Intrigue of Magic

Ailedhoo

wonderer
Joined
Mar 19, 2012
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Cumhail

...a world of magic that has been ravaged and has been recovering...

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Know that it is to be 450 PC (post clash): nations of old have reborn from the ruins caused by the Clash or before, nations that survived all the years still stand ready to embrace the new age, new nations eagerly rise to seek out their destiny and others strive from other considerations. Birth, death, rebirth and more death: existence is set in a cycle.

Will they rise in power or fall again?

Will the species of the world know peace or only conflict?

Will magic blossom at the benefit or cost of the world?

Will swords and bows be made obsolete by science?

Will a kingdom’s economy be health or ill?

Will ideology and religion direct the way?

Will the demonic and angelic forces be kept out of Cumhail as enforced by the legacy of the Clash?

Will history repeat itself?

Will you build a civilization that withstand the test of time?

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Setting

The world of Cumhail is of a grey medium fantasy.

The world is old but history is not well recorded. There was a massive conflict known simply as the Divine War, which saw two godly figures: the demonic overlord Balor and the gleaming Avatar of Judgment, form of the Angelic Empress Ysbal. History records since then have been damaged, plenty lost. Even before then history has been subject to damage; the lich Scaanoar's conquests ensured that the Clash that came a long time after his rein gave about the Second Dark Age after all. but there are ways of uncovering the past, such as archaeology, locating old text, or venturing your adventurers into dungeons.

Details of history, characters of lore and additional details like iconic locations will be noted.

In total this is a world building game the player take part in.

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Role Play

The main rules regarding RP is that of setting: it has to fit in the fantasy setting , no copying nations from real life (no France, Greece, Persia, China, USA, etch!) is kept in an age just before the dawn of gunpowder (no rifles nor tanks... yet), no power gaming (no nation of gods or having the most epic army in the world...), avoidance of copying other works directly (so try to be as original as possible and close to the setting as possible!) and kept in line of quality as much as possible...

...oh and I am forbidding humans from being a playable nation species; for reasons that I will reveal later, I would prefer it if players refrained from being humans

The challenge I (and you) will have in this IOT is the balance between quality and freeform: I will hence be in my duties give enforcement to keep stuff secure.

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Mechanics

Mechanically the game will have echoes of the classic IOT in that the focus will be on story building: as such my duty will be to oversee development. Economics will be regulated by the players but the GM will (with advice) ensure that the economics are reasonable. Players will dream of their military but the GM will rule on setting and provide judgment (with advice and perhaps rolls). I will give final judgment on approval ratings but that say is bounded by the Elders of IOT (like TK or Sone for instance). Of course your maps will be determent in how much you expand but be aware that magic will not be filling your massagers (unless your that special wizard nation) until you develop well so be careful in over expanding and consider having humble plots in how you expand. Magic will be regulation of the players, with my ensuring being it is not power gaming.

…and of course: remember your adventurers! Type your character RP and enjoy setting these figures to adventures and face up to the trials the GM will place before thee!

In the end the main mechanic will be map and the notes of the landmarks for your adventurers to explore but I will reveal (AKA think up) these as you explore your world.

Orders will be public.

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The Game Master's Commitment

Remember that while the GM is the power breaker but the player empowers the GM; it is a case of diplomacy and the GM has a grand say, although any controversial acts (like penalties) can be judged by senior IOT GMs (like Sone, Thor, TK , Tani and NN) or if a problematic occurrence (such as a OOC argument between players going out of hand) is too hot for the GM to handle then may the mods judge me for my actions on the matter.

What ever the case I hope to be a good, kind GM that only be mean if it is needed and will general work with you.

Remember: we are working together! :D

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Sign Up

The map we will use is here. Hoplitejoe is credited for the map.

You may claim one to five provinces; one of them must be your capital. Be sure to name the capital, nation, the government, species and the map colour, although I would suggest a map be set for me to publish well. Options include flag, further political details and (of course) a number noting of the names of each of your provinces. I am a lover of character so be sure to have characters (like your leader) for me to have fun reading!

Pick a species from the list below, make your nation a mix of species or invent one to add: just remember no humans or anything that almost remembers a human like a elf!

If you want to have strong points then remember your weaknesses too!

In the end this is a role playing game which is freeform with quality notice. I hope you enjoy your rein in this game and bring glory to yourself and your people! :D

Your the boss!:king:

...just explore the world of Cumhail!

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Intelligent Species

Spoiler native :
Goblins: small, multi-coloured creatures that breed like rabbits and have taken to huge clans. Although fearsome their id has ensured that organized chaos dominates their planning.

Trolls: tall, (literally) stone skinned and hairy. Tend to be the opposite to goblins in reproduction and not fast physically. Among the oldest of species they have contributed to the architecture of many old monuments and are infamous for designing the toll bridge.

Orcs: muscled boar like creatures with lots of testosterone; results in lots of muscle and aggression, bounded by the honour of many orc cultures and the tendency to find none-warring ways of expressing aggression like sport. Note that not all orcs have these restraints.

Ogres: large, “mini-giants” that weight in both muscle and fat. Among the most meat consuming of species and very primal in rage, they also surprising are quite arcane connective as a species as demonstrated by the common sighting of ogre magi.

Fairies: a native arcane species to Cumhail. Tiny humanoids with wings, rainbow barrage of skin colours and bizarre faces that only the alien humans seem to share features with. They are not of technology; instead they “keep in one with nature” and use their magic to keep in comfort. Infamous for stories of trickery and abduction of other species.

Kobold: short reptilian humanoids that share a bloodline with the dragons. Nimble, cunning, and inventive, the kobolds have rejected the arcane in favour of the physical sciences, such as alchemy and engineering. Credit to KE for this species.

Ghouls: a “naturally born undead” species of tall, thin figures. Their physical power is underdeveloped but their agility is strong and they have the uncanny ability to harvest organic material to use it to heal their damage tissue… leading to their infamous feasting of the dead of other species. Instead of reproducing ghouls can convert other species (sometimes the still living) into ghouls viva a virus found in the ghouls back fangs that violently mutates a figure into a ghoul; how they came to being is a mystery. Whatever the case they are of no sexual characteristics and in fact can be regarded as a no gender biological species.

Fomori: an ancient species of sea creatures that live in the depths of the sea. Playable by one that colonised the coast; the deep dwelling ones can be recruited.

Garuda: a species of large bird like humanoids that can take flight. Needs more detailing.

Naga: an ancient species of cobra like native arcane creatures in Cumhail. Needs more detailing.

Oni: relative to ogres these large creatures. Needs more detailing.

Tlaloc: large reptile humanoids with natural arcane connection to elemental magic. Culturally expanded by Civ'ed

Troglodytes: an ancient reptilian species of short underground dwellers. Needs more detailing.

Aerions: humanoid eagle-like birds, standing at about 6 feet tall on average. They live in large forests, making networks of nests like cities. The average life expectancy for an Aerion is 150 years. Credit to JamesCaeser for this race.

Trollobins: the result of a kobold experiment these colourful strong tall creatures are found in their area of origin, which they call Kunohir. Credit to videofan for this race.

Wesh Faeries: a subspecies of fairies. They lack wings and are taller. All Wesh Faeries have a natural bond with the sea and they all have a pale blue skin colour. Unlike other types of Fairy the Wesh do use technology that they have developed they are generally seen to have more ingenuity and tenacity than normal Fairys. They can all swim from birth and those born at sea are often born with wider feet for better balance. This feature suggests that the gestation period has a large effect on the development and adaptation of the Wesh Faeries. Further evidence of this is suggested by the eyes of those born in caves, who are more receptive to light. It is probably that these features are passed down from the mother where certain biological triggers can cause adaptations to come to the front when they may normally have not. Wesh Faeries mate for life and thus during there pirate years were seen as a blessing by some communities who had been plagued by other pirates as Wesh Faeries are completely monogamous.


Spoiler alien :
Jin: a divine arcane species that are similar to make up to a elemental but have consistent features that are represented of each of the species of Cumhail and even humans! They are multi-coloured. The top of the figures appears a perfect physical form of a species, while below that is a tornado like notion. These arcane beings cannot purely settle in the plain of Cumhail, relying on enchantments or powerful artifacts to keep in the plain. Cannot be a nation species for balance reasons but welcome as your super mage masters if you wish.

Imps: despite sharing the look of a mixture of a goblin and a demon the truth is that imps are arcane creatures, not demons or goblins made demons. In fact many theories claim imps are reborn mages! These arcane creatures tend to be favoured by warlocks and demons as familiars. Many imps resent the fact they are regarded as pets, although others like it or even take advantage of it.

Humans: sharing their face nature with fairies in other areas being alien, these aliens to Cumhail came from an arcane storm that strikes the world around 54PC. Medium sized, a limited color supply, haired only in certain areas and physically considerable these creatures are a minority in many nations. They seem to naturally not have a connective nature towards magic but it can be developed. You cannot in this game play as a human nation but feel free to have human characters in your nations, just be considering of the non-human leaderships of your nations!

Lycanthrope: an alien species from a twisted realm, these creatures have the ability to mutate other species into “were beasts,” usually werewolves. Tending to be super strong and cunning with the scent to use it these creatures are weaken by the powers of divine energies like dark and light magic. Sharing mutative nature of the ghoul makes both species natural competitors.

Minotaurs: bought during the Divine war by the armies of Balor for their natural abilities underground these creatures of flesh and bone (and not demonic) have mostly retreated into the depth of Cumhail after the Clash. There are those of these bull people on the surface. They are tall and strong with hot tempers but also bizarrely good maze navigation.


Spoiler collective grouping :
Undead: the collective of term of those not living that are… not quite dead yet. From skeletons to zombies to ghosts these tend to be the result of magic, especially of necromancy.

Demons: a collective of species from other dimensions that have laid interest in the arcane properties of Cumhail. These divine creatures tend to be physically imposing in form and have mastery of magic but also known for high aggression and prone to vice, although not all of them. Tend to be as a species hostile to angels, despite sharing the same ancestors. Players are restricted to recruit these as oppose of being these and recruiting is not easy.

Angels: a collective of species from other dimensions that have laid interest in the arcane properties of Cumhail. These divine creatures tend to formed in unusual manners that make fairies appear normal but tend to have a mark of prestige in form. They are masters of magic and physic. Opposite to goblins they seem to lack id but are prone to emotional coldness and fanaticism, although not all of them. Tend to be a species hostile to demons, despite sharing the same ancestors. Players are restricted to recruit these as oppose of being these and recruiting is not easy.

Celestials: divine beings that have form not known to us but their service as ancestors to both angels and demons, as well as their immense power, is to be noted. Players are unlikely to meet these; they are forbidden hence to have them in their nation to be due to their immense godly powers.

Dragons: divine beings with awesome form, mind and spirit. Though they share a reptilian nature they tend to be so diverse that calling them a single species would be misleading. Tend to have connective to magic (from master of the weather to immunity to magic to even dimensional travel) as well as the ability of flight. Tend to be bigger than most other forms of creatures and feast on magic itself, although some are infamous for enjoying the taste of flesh. Players are restricted to recruit these as oppose of being these and recruiting is not easy.


There is also the collective undead grouping around the necrite parasite. Credit to fili noctus for the necrite and its hosts.

Spoiler necrite groupings :

Necrite (parasite): The Necrites were created during by the great necromancer Usuul during the crusade of Scaanoar. Necrites are arcane parasitical creatures that raise corpses from the dead, without requiring outside magic. Necrites infest both the recently dead and those that are still alive. In the latter case they remain dormant until the host dies, the only evidence of their presence being an agonising fever shortly after infestation and a "death mark", a dark spot somewhere on the body that never fades.


Wights are living beings who have wrested control of the parasites inside them. They have the power to command lesser Necrites and may slow, accelerate and guide the mutation that all Necrites suffer. Wights are so named because their bodies lack pigmentation. They also suffer a spiritual decay, becoming first callous, then cruel and eventually outright evil. A Wight can create Mortwrights and other Wights by exerting his powers on the parasites during the infestation and rising processes respectively.


Mortwrights are sorcerers who died whilst infested and rose under the supervision of a Wight allowing them to retain some of their knowledge and power. Their primary task in Necrite realms is to manage the mutation of other Necrites to turn them into useful tools, dangerous warriors or to prevent them becoming mutated to the point of uselessness.

Necrite (host): These make up the majority of the Necrite population. They are mindless husks driven by base instincts unless driven by the will of a Wight, necromancer or sorcerer. They slowly mutate over time.

Infested: these are sentient beings playing host to Necrite parasites. They retain their free will and sense of self and are immune to the compulsions of Wights. On death they will rise as a Necrite.


Beasts

Spoiler native beasts :
Cherufe: giant magma snakes.

Hydra: a multi-headed arcane snake monster, the arcane bit often ignored it note of its fierce form and its deadly venom but its ability to rapidly regenerate lost limps (even heads!) has reminded many of its arcane abilities. There is a weakness though: the primal heart, if cut off, sents the hydra into a dying frenzy.

Leviathan: giant sea monsters that roam the deep sea, feasting on entire sea vessels in gulps.

Qilin: a creature with features of a dragon, fish and a ox. Its arcane properties to ensure what appears to be flames over its body.

Rompo: a hare headed creature with a skeletal body and badger like legs that feasts on the corpses of species.




Spoiler alien species :
Beholder: bizarre alien creatures hailing from the impish home world, these creatures feast on arcane energies including the magical powers of living mages… often fatally for the mage.

Pheonix: a fabulous creature that often founded among dragons.


I am to add one "just in case" post. Don't post!
 
Lore

...as we march on we will learn more of the histories of Cumhail and add them to here!

Spoiler lore characters :
Ammut: demonic agent of Setesh that served an observer. She was set to spy on Balor as Setesh feared Balor would cause doom to demonkind by Balor’s unorthodox crusade against Ysbal. Balor however caught notice of Ammut’s duty and trapped her into a soul stone by an accident. Before Setesh could react Xipe Totect opened the demonic gate under Troyn, leading to the Divine War. Balor had placed the soul stone that trapped Ammut on the throne to bound the imprisioned Totect. When cultists of the Cult of Totect came to release their master they had sprung Balor’s trap, leading to Ammut’s release; she then slayed all in the throne room and consumed the souls. It came to note however that the soul stone had weakened her, forcing her to retreat from an angry force of the Cult. Targetting by an angry Yesh the demon was forced to flee to a sunken temple to her imprisoner Balor. Aided by a Famouri demonic cult Ammut was given protection as she began to research the world she is trapped in, seeking a way to communicate with Setesh and to ward off the lich imp Yesh. Ammut will rely on the loyal following of famouri to help commence her bidding.

Balor: honoured with the title of “the Demonic High Lord of the Doomed Plains, the Great King of Terror and Punishment the Dark Prince the Destroyer the Liberator and Executioner of Souls the Supreme Leader of Fear and Hand to the Great Lord of Irandundia Setesh, the Mighty General” Balor has served as a the warrior agent of Setesh, helping defend Setesh’s realm from external threats. Yet conquest was on Balor’s mind and he grew in rivalry with Ysbal, the proclaimed Empress of Aether. Balor’s hunt for a way to upper cut Ysbal’s glory came in form of Cumhail; Balor reconised the arcane properties of the world as desired by Ysbal’s heavenly empire and so set forth a invasion of the world against Setesh’s objection. The Divine War started when Balor went into Cumhail through a demon gate under Troyn in 42 BC; there he imprisioned his summoner Xipe Totec and began to clash with the angelic forces set against him. After defeating Mandatum in 15 BC. With Ysbal setting her form as the Avatar of Judgement into Cumhail the conflict face greater scales. The ravaged Cumhail would hence come more ravaged by the Clash between Balor and Ysbal; the aftermath was the armies of Setesh and the Council of Caelum arresting both Balor and Ysbal, setting the Pact of Aether in a attempt for peace between Iracundia and Caelum while forcing Balor to be exiled with his nemesis to a unknown plain.

Mandatum the True: a angellic construct devised to serve as Ysbal’s primal vanguard. Described as a suit of living amour that would be similar to a golem if not for the gleaming wings and the rather “organic” nature of the “amour.” When Balor broke into Cumhail in 42 BC Mandatum was sent forth to lead Ysball’s angelic forces against Balor in the Divine War. However Balor would get a upper hand over Mandatum and in 15 BC Balor defeated Mandatum in the Battle of Mount Aile. Although tempted to cast Mandatum into the fires of Cumhail’s magma Balor instead decided to teleport the angel into a deep cavern not too far from the core of Cumhail, under rocks most strong. Trapped Mandatum is said to be in agony in prison of being far from Ysbal. Legend speaks that Cumhail has escaped from this lowest depths and searches for a way to the surface.

Marret the White King of Formont: once the King of Formont Marret was a great warrior and dabbling sorcerer. He had expanded the small barony he had inherited from his father into a decent sized petty kingdom within a decade. Whilst out hunting to celebrate his latest conquest he was surprised and bitten by a Necrite. Although he immediately took the creature's head off it was too late, he had been infested. Yet instead of becoming mindless he would turn the parasite to his will, leading to him becoming the White King. Able to control necrites he began to transform his kingdom into a necrite realm, facing massive rebellion against his horde. Turning his close allies into necrites in desperate attempt to counter the rebel's strength, only the few managing to control the parasite and become wright lords. Once defeating the rebellion he forged his kingdom the Wight Kingdom of Formont, forging the Wight Kingdoms in his step. Credit to fili nactos for this character.

Scaanoar: once lich ruler of the Necorcracy of Baase and self-proclaimed “Emperor of Death,” Scaanoar evoked in 1002 BC a great crusade “against the war bringing forces of live,” believing that a world of undeath would be a peaceful one. Till 931 BC Scaanoar ravaged much of the world in his dark efforts but also set up benevolent measures such as the setting of necromancy schools, spread the idea of a library around and deployed a law code that echoed “the equal treatment of subjects.” He would fall by a counter crusade that destroyed the lich and caused the armies of Baase to collapse. However Scaanoar had left the First Great Dark Age, ending around 561, while necromancers around Cumhail would be stigmatize with the fanatical crusade that Scaanoar bought.

Setesh: supreme demonic ruler of Iracundia, a demonic dominion. Said to be a figure who takes many forms. Setesh’s patience got defied by Balor in his struggle against the angelic Empire of Aether, which upset both Setesh and his angelic counterpart the Council of Caelum. Both the Council and Setesh would keep out of the Divine War in fear that trying to infear the conflict between Balor and Ysbal would only resort in more chaos and more destruction. Regret came their word after the Clash which ravaged Cumhail more so, resulting in the Pact of Aether that forced Ysbal to abudcate and join Balor in exile.

Sigurd I “the Great” of Riki: King of Riki who lived between 342-291 BC and ruled from 317 to his death. His rein saw the beginning of the construction of the great fortress of Troyn (named after the fairy word throne) in tribute to his conquest over the fairy Kingdom of Riaght. He also famously beaten the femori Alliance of the High Deeps, taking their demon gate as tribute of his victory to the under halls of Troyn. Famously was slain by a hydra he decided to hunt… days before he planned to launch a grand invasion of several; he had at his death taken 1/7 of the world, his successor Sigurd II losing 3/4 of the empire due to rebellions and nations wanting their lands taken back by the sword.

Usuul: a great necromancer that lived under the service of Scaanoar, Usuul would during Scaanoar's crusade forever haunt Cumhail by creating the necrite parasite that would raise corpses from the dead without requiring outside magic. Although Scaanoar's crusade was a failure and Usuul was slain, his creations remained. Credit to fili noctus for this character.


Xipe Totec: a tlaloc warlock born in 92 BC (Before Clash). At an early age Xipe came eager for political and magical glory, striving a plot in 73 BC to help replace his teacher in postion of chief mage of his community. Exiled for plotting he would be adopted by nomadic goblin-orc-troll clan. Eager still for leadership Xipe claimed leadership of the clan (by assassination of the leader) and used it to take over his old community in a blazing specter. This lead him to snap and desire more power, leading to a mad rush of domination. Totec’s forces would dominated 1/5 of Cumhail, the ancient fortress of Troyn claimed by Totec for his capital. He summoned vast amounts of imps to help lead his forces, unliking his eventual right hand Yesh. However he would face decline at 49 BC, with Troyn itself seiged in 42 BC; desperate Totec attempted to open a demonic gateway he discovered under Troyn, resulting in Balor entering Cumhail. In reward for this Balor imprisoned Totec on the throne and set so that Totec’s remains and spirit would remain imprisoned till released. The Divine War then bagan. 245 PC saw members of the Cult of Totec, which was founded by Totec’s right hand familiar Yesh, conduct a ritual to release Totec; unfortunately for Totec and the cult members Balor had left a trick in the form of soul stone, which broke to released Ammut. Ammut then slashed all the cult members and Totec, before he drank the life force of the slain, including the souls. Now Totec’s spirit is trapped with some of his cultic worshippers in the belly of Ammut, hoping that Yesh will find a solution.

Yesh: the imp familiar was once said to be once upon a time a fairy bard that got on the wrong side of an ogre magi. After rebirth as an imp he was summoned by the warlock Xipe Totec in desire of a familiar servant to serve as advisor; even though he got a bard instead he kept Yesh in hope of providing some moral. After the imprisonment of Xipe Totec by Balor who he summoned the familiar Yesh founded the Cult of Totec in hope of seeking Totec’s resurrection. After the Clash Yesg continued to direct the Cult, learning necromancy to become a lich so he could last to see Totec’s return. After the resurrection of Totec in 245 PC resulting in the realesing of Ammut and the consumption of Totec the familiar Yesh has now vowed a hunt for Ammut in the hope of cutting open L’s belly and reconstructing Tptec. Whatever the case Yesh will not rest till he sees his master once again and will seek the aid of powers to help him achieve this aim.

Ysbal: the angelic Empress of Aether, Sybil has tasked herself with a crusade against demonic forces around Cumhail after the first attempt to summon demons through a femori made demon gate failed. When said gate, taken as a trophy by the troll king Sigurd the Great to his fortress of Troyn around 301 BC, opened 42 BC to allow Balor into Cumhail it came to Ysbal to set to break the non-infereance policy of her bosses (the Council of Caelum) and lead the angellic forces in the Divine War in Cumhail. When Mandatum the True was cast into his imprisioment by Balor in 15 BC the angel empress took form to the form as the Avatar of Judgment. Balor and Ybsal only came face to face around 1BC, ending the year and defining the Calender of the Clash by Ybsal clashing the Censor Gladius (the Avatar’s sword) striked the Messor (Balor’s axe) that saw a great power bust that caused great disaters to the already ravaged Cumhail. Having signaled the Second Great Dark Age Ysbal was forced by her Council of Caelum (in their agreement in the Pact of Aether with Setesh) to abducate and join her nemesis Balor in exile to a unknown plain.


We permit you to post our subjects.
 
Strictly speaking, I'm not sure if "nation" is a valid moniker at this stage. ;)



Raevyllke

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Located on the southeast tip of Cumhail's largest island, Raevyllke is a well-established monarchy that has ruled the region for roughly two centuries. It is home to a race commonly known as the varreven, believed to have been transplanted from another world during the Divine War. Varreven are animal in appearance and bear striking similarities to the land's canid fauna, although like the tlaloc and humans their normal posture is bipedal. Varreven are physically strong and agile, making them exceptional fighters, and they are able to recover from more serious injury and illness faster and more extensively than many of their fellow sapients. While not innately tuned to magical auras, ever since arriving in Cumhail the varreven have been unusually sensitive to the so-called divine-level magics; possibly related was the discovery that their characteristics had become transmutable to some other races, resulting in a hybridization dubbed "dualism" by the varreven, "lycanthropy" by the humans.

The varreven race encompasses at least two distinct species with slight differences in physiology. These in turn are divided into numerous social subgroups, dubbed clans. The original clans were believed to have anchored around cosmetic mutations common to a family; these identifiers became codified as clan surnames (Sveret, Sulramsi, Lengktas, etc.) that provide contemporary genealogists a means of tracing ancestral lineage. The nigh-total rewrite of clan territory and population intermixing in the wake of the Unification War means that today the definition of a clan is heavily abstracted, although historic class connotations persist amongst the "old-liners".

History
Clans served as the basis for early varreven society, which for the first hundred years was characterized by internecine tribal rivalries. As indigenous races began to re-establish themselves in the wake of the Clash, clans began to form strategic alliances to better protect themselves, ushering in the first large-scale communities. Less clan-to-clan skirmishes were substituted by larger and more methodic wars between rival pacts and against other races, but the more efficient organization of labour and resources allowed the varreven to steadily expand through the region, and by 224 PC they constituted a majority demographic. This led to "the raevyllke" becoming a popular nickname for the country, and was later adapted as the official title of the kingdom.

The first attempt at banding the clans together under a common leadership was undertaken by Chief Rindalva of the Vitnes clan as a means of driving out the ogres that preyed on inhabitants of the western foothills. Uniting most of the clans of the southwestern valleys, he led a long and bloody war that finally expelled the ogre mage Blutbown in 239, but the alliance unravelled soon after Rindalva's death in 243. Almost immediately afterward, a northern tlaloc warlord named Xepacas, seeking to use his magical advantage to permanently subdue the varreven before they could reorganize again, launched a massive invasion that brought in allies from afar in what became the region's first large-scale war.

As is so often the case, Xepacas' divide-and-conquer gambit proved the catalyst for his foes' unification. The armies swept through the valley, displacing not only the varreven clans, but native communities alike. Unable to retaliate in force, the varreven simply packed up and ran; giddy with momentum, the invaders continued their pursuit deep into the countryside, only to find their supply lines dangerously overstretched. In the winter of 247, the defenders formally joined forces and began a concerted counterattack that slowly drove Xepacas back north. The decisive battle took place in 249 PC at the delta of the River Ouro after a combination of tactical tricks and flanking manoeuvres provoked Xepacas into confronting the coalition's main army with his elite guard. Although equally-matched in numbers, he believed his advantage in magic-users would win the day and did not summon reinforcements before engaging. This turned out to be a fatal mistake when the coalition's mixed units proved more resilient to magic than he had anticipated, due at least in part to the mustering of all their wizards for the occasion. Xepacas was slain, crippling his army's morale; surviving units either retreated home or deserted.

The war had destroyed the political order of the region, and its aftermath saw the varreven emerge as its dominant actors. Seizing on the wartime camaraderie among both the clans and their neighbour races, Chief Frethof of Brunrygg, one of the leading generals in the counter-campaign, motioned for the consolidation of the scattered principalities into a single kingdom. The clans eagerly assented; other races were hesitant to submit to what would clearly be a varreven-controlled polity, but having been crippled by the invasion determined they had little alternative. Frethof was proclaimed King in 250 PC and immediately commenced an ambitious state-building campaign. Sensitive to the complex racial makeup of the region, Frethof invested considerable energy into themes of social unity: Xepacas' invasion was officially chronologized as the "Unification War"; fringe populations, including orcs and trolls, were actively sought out to provide court advisors; and a new capital city named Haaphavn was constructed at the site of Xepacas' final stand, replacing a garuda town destroyed during the campaign.

The state endured, if not without incident. Landholding clans dissatisfied with the ruling monarch made furtive attempts at secession that sparked brief battles throughout the first few decades, and in 319 descendents of Blutbown tried to reconquer their old land, but the incursion, barbaric and disorganized, was easily repelled. Raevyllke was more or less left to grow in peaceful isolation, developing a small but stable economy and establishing centres for the study of science and arcana by its more magically-adept citizens. Largely as a result of lying outside the major shipping lanes, the Raevyllke monarchs never embarked on major frontier expeditions and "overseas" trade consisted mainly of exchanges with a confederacy of independent clans on the eastern island.

The peace was interrupted in 356, when a splinter sect of necromancers operating in the wilderness of the eastern island triggered a major accident that released a throng of ghouls. The island clans, ill-equipped to combat the threat, turned to the king in desperation, promising their fealty in exchange for military assistance. The mainland responded eagerly, dispatching 20 000 troops at first, only to find the horde had nearly destroyed the resident orcs, raising its numbers by several hundred thousand. The onslaught lasted for five years; fortunately for the varreven, whatever had made them transmutable to other races had immunized them against ghoulish infection, and thus their fallen did not deliver a "second blow". The monsters were finally driven out in 361, the orcs eventually hunting them to extinction. The tremendous casualties sustained, worse even than the Unification War, led to widespread demonization of ghouls and similar undead creatures as "evil" and "parasites"; where before their scattered colonies had been avoided and only fought when necessary, extermination campaigns were launched that claim to have eradicated their presence in the kingdom within seven years.

As promised, the island clans joined the kingdom, bringing into its control the port city of Scinanenwearf, which had been a bookend of a sea trade route encompassing most of the southern islands, and as such was a forum for numerous races both local and foreign. Scinanenwearf put Raevyllke on the map, resulting in a growth in merchant trade that funded the rapid expansion of civic institutions and development of other urban centres over the following century.

Economy
Raevyllke's agriculture does not rely on fixed farms, but a combination of forestry and mixed-crop, open-plot plantations that to a stranger is often mistaken for wilderness. The country's expansive forests are managed by large-scale seasonal fires to clear out the underbrush and revitalize the soil, resulting in wide, navigable pathways and towering canopies. The varreven do not domesticate livestock, instead managing herds of wild game in the forests and fallow fields, nor do they appear to keep draft animals. The expulsion of the mountain ogres opened up mining in the west, initially for construction ores but that has since expanded into precious metals. Until the beginning of large urbanization and subsequent emergence of the merchant class in the last two centuries, the economy was chiefly a barter system; the acquisition of Scinanenwearf led to the expanded use of coinage in the cities, but rural trade continues in kind.

The growth of cities and development of civic institutions saw the establishment of schools in science and arcana. Preconceptions about magic carried over from the varreven homeworld, combined with the region's relative isolation, meant the latter developed independent theories that while often proven wrong, did lead to key innovations in the field. Magical adepts, specifically humans and tlaloc, migrated to the cities hosting these schools, and as such urban populations tend to be much more racially integrated than the homogeneously-organized hamlets. The most cosmopolitan city is Scinanenwearf, which had been a major travel and trade hub since at least the Third Century, and whose prestige soared under royal stewardship to become one of the grandest cities in the greater region.

Government
Early Raevyllke monarchies were ostensibly classical absolutist arrangements that rooted their legitimacy in martial merit rather than divine right. Consequently, a ruler was judged by his competence; the clans would make their displeasure with poor performance clear, and traditionally an impugned king would abdicate rather than fight his subjects. Similarly, monarchs were not expected to rule for life (although many did), and would retire if they felt themselves too infirm to continue, or believed one of their heirs would do the better job.

The structure and culture of Raevyllke government received a radical change in 332 under King Vilamir Viradesvans, who delegated royal responsibility by reorganizing the court's previously customary hierarchy into a formal set of offices with defined responsibilities. Counts, who had been little more than sheriffs, were granted greater freedom to dictate policy for their counties without requiring prior assent from the throne. The king also created the office of viceroy, a royal appointee responsible for handling the day-to-day affairs of state on the king's behalf, and who doubled as count of the capital territory (with the option to appoint a viscount if both offices proved overburdening). While the monarch remained sovereign and final arbitrator of all law, in practical terms daily management of the kingdom now resided with the viceroy.

Classical absolutists condemned the action, claiming that delegating royal responsibility proved Vilamir incompetent. Progressives asserted the exact opposite: the old rigid hierarchy required the king to personally confirm each and every law, resulting in top-down management and gross administrative inefficiency; his system would allow greater flexibility (and faster response) to county issues while leaving the monarch to concentrate on the "higher" matters of state. The change was bitterly contested by ambitious courtiers, but the clans welcomed the opportunity for greater self-government, and when the new bureaucracy proved empirically better, resistance evaporated.

While the reforms were not a move toward constitutionalism in any true sense, Vilamir unintentionally depoliticized the monarchy. Applying a meritocratic approach to patronage appointments for his new offices, he frequently sought out the best people for the position regardless of race, rank, or lineage, and in doing so extricated the royalty from formal government charter. To be sure, his own children served in many posts, but royal title was not synonymous with state office: thus Vilamir's eldest son and heir-apparent Gilttop, who spent ten years as deputy to the viceroy in what can be described as political apprenticeship, held the full title Crown Prince (royal), Viscount of Dal (official), while Gilttop's younger sister Torrida held the title Princess (inferior), Countess of Ostugland (superior). Of special note is the viceroyalty, which is customarily given to an individual outside the ruling family.


Today, Raevyllke's government operates on two broad levels with complementary functions. The royalty is responsible for state-level policy, such as organizing wars, launching exploration and trade expeditions, drafting and upholding the law of the realm, and generally planning any large-scale undertaking. While the monarch reserves the right to intervene at the county level, this is very rare and typically done to settle disputes over jurisdiction between lower offices. The viceroy functions as the monarch's deputy, and handles daily affairs that the monarch would otherwise deal with his- or herself, including collection and allocation of taxes, civil and criminal court hearings that are not candidate for capital punishment, and general correspondence with the counties.

Four of Raevyllke's five counties are represented by a royally-appointed count, with the exception of Dal, which answers to the viceroy, or (if one exists) the viscount. Kystslat is unique; due to the history of Scinanenwearf it instead elects a Minister whom the monarch duly approves. The counts were historically charged with enforcing official decrees and collecting taxes; following Vilamir's reforms they enjoy limited autonomy, receiving portions of tax revenue to fund their own projects as well as the right to create county bylaws.

The Royal House
Even before Vilamir's reforms, the concept of dynastic rule was not practised by the varreven with the air of permanence typical of monarchies elsewhere. This may have been due in part to the fluidity of clan leadership prior to unification and the meritocratic nature of its first regional polities. Varreven politics are also virtually devoid of religious connotations; indeed, what little is known of the race's faith is almost purely mystical in nature. The result is that varreven royalty, while considered socially distinct, are treated as statespeople first and foremost, their titles a mark of profession rather than privilege. Clans recognize the monarch as their sovereign, but expect their leader to demonstrate good judgment and stable policy.

Despite clan legacy, the varreven place a surprisingly weak interest in bloodlines at the royal level. This is likely another result of the meritocratic tradition, which regards rigid class hierarchies as artificial and contemptible: marriages for status are scorned as "career-hunting", whereas wedding a commoner with administrative experience is held as a demonstration of prudence. Royal succession is based on longstanding clan inheritance customs, and follows few fixed rules. The monarch is free to select anyone within both immediate and extended family as designated heir, although appointments from the latter are exceptionally rare. If a wedded monarch dies, the crown passes to the spouse ahead of the children; in the event that no heir exists and in lieu of a contingency plan, the viceroy becomes the new monarch.

If the viceroy declines the crown, a council is held and the clans elect a new monarch, usually selecting from the counts as they have proven experience. Bearing this in mind, it is not uncommon for monarchs to forego efforts to secure a dynasty in their lifetime, opting instead to raise their children as robust state servants so that if a new family takes the crown, these children are more likely to be retained, increasing their seniority and thereby their attractiveness to a succession council.


Io_M_Raevyllke_oldmap.png



KingQueen
Torsten Svaltas ( deceased )Syfrida Solvpals
Children
Crown Prince RasmusPrince HerlifurPrincess LiffaPrince NilsPrince AskillPrincess Karin
Viceroy
Ranvild Langhogtann
Count of BlotskigCount of OstuglandCount of MurkigMinister of Kystslat
Usteynn RoedtasPrince HerlifurRikard KortnesOsweald Sigwardsone


teal_deer_by_matheusrosa94.jpg

Name: Raevyllke
Demonym: Raevyllker, vilker (slang); Raevyllking, Raevyllkisk (local tongue)
Primary race: Lycanthrope
Government: Bureaucratized absolutism with a dash of Holy Roman electorate
Monarch: Queen Syfrida Solvpals
Viceroy: Ranvild Langhogtann
Capital city: Haaphavn
Currency: Varies
 
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Great Kingdom of the Sea

Spoiler :
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Species: Fomori
King: William III
Government: Elective Monarchy (The aristocrats elect the King)
 
In! :D

I'll probably be on the island in the bottom left corner.
 
As ridiculous as it sounds, it's actually pronounced "koowal"


...Heheh. "Rock". "Threw".
 
After the Irish folk hero.

There is a story involving how a giant that threw a rock into the Irish Sea, resulting in that rock becoming the Isle of Man.

I don't think you quite understand the connotations of the name Cumhail. :p
 
Rules said:
Be sure to name the capital, nation, the government, species and the map colour,

I don't see any restrictions on playing unintelligent species.

Rules said:
Pick a species from the list below, make your nation a mix of species or invent one to add: just remember no humans or anything that almost remembers a human like a elf!

Excellent.

Combining those two together to get my... country? Nation? Neither really fit.

Rest later.

Spoiler idea :
MOO!
 
Maybe you two just have a dirty mind. :p
 
just saying I will join, i just don't have enough time right this second, this is a sub post, and saying ill join either around this time tomorrow, when band camp is over, Wednesday, either early morning or after school :D
 
I don't see any restrictions on playing unintelligent species.

Oh... it is not obvious? I would it be... obvious.

Combining those two together to get my... country? Nation? Neither really fit.

Don't forget the following:

You may claim one to five provinces; one of them must be your capital. Be sure to name the capital, nation, the government, species and the map colour, although I would suggest a map be set for me to publish well. Options include flag, further political details and (of course) a number noting of the names of each of your provinces. I am a lover of character so be sure to have characters (like your leader) for me to have fun reading!

I guess I repeated myself too much... I will revise the rules later on to avoid any needless repeating. :)



...you could event minotaur is your want to have a bull power. ;)

Just be sure to give some description of your species so I can set into the list.
 
Kingdom of Formont

Race: Necrite (previously human)
Government: White Monarchy
Ruler: Marret, the White King
Spoiler History :
The Necrites were created during by the great necromancer Usuul during the crusade of Scaanoar.
Necrites are arcane parasitical creatures that raise corpses from the dead, without requiring outside magic.
Necrites infest both the recently dead and those that are still alive. In the latter case they remain dormant until the host dies, the only evidence of their presence being an agonising fever shortly after infestation and a "death mark", a dark spot somewhere on the body that never fades.

A risen Necrite host (also referred to as a Necrite) is essentially mindless. Nearly all memory of its life is lost and it is driven by its most basic instincts. Eat, drink, sleep, run, fight. Without the power of a necromancer or Wight to guide them they are barely a threat to anyone, unless they start to group together in which case they can wipe out and infest whole villages. For this reason most people will organise a mob to kill Necrites whenever one is suspected to be in the area.

As a Necrite ages the parasites twist its body, warping it into new and unnatural shapes. Whilst this initially gives older Necrites an edge when fighting they will eventually devolve into a twisted blob of flesh that is easy pickings for angry peasants.

Although the crusade was a failure and Usuul was slain, his creations remained. Necrites spread across the world, transported across the seas by living hosts then spreading the infestation when they rose again. Occasionally they would be drafted into the forces of a necromancer or form into hordes that would devastate regions before being put down but for the most part they were considered nothing more than pests.
That all changed when King Marret of Formont became infested.

Marret was a great warrior and dabbling sorcerer with a reputation as a man not to cross. He had expanded the small barony he had inherited from his father into a decent sized petty kingdom within a decade.
Whilst out hunting to celebrate his latest conquest he was surprised and bitten by a Necrite. Although he immediately took the creature's head off it was too late, he had been infested.
The fever came upon him the next day, forcing him to retire to his chamber. His physician had never encountered a Necrite fever as bad as that which afflicted the king so the seneschal sent for a knight to remove the king's head should he die and then rise again.

The king suffered for more than two weeks, but eventually the fever broke. Upon examination, the physician could find no evidence of a death mark, leading him to declare the king miraculously free of infestation. But he wasn't.

Instead of succumbing to the parasites the King had bent them to his iron will, making him stronger, healthier - immortal, even - and able to command lesser Necrites. There were only two side effects. Firstly his skin, hair and eyes gradually lightened until they became white like the first snows of winter, earning him the epithet "the White King" and secondly his soul became twisted and his heart turned as black as his skin was white.

Following his recovery the White King launched a new wave of conquests, forcing nearby nobles into submission after they suffered the depradations of Necrite hordes.
At first he was celebrated, but as years passed with no signs of him aging his court began to mutter and as his enemies fell victim to fortuitous Necrite attacks rumours circulated until he was denounced as a necromancer and Formont fell into civil war.

The rebels were strong, too strong even for the Wight King to hold back so he revealed the truth to his most trusted commanders and offered them to join him in eternal life, some refused and were killed or defected to the rebels, the remainder accepted and the King guided them through the infestation and fever to become master of the Necrites. Most failed but recovered, some died and rose as Necrites but a few were successful and became Wight Lords.

After turning the vassals the king launched an assault on the rebels. An army of Necrites under his control swarmed the rebel forces, routing the enemy and increasing their own numbers in every conflict.

With the rebels routed from the field the King turned his attention to sieging their castles, revealing the extent of his powers over his undead legions. Necrites grown to massive sizes and then twisted into the form of unholy siege engines either by his own power or those of his Mortwrights, infested sorcerers who had died and risen under his supervision so that they retained their power and knowledge.
In the face of such abominations they rebels surrendered. Many fled to other lands to warn of the unholy power of the Wight King but most were captured, infested and executed, becoming soldiers in the Wight King's army.

Once the revolt was crushed the King decreed that all citizens were to be infested, turning Formont into the first Necrite Kingdom.

Although knowledge of Wighthood has spread as Marret's courtiers left to found their own Wight Kingdoms and other great men managed to control their own infestations the Wight Kingdom of Formont remains the greatest Necrite realm.


Claims:
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Capital (central province): Formont
 
Welcome to Intrigue of Magic! :D

I look forward to running this game! :D

I would like to ask what races are playable.Will I also be able to make a technocratic goblin High Priesthood? :p
I want to play as a race based on technology,so the perfect race for me would be trolls?
 
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