed is one such candidate and holds strong ties with the All-Seers despite not being an astrologer herself. Her blatant pandering to the mages of Dgebed, however, has earned no amount of approval from the artisans of Dgebed, who feel slighted and left out in the wake of what has essentially become a magocracy.
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Almoot Marklef Warghemen/High Elder Nem (m, 54, wed)/Open NPC
Tribal Elder Council
100% Kleofkinde [Politically Dominant]
Capital: Almoot
Heir: Elder Gadd (m, 41, wed)
Family: -
Factions: Elder Council (5/5); Almoot Kleofkinde (1/3); HemEwa (2/3); HemIsara (3/5)
80,000¤ - 25,000¤ (-/-)
Stone Quarries, Goat Herding, Overland Trade, Limited Agriculture, Finished Stone Goods (Crude)
25☼ - 0☼ (0☼/50%)
Magick: Astral, Alchemy
Army: 25
Ferocious, fanatically loyal, but undisciplined collection of older, heavy infantry warriors armed with greatclubs, greatswords, and greataxes acting as shock infantry, younger, light infantry warriors double as skirmishers and wield javelins, slings, and shortswords; a handful of powerful astral shamans who channel spirits of once-dead warriors, and dozens of alchemist-shamans who use their concoctions in battle
Navy: 0
None to speak of
Prestige: -
Nation Background:
Of the three Warghemens, Almoot is the smallest. Situated in the NemMarklef Mountains, are Kleofkinde who eek out short, brutal lives in their little villages that act as the bulwark against Nephilim invasions. Despite their hard lives, most Almoot Kleofkinde are terribly proud of their existences and the numerous battles they fight against their peoples' ancient foes. A few tribes, such as the HemEwa, look south at the lowland Kleofkinde with no end of envy, but their ambitions are curbed by the powerful Elder Council and their most stalwart supporters, the HemIsara. Like all of the Warghemens, Almoot has yet to recognize those Kleofkinde who have settled in the central city of Almoot as a tribe in of themselves, and so are barred from the Council of Elders—which infuriates the skilled workers, traders, and other citizens of the city.
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Cindor Rash Warghemen/High Shaman Drim (m, 49, wed)/Open NPC
Tribal Magocracy
100% Kleofkinde [Politically Dominant]
Capital: Cindor
Heir: High Shaman Uza (m, 33, unwed)
Family: -
Factions: High Shaman Council (5/5); Cindor Kleofkinde (1/2) WeargBer (4/3); WeargBor (4/3)
105,000¤ - 20,000¤ (-/-)
Spirit Mushrooms, Lumber, Finished Wooden Goods (Crude), Agriculture, Overland Trade
25☼ - 0☼ (0☼/45%)
Magick: Astral, Alchemy
Army: 20
Ferocious, but incredibly undisciplined mob of older, heavy infantry warriors armed with greatclubs, greatswords, and greataxes acting as shock infantry, younger, light infantry warriors double as skirmishers and wield javelins, slings, and shortswords; dozens of powerful astral shamans who channel spirits of once-dead warriors, and many alchemist-shamans who use their concoctions in battle
Navy: 0
None to speak of
Prestige: -
Nation Background:
Cindor is the most magickally inclined Warghemen and is ruled exclusively buy its shamans. Within the shaman caste there is the crucial division between 'high' shamans, individuals who use magick to consort with ancestral spirits, and 'low' shamans, alchemists who create a great many potions, slaves, and poisons that are used in and out of battle. As much as the two shaman groups would like to be separate from each other, they are interrelated through the cultivation of spirit mushrooms. The curious mushroom found only in the CindorRash amplifies both astral and alchemic pursuits. In the former, it further blurs the divisions between the other realms and El-Or, allowing for stronger spirits to be summoned; in the latter it heightens the effects of virtually every potion and is a staple in any alchemist's supply. Spirit mushroom cultivation has become so important to the Warghemen that traditional tribal divisions have been shrugged off in favor of smaller kinship ties, due to the fact that the small, fertile growing areas for the spirit mushrooms are owned by clans. The riches these hereditary clans have drawn in through the cultivation of spirit mushrooms has seen them become very important members of their society, and the Council of Shamans has been known to bow to a clan's whims on occasion. Currently the two most powerful clans are the WeargBer and WeargBor, who own much of the growing areas in the eastern and western parts of CindorRash respectively.
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Garst Garash Warghemen/Gal Fazkind-Reborn (m, ∞?, unwed)/Open NPC
Tribal Despotic Monarchy
100% Kleofkinde [Politically Dominant]
Capital: Garst
Heir: -
Family: -
Factions: Garst Kleofkinde (3/5); HemYorma (2/3); HemAlogar (2/5); HemRumza (2/5)
90,000¤ - 30,000¤ (-/-)
Goat Herding, Agriculture, Fisheries, Pottery, Overland Trade
25☼ - 3☼ (0☼/50%)
Magick: Astral, Alchemy
Army: 30
Ferocious, fanatically loyal, but undisciplined collection of older, heavy infantry warriors armed with greatclubs, greatswords, and greataxes acting as shock infantry, younger, light infantry warriors double as skirmishers and wield javelins, slings, and shortswords; a handful of powerful astral shamans who channel spirits of once-dead warriors, and a handful of alchemist-shamans who use their concoctions in battle; Gal Fazkind-Reborn, an incredibly powerful astral shaman who has occupied the body of an unnamed shaman
Navy: 0
None to speak of
Prestige: -
Nation Background:
Ironically progress has come to Garst Garash Warghemen only though the leadership of a centuries old spirit. The exploits of Gal Fazkind during the Forgotten Ages are known to all Kleofkinde, and his supposed reappearance via the possession of an unnamed shaman has caused quite a stir all over the Peninsula of Isa. Not only has Gal toppled previous beliefs of magickal limitations, he overthrew the rule of the Garst Garash Warghemen Shaman Council and installed himself as the sole leader of the western Kleofkinde plains tribes. He drew his initial support from the shunned, 'tribeless' Kleofkinde of Garst by giving them an identity and proclaiming Garst as a tribe proper. Gal managed to avoid the ire of the plains-tribes primarily through cunning and charisma, enrapturing them so much with promises of bloody war against the Dohtel and unification of the entire peninsula that they put aside their worries and threw themselves headlong at Gal's feet. The only tribe to seemingly have any reservations are the HemYorma—who live on the fringes of Gal's domain—though they have thrown their lot in with Gal for the time being due to the support he won from the far larger, more powerful tribes of HemAlogar and HemRummza.
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League of Agortal/High Chieftain Veneka (m, 263, wed)/das
Decentralized Despotic Tributary Tribal Federation
65% Kritta Bladvenn [Politically & Religiously Dominant]; 10% Northern Bladvenn [Slaves]; 20% Anaamu Goblins [Slaves]; 5% Terlan [Itinerant Traders]
Capital: Agortal
Heir: Chieftain Idiona (m, 146, unwed) (son)
Family: Daughter (120, unwed), Daughter (100, unwed)
Factions: Tribal High Council (4/5); Tribal Low Council (2/5) Disciples of Agorta (3/4)
230,000¤ - 40,000¤ (-/-)
Alchemic Goods (Fine), Sea Trade, Fisheries, Exotic Herbs, Rice
40☼ - 0☼ (0☼/40%)
Magick: Geomancery; Alchemy
Army: 20
Disciplined, but unorganized army composed of small groups of hunters who double as light infantry and skirmishers armed with slings, javelins, blowguns, axes, and shortspears—all poisoned; a handful of capable geomancers, and the hero-mage Agortal who has access to mighty geomantic spells through the Sea Tooth
Navy: 20
A superb navy composed of Kritta galleys; sailors are incredibly skilled amphibious Kritta warriors; several mage-captains exist and lead fleets in times of war
Prestige: -
Nation Background:
Though the League of Agortal was founded around the eponymous geomancer Agorta, it is lead by the equally powerful High Chieftain Veneka, who has virtually made himself a king. The league ostensibly follows the traditional setup of Bladvenn leagues through the 'temporary' incorporation of many tribes into a decentralized union that still allows them their freedoms. The Kritta, however, have altered the structure somewhat through the creation of the 'High' and 'Low' Tribal Councils. The High Tribal Council is composed of the foremost tribes in the league, and currently the only premier tribe is Veneka's. This council has express power to do virtually whatever it wants 'for the good of the league'. The Low Tribal Council is made up of the lower tribes—that is to say everyone else—and pays tribute to the tribes of the High Tribal Council for membership privileges in the council. Any member of the low council may make motions and bring up issues, though all decisions must be ratified by the high council so power lies expressly in Veneka's hands. The only reason the other league tribes tolerate Veneka's despotic rule is due to his alliance with Agorta, the powerful Kritta geomancer whom many regard as a prophet. He and his disciples have carved out a strong following among the league, and even Veneka nominally is a member of the faith. The League of Agortal has entered something of a renaissance as of late due to the unparalleled unity Veneka has brought to the southern wetland tribes. However, to the northwest numerous other leagues have formed to fight against possible Agortal expansion, and to the east the wild Anaamu Goblins wait for any moment of weakness to strike on the prosperous league.
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League of Nirrodon/High Chieftain Timender (m, 240, wed)/Open NPC
Decentralized Aristocratic Tribal Tributary Oligarchy
60% Nirrodon Bladvenn [Politically Dominant]; 40% Anaamu Goblins [Slaves]
Capital: Nirrodon
Heir: Chieftainess Isada (f, 190, wed) (Wife)
Family: Daughter (unwed, 100); Son (unwed, 122)
Factions: Underling Council (4/5); Nirrodon Nobility (2/2); Cult of Nirr (2/5)
250,000¤ - 45,000¤ (-/-)
Rice, Lumber, Finished Wooden Goods (Crude), Furs (Fine), Fisheries, Alchemic Goods (Fine)
25☼ - 0☼ (0☼/50%)
Magick: Alchemy
Army:b 40
Disciplined, but unorganized army composed of small groups of hunters who double as light infantry and skirmishers armed with slings, javelins, blowguns, axes, and shortspears—all poisoned
Navy: 5
A superb navy composed of Nirrodon river-galleys and swamp-skimmers; sailors are incredibly skilled amphibious Nirrodon warrior-hunters
Prestige: -
Nation Background:
The Nirrodon are the somewhat understood northern cousins of the Kritta Bladvenn to the south. For most of the Bladvenn's history, the Nirrodon have kept to themselves, but recently they have formed around a single high, charismatic high chieftain and have made him a king in all but name. Timender is an alchemist of the highest caliber, and the alchemic tradition runs strong in the Nirrodon culture—especially since they apparently seem to lack other forms of magick. Central to their understanding of alchemy is blood. Blood has strange effects on all Bladvenn, causing them to heal faster, or feel less pain, or experience psychedelic highs, or any number of other things; different creatures' blood yield different effects. Virtually every Nirrodon potion incorporates blood in some way shape or form, and the Nirrodon have even come to worship their own blood as a sacred substance. From these religions notions the Cult of Blood has sprung up, though remains constrained to the masses that beneath the aristocratic 'Underling Council' that helps Timender run the league. These cultists believe that there is magick inherent in blood and fanatically pursue their claims through gruesome rituals.
Centralized Collectivist Monarchy
100% Malachim [Politically Dominant]
Capital: Quarr
Heir: Prince Raphael (m, 154, unwed) (Son of Councilman Uriel of Malash)
Family: -
Factions: Council of Ten (5/5); Citizen's Council (2/5)
120,000 - 15,000 (Treasury/Debt)
Small-Scale Celestium Mining, Limited Agriculture, Finished Celestium Goods (Fine)
25 - 0 (0/50%)
Magick:
Army: 15
Airborne light/ranged infantry who wield javelins, slings, shortbows, and shortspears, though little real martial tradition exists; a handful of powerful airborne geomancers;
Navy: 0
None to speak of
Prestige: -
Nation Background:
The Kingdom of Quarrion was founded in 1E41 when the Malachim Azazel fled a Tir'Ilonmol that was on the brink of civil war. He brought with him all of his followers and their belief in a new, united existence for the Malachim. Much of the collectivism that Azazel espouses comes from what little the Malachim understood of the Ikkir society prior to the star-fall. Quarrion operates on communal effort in most of its aspects; issues are tackled by everyone as they need to be tackled. To keep the kingdom from falling into simple mob rule, however, Azazel elevated himself to the position of monarch. Most of his followers would have had a problem with this bold move were it not for Azazel's decision to name Raphael, son of Councilman Uriel, his heir and mandated that no one of immediate relation to the current king could be chosen as heir. With the power of his newfound position Raphael moved for the creation of the Council of Ten as a separate entity from the Citizen's Council. Where every Malachim citizen had a vote in the Citizen's Council, the Council of Ten were the only elves able to bring up issues to be discussed and tasks to be completed without the need for a massive majority in support of the proposal. Furthermore, the Council of Ten were the face of Quarrion to outside polities and held total control over foreign diplomacy, warfare, and trade. The Council of Ten were chosen by Azazel himself, and Raphael numbered among them. Essentially they were the nobility in a society supposedly lacking nobles.
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Hunting-Hole/High Mage Vurk Clawrot, 'Ring' (m, 44, wed)/Open NPC
Centralized Oligarchic Magocracy
90% Swiech [Politically Dominant]; 5% Malachim [Traders]; 5% Star Goblins [Itinerant Traders]
Capital: Hunting-Hole Warrens
Heir: High Mage Nirk Festtooth, Index (m, 31, unwed)
Family: -
Factions: Amberblood (3/2); High Rock (1/5); Harm's Hand (5/5); Hunting-Hole Cabals (3/2)
285,000¤ - 30,000¤ (-/-)
Celestium Mining, Lumber, Agriculture, Astral Union-Trade, Finished Celestium Goods (Crude)
35☼ - 0☼ (0☼/50%)
Magick: Vivification, Thaumaturgy, Low Magick
Army: 25
Ferocious, somewhat disciplined mix of Swiech heavy and light infantry wielding all manner of weapons; honor-bound Clanial Bragaash mercenaries act as the mainstay element of armies; A few powerful Swiech vivificationists, a handful of immensely powerful Swiech thaumaturgists/vivificationists called 'Harm's Hand'
Navy: 5
Capable navy of Dohtel galleys refitted for Lake Deep, sailors are hardly combat worthy, as most ships are simple trade ships
Prestige: -
Nation Background:
Hunting-Hole is one of the richest polities in the world, but it also is one of the most tumultuous. Life in the Hunting-Hole has never been easy for the non-mage population, as they could be swept into the High Rock's celestium mines at any point with little warning. It is not as if the mages have it easier, as the various cabals violently squabble for what little power the Harm's Hand lets slip through their fingers. Harm's Hand are the true ruler of Hunting-Hole and bask most of its riches—commercial and magickal. They are the five most powerful thaumaturgists and vivificationists that Hunting-Hole has to offer, and are arguably the most powerful native El-Orian vivificationists. Much of their magickal might comes from the Blood Wail Hills, a rich mana-well filled with similar 'voices' to those found in other El-Orian mana-wells. Every member of the hand has gone into the supposedly haunted hills and learned from what disturbing lessons they could from the voices, resulting in their mastery of magick, albeit at the cost of some of their sensibilities. Perhaps it is this detachment that led Hunting-Hole to its currently, fragmented state. After the Six Blades Rebellion succeeded in removing a great deal of Hunting-Hole's population and younger mages virtually every other element of the Swiech society began to speak out against Hand. Though they have yet to act on their violent words, a second rebellion is in the air...
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Six Blades Kingdom/King Saur the Blade (m, 22, wed)/Open NPC
Centralized Despotic Monarchy
100% Swiech [Politically Dominant]
Capital: Six Blades
Heir: -
Family: Skivas Grey (Wife, 20)
Factions: Six Blades (5/5)
110,000¤ - 55,000¤ (-/-)
Agriculture, Lumber
25☼ - 0☼ (0☼/50%)
Magick: Vivification, Thaumaturgy
Army: 55
Ferocious, fanatically loyal, somewhat disciplined mix of Swiech heavy and light infantry wielding all manner of weapons; Numerous capable Swiech vivificationists/thaumaturgists; Gorleg, prodigious Swiech vivificationist and decent thaumaturgist; Saur, immensely charismatic Swiech commander and middling vivificationist/thaumaturgist; Urk the Knife (m) & Cro Paleye (f), two incredibly talented Swiech swordsmen, archers, and commanders
Navy: 0
None to speak of
Prestige: -
Nation Background:
The Kingdom of Six Blades is the first 'hero' kingdom to be born during the Silver Age. Its leaders, the eponymous Six Blades, are some of the most capable Swiech of their respective fields, and they are lead by the impossibly charismatic Saur the Blade. Ostensibly the kingdom was formed as a result of the tyrannical rule of Harm's Hand in Hunting-Hole, though the Six Blades are just as absolute in their rule, if not more so. Regardless, the Swiech of Six Blades are so dazzled by their ruler's charm that there is little present worry about a revolt. Six Blades' infancy shows in its underdeveloped commercial spheres, though some would argue it is a clean-slate with only limited by the sky. No concrete castes have yet to emerge, and all power is presently in the hands of the Six Blades.
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Dgebed/Councilwoman Vola (35, wed)/Open NPC
Centralized Republican City-State
100% Star Goblin [Politically & Religiously Dominant]
Capital: Dgebed
Heir: Councilman Ogzar (33, wed)
Family: -
Factions: Council-Elect (5/5); All-Seers (3/5); Dgebed Artisans (2/3)
100,000¤ - 15,000¤ (Treasury/Debt)
Fisheries, Agriculture, Lumber, Finished Wooden Goods (Fine)
25☼ - 0☼ (0☼/50%)
Magick: Astral, Astrology
Army: 10
Undisciplined, but highly skilled and fanatically loyal collection of individualistic medium-heavy infantry warriors wielding a variety of weapons, including shortbows; a handful of capable Star Goblin astral mages who wield astral phantasms against their foes, and an even smaller number of astrologer-generals commanding the armies according to the stars
Navy: 5
A rag-tag navy composed of the only ships in the known world to not utilize elven designs, sailors are just as unseaworthy as the ships
Prestige: -
Nation Background:
Dgebed was formed by the former Astral Council-Mage Dgeba after she felt that the Astral Union was heading down an erroneous path by barring the female half of its population from advancing alongside the rest of society. Unwilling to see her entire gender constrained by tradition, she led a small band of followers west to the spot where Dgebed sits now. Over the years various dissidents have fled to Dgebed after earning the ire of the union and their council, and numbering greatly among these individuals are the All-Seers. The All-Seers are the first astrologists of Kor-Fiol and although they are spread out all across the known world, they make their headquarters in Dgebed. They quite openly influence politics and saw the voting masses to elect them to the city-state's high council. The current council frontrunner and de facto leader of Dgebed is one such candidate and holds strong ties with the All-Seers despite not being an astrologer herself. Her blatant pandering to the mages of Dgebed, however, has earned no amount of approval from the artisans of Dgebed, who feel slighted and left out in the wake of what has essentially become a magocracy.
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Almoot Marklef Warghemen/High Elder Nem (m, 54, wed)/Open NPC
Tribal Elder Council
100% Kleofkinde [Politically Dominant]
Capital: Almoot
Heir: Elder Gadd (m, 41, wed)
Family: -
Factions: Elder Council (5/5); Almoot Kleofkinde (1/3); HemEwa (2/3); HemIsara (3/5)
80,000¤ - 25,000¤ (-/-)
Stone Quarries, Goat Herding, Overland Trade, Limited Agriculture, Finished Stone Goods (Crude)
25☼ - 0☼ (0☼/50%)
Magick: Astral, Alchemy
Army: 25
Ferocious, fanatically loyal, but undisciplined collection of older, heavy infantry warriors armed with greatclubs, greatswords, and greataxes acting as shock infantry, younger, light infantry warriors double as skirmishers and wield javelins, slings, and shortswords; a handful of powerful astral shamans who channel spirits of once-dead warriors, and dozens of alchemist-shamans who use their concoctions in battle
Navy: 0
None to speak of
Prestige: -
Nation Background:
Of the three Warghemens, Almoot is the smallest. Situated in the NemMarklef Mountains, are Kleofkinde who eek out short, brutal lives in their little villages that act as the bulwark against Nephilim invasions. Despite their hard lives, most Almoot Kleofkinde are terribly proud of their existences and the numerous battles they fight against their peoples' ancient foes. A few tribes, such as the HemEwa, look south at the lowland Kleofkinde with no end of envy, but their ambitions are curbed by the powerful Elder Council and their most stalwart supporters, the HemIsara. Like all of the Warghemens, Almoot has yet to recognize those Kleofkinde who have settled in the central city of Almoot as a tribe in of themselves, and so are barred from the Council of Elders—which infuriates the skilled workers, traders, and other citizens of the city.
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Cindor Rash Warghemen/High Shaman Drim (m, 49, wed)/Open NPC
Tribal Magocracy
100% Kleofkinde [Politically Dominant]
Capital: Cindor
Heir: High Shaman Uza (m, 33, unwed)
Family: -
Factions: High Shaman Council (5/5); Cindor Kleofkinde (1/2) WeargBer (4/3); WeargBor (4/3)
105,000¤ - 20,000¤ (-/-)
Spirit Mushrooms, Lumber, Finished Wooden Goods (Crude), Agriculture, Overland Trade
25☼ - 0☼ (0☼/45%)
Magick: Astral, Alchemy
Army: 20
Ferocious, but incredibly undisciplined mob of older, heavy infantry warriors armed with greatclubs, greatswords, and greataxes acting as shock infantry, younger, light infantry warriors double as skirmishers and wield javelins, slings, and shortswords; dozens of powerful astral shamans who channel spirits of once-dead warriors, and many alchemist-shamans who use their concoctions in battle
Navy: 0
None to speak of
Prestige: -
Nation Background:
Cindor is the most magickally inclined Warghemen and is ruled exclusively buy its shamans. Within the shaman caste there is the crucial division between 'high' shamans, individuals who use magick to consort with ancestral spirits, and 'low' shamans, alchemists who create a great many potions, slaves, and poisons that are used in and out of battle. As much as the two shaman groups would like to be separate from each other, they are interrelated through the cultivation of spirit mushrooms. The curious mushroom found only in the CindorRash amplifies both astral and alchemic pursuits. In the former, it further blurs the divisions between the other realms and El-Or, allowing for stronger spirits to be summoned; in the latter it heightens the effects of virtually every potion and is a staple in any alchemist's supply. Spirit mushroom cultivation has become so important to the Warghemen that traditional tribal divisions have been shrugged off in favor of smaller kinship ties, due to the fact that the small, fertile growing areas for the spirit mushrooms are owned by clans. The riches these hereditary clans have drawn in through the cultivation of spirit mushrooms has seen them become very important members of their society, and the Council of Shamans has been known to bow to a clan's whims on occasion. Currently the two most powerful clans are the WeargBer and WeargBor, who own much of the growing areas in the eastern and western parts of CindorRash respectively.
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Garst Garash Warghemen/Gal Fazkind-Reborn (m, ∞?, unwed)/Open NPC
Tribal Despotic Monarchy
100% Kleofkinde [Politically Dominant]
Capital: Garst
Heir: -
Family: -
Factions: Garst Kleofkinde (3/5); HemYorma (2/3); HemAlogar (2/5); HemRumza (2/5)
90,000¤ - 30,000¤ (-/-)
Goat Herding, Agriculture, Fisheries, Pottery, Overland Trade
25☼ - 3☼ (0☼/50%)
Magick: Astral, Alchemy
Army: 30
Ferocious, fanatically loyal, but undisciplined collection of older, heavy infantry warriors armed with greatclubs, greatswords, and greataxes acting as shock infantry, younger, light infantry warriors double as skirmishers and wield javelins, slings, and shortswords; a handful of powerful astral shamans who channel spirits of once-dead warriors, and a handful of alchemist-shamans who use their concoctions in battle; Gal Fazkind-Reborn, an incredibly powerful astral shaman who has occupied the body of an unnamed shaman
Navy: 0
None to speak of
Prestige: -
Nation Background:
Ironically progress has come to Garst Garash Warghemen only though the leadership of a centuries old spirit. The exploits of Gal Fazkind during the Forgotten Ages are known to all Kleofkinde, and his supposed reappearance via the possession of an unnamed shaman has caused quite a stir all over the Peninsula of Isa. Not only has Gal toppled previous beliefs of magickal limitations, he overthrew the rule of the Garst Garash Warghemen Shaman Council and installed himself as the sole leader of the western Kleofkinde plains tribes. He drew his initial support from the shunned, 'tribeless' Kleofkinde of Garst by giving them an identity and proclaiming Garst as a tribe proper. Gal managed to avoid the ire of the plains-tribes primarily through cunning and charisma, enrapturing them so much with promises of bloody war against the Dohtel and unification of the entire peninsula that they put aside their worries and threw themselves headlong at Gal's feet. The only tribe to seemingly have any reservations are the HemYorma—who live on the fringes of Gal's domain—though they have thrown their lot in with Gal for the time being due to the support he won from the far larger, more powerful tribes of HemAlogar and HemRummza.
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League of Agortal/High Chieftain Veneka (m, 263, wed)/das
Decentralized Despotic Tributary Tribal Federation
65% Kritta Bladvenn [Politically & Religiously Dominant]; 10% Northern Bladvenn [Slaves]; 20% Anaamu Goblins [Slaves]; 5% Terlan [Itinerant Traders]
Capital: Agortal
Heir: Chieftain Idiona (m, 146, unwed) (son)
Family: Daughter (120, unwed), Daughter (100, unwed)
Factions: Tribal High Council (4/5); Tribal Low Council (2/5) Disciples of Agorta (3/4)
230,000¤ - 40,000¤ (-/-)
Alchemic Goods (Fine), Sea Trade, Fisheries, Exotic Herbs, Rice
40☼ - 0☼ (0☼/40%)
Magick: Geomancery; Alchemy
Army: 20
Disciplined, but unorganized army composed of small groups of hunters who double as light infantry and skirmishers armed with slings, javelins, blowguns, axes, and shortspears—all poisoned; a handful of capable geomancers, and the hero-mage Agortal who has access to mighty geomantic spells through the Sea Tooth
Navy: 20
A superb navy composed of Kritta galleys; sailors are incredibly skilled amphibious Kritta warriors; several mage-captains exist and lead fleets in times of war
Prestige: -
Nation Background:
Though the League of Agortal was founded around the eponymous geomancer Agorta, it is lead by the equally powerful High Chieftain Veneka, who has virtually made himself a king. The league ostensibly follows the traditional setup of Bladvenn leagues through the 'temporary' incorporation of many tribes into a decentralized union that still allows them their freedoms. The Kritta, however, have altered the structure somewhat through the creation of the 'High' and 'Low' Tribal Councils. The High Tribal Council is composed of the foremost tribes in the league, and currently the only premier tribe is Veneka's. This council has express power to do virtually whatever it wants 'for the good of the league'. The Low Tribal Council is made up of the lower tribes—that is to say everyone else—and pays tribute to the tribes of the High Tribal Council for membership privileges in the council. Any member of the low council may make motions and bring up issues, though all decisions must be ratified by the high council so power lies expressly in Veneka's hands. The only reason the other league tribes tolerate Veneka's despotic rule is due to his alliance with Agorta, the powerful Kritta geomancer whom many regard as a prophet. He and his disciples have carved out a strong following among the league, and even Veneka nominally is a member of the faith. The League of Agortal has entered something of a renaissance as of late due to the unparalleled unity Veneka has brought to the southern wetland tribes. However, to the northwest numerous other leagues have formed to fight against possible Agortal expansion, and to the east the wild Anaamu Goblins wait for any moment of weakness to strike on the prosperous league.
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League of Nirrodon/High Chieftain Timender (m, 240, wed)/Open NPC
Decentralized Aristocratic Tribal Tributary Oligarchy
60% Nirrodon Bladvenn [Politically Dominant]; 40% Anaamu Goblins [Slaves]
Capital: Nirrodon
Heir: Chieftainess Isada (f, 190, wed) (Wife)
Family: Daughter (unwed, 100); Son (unwed, 122)
Factions: Underling Council (4/5); Nirrodon Nobility (2/2); Cult of Nirr (2/5)
250,000¤ - 45,000¤ (-/-)
Rice, Lumber, Finished Wooden Goods (Crude), Furs (Fine), Fisheries, Alchemic Goods (Fine)
25☼ - 0☼ (0☼/50%)
Magick: Alchemy
Army:b 40
Disciplined, but unorganized army composed of small groups of hunters who double as light infantry and skirmishers armed with slings, javelins, blowguns, axes, and shortspears—all poisoned
Navy: 5
A superb navy composed of Nirrodon river-galleys and swamp-skimmers; sailors are incredibly skilled amphibious Nirrodon warrior-hunters
Prestige: -
Nation Background:
The Nirrodon are the somewhat understood northern cousins of the Kritta Bladvenn to the south. For most of the Bladvenn's history, the Nirrodon have kept to themselves, but recently they have formed around a single high, charismatic high chieftain and have made him a king in all but name. Timender is an alchemist of the highest caliber, and the alchemic tradition runs strong in the Nirrodon culture—especially since they apparently seem to lack other forms of magick. Central to their understanding of alchemy is blood. Blood has strange effects on all Bladvenn, causing them to heal faster, or feel less pain, or experience psychedelic highs, or any number of other things; different creatures' blood yield different effects. Virtually every Nirrodon potion incorporates blood in some way shape or form, and the Nirrodon have even come to worship their own blood as a sacred substance. From these religions notions the Cult of Blood has sprung up, though remains constrained to the masses that beneath the aristocratic 'Underling Council' that helps Timender run the league. These cultists believe that there is magick inherent in blood and fanatically pursue their claims through gruesome rituals.