Fantasy NES: Sekai II (PreNES / OOC)

Beyond excellent, Fulton. And this will tie that region together quite nicely.
 
For bonefang and SouthernKing: There is always room, but I will need you to write a proposal, which essentially serves as an application. This will basically decide your starting profile.
 
Doom:
Elven Life
Stretching Endlessly
Forwards to Infinity,
Unlimited
Guilt​

An Emerald Land in the Saphire Sea
Ainbridge is my home and the best place to be;
Good luck and good day, and good woods just for you
I'll welcome you to join this cultural stew!

Ainbridge, my friend, is a beautiful land
With hills and woods rising midst the seas
Come join our merry adventuring band
As we travel to Ainbridge the isle of ease!

What do the gods see from their throne
Above even the highest mount?
Do deities sometimes feel alone
Above the mortals without count?

Does power bring love, or is it the other
Does standing above subjects truly matter
Sometimes I would dream that I would much rather
Going to the pub and joining the chatter

Guess, ye Mortals: Which here is Elven Poetry? Human? Half-elven?
 
After some careful thought and many cups of coffee, here we are so far.

I am showing you all this as a work-in-progress. I am obviously not done placing or coming up with NPCs. I want to show you this so far, so that any of you can throw in some NPC proposals if you want to (where you might see fit). Again, I will not necessarily accept those proposals.

OK, so first, the map so far:

Spoiler :
sekaiprog.png


Then the stats so far (for NPCs):

Spoiler :
The Cult of Heras-Fel (NPC)
Ruler: Unclear
People: Human (70%; primary; dominant political presence; other factions are rebellious), Elf (30%; cooperative; some political presence; other factions are rebellious)
Factions: Darkwind Elves (4/2), Sentient Ghosts (3/5), Rebel Whisperers (4/1)
Wealth: 2,000
Wonders: Citadel of Fel-Agur (speed to undead minions)
Military: A few highly capable necromancers, large numbers of skeleton soldiers, several death knights, a small but powerful group of shades, some small swamp vessels capable of sailing to Terrormine Island in the thick, murky Absent Sea
Army: 100 companies
Navy: 5 ships
Growth: 5%
The Cult of Heras-Fel is said to have its origins somewhere within the Woodwall, yet the certainty of these rumors is unclear. It is controlled by a highly secretive council of necromancers, who remain anonymous. Contacting the Cult is extremely difficult, though not impossible. The Cult has subjugated Human and Elvish villages and towns throughout the grassy lands west of the Woodwall, gradually crafting an expansive geopolitical entity. Their skeleton minions walk the grasses, patrolling for the rebels, who call themselves the "Whisperers". The undead horde summoned by the Cult is something of a worry to other polities of Sekai, yet the necromancers do not yet have the strength suitable to spread further from their current region. The various city-states and kingdoms surrounding the Cult keeps these necromancers further in check, along with the rebellious elements within the Cult's territories. Perhaps the closest of these kingdoms, and the one most responsible for keeping the Cult at bay, is Oagramakandi, the powerful Orcish kingdom inhabiting much of the Endioch region.

Dominion of Arrek (NPC)
Ruler: Goblin-King Solakk
People: Goblin (80%; primary; only political presence), Dwarf (15%; subjugated; slavery), Human (5%; subjugated; slavery)
Factions: Diedric's Dwarvish Legion (4/1), Goblin Eunuchs (3/3), The High Tribes (2/1)
Wealth: 3,000
Wonders: None.
Military: Capable Goblin soldiers with Dwarf-smithed armors, decent archers, excellent siege capabilities using gunpowder and well-crafted devices, numerous tamed wolves, a few cave trolls
Army: 60 companies
Navy: 0 (landlocked)
Growth: 10%
The Goblins of Diedric's Skyhorns come in many shapes and sizes, attitudes and dispositions. Yet throughout Sekai, the Goblins of these mountains seem to be type-casted as members of a kingdom that has brutally enslaved the mountainfolk they once lived alongside. This kingdom is that of Solakk, and his reign as Goblin-King (and thus the Dominion itself) is relatively new, for Sekai's standards. Solakk is an aging Goblin, yet he is no less fierce. Over the last several decades he has led his humble Goblin clan (the Arrek Clan) to prominence, militarily annihilating the smaller caves, and declaring his Dominion supreme. In the process, many Dwarvish mining cities and scattered Human "High Tribes" were subjugated, the members of these realms turned into slaves. The Dwarves are forced to mine and smith for Goblin armies in an ironic twist of fate, while most of the High Tribes have scattered from their lands, fearful to return. Making Solakk angry and tightening his grip is Diedric's Dwarvish Legion, a group of Dwarvish warriors named after the mountains (and the Dwarvish mage-smith who made them famous) who have attempted many uprisings.

The Tribes of Melgoth (NPC)
Ruler: Chief-Lord Hielthen
People: Human (80%; primary; dominant political presence), Dwarf (20%; cooperative; some political presence)
Factions: Northwild Giants (1/3), Blood Shamans of Nelath (4/4)
Wealth: 2,000
Wonders: Nelathi Totem (more power to shamans)
Military: Lightly-armored barbarian hordes equipped with primitive yet effective weapons, some archers, a few wood giants, highly capable "blood shamans" (shamans specializing in voodoo-like magics and dark wood-creature summonings), raiding galleys and specialized longships, long-distance knarrs
Army: 80 companies
Navy: 15 ships
Growth: 10%
The Melgothi were once nomadic, but settled in the Northwild. At the height of their power, the barbarian hordes of the Tribes of Melgoth held much of the Northwild, and thus the passages through that great wood. The Melgothi even held a plethora of lands throughout the steppes south of the Northwild. They also once had a larger navy than they do today, freely raiding up and down Sekai's northern coast. The Melgothi experienced a sharp decline a few centuries ago, due to infighting between the tribes and the rise of the powerful Kingdom of Fyirmenedd and the Grand Duchy of Lorenathia. In addition, many monsters throughout the Northwild began to breed and became too numerous for the Melgothi to continue their expansive occupation of that forest. Now, the Melgothi are experiencing a come-back. Their horde has grown stronger in recent years, and many nomadic Dwarves from the Koalir, obviously of dramatically different disposition and beliefs than those of Fyirmenedd, have joined their ranks. Only time can tell whether or not the Melgothi will be able to achieve their former size, especially given the fact that powerful kingdoms now surround the Northwild.

Grand Duchy of Lorenathia (NPC)
Ruler: Grand Duchess Segaila
People: Human (85%; primary; dominant political presence), Elf (10%; cooperative; no political presence), Orc (5%; lesser citizens, but cooperative nonetheless)
Factions: Order of Esalos (4/4), Tanelin Peasantry (2/3)
Wealth: 4,000
Wonders: Cathedral of Esal Simar (more efficiency to priests)
Military: Seasoned soldiers, Knights of the Duchess (paladins), excellent priests from the Order of Esalos, some Elvish scouts, decent siege capabilities
Army: 70 companies
Navy: 0 (landlocked)
Growth: 15%
The Grand Duchy is the backbone of a greater alliance of polities occupying the lands south of the Northwild. The existence of the fiefs that now compose the Grand Duchy was, for a long while, one of protection of its citizens from the barbarians of the Northwild. However, as the Tribes of Melgoth began to shrink significantly halfway through the first age, the Order of Esalos, a religious order dedicated to the "one god protector", began to thrive. Using its newfound influence, the Order of Esalos effectively installed the first Grand Duke, who was the current Duchess Segaila's distant grandfather. Since that time, the Grand Duchy has expanded significantly and occupies much of the Tanelin Steppe. Remnants of the Melgothi barbarians who once still occupied deserted castles in these central lands have been either routed or destroyed over the last few centuries by the paladins and priests of Esalos. Even so, a greater evil now threatens the Grand Duchy and its commonwealth - the Cult of Heras-Fel, on the other side of the Hyoenei River. The Grand Duchy and its alliance of city-states has kept the Cult in check so far, but only time can tell whether the Grand Duchy can withstand the Cult and a resurgence of the Melgothi in the Northwild.

Union of the Sahoje Woods (NPC)
Ruler: Elf-Lord Mijahare
People: Elf (95%; primary; dominant political presence), Human (5%; cooperative; mainly a merchant class; no political presence)
Factions: Drena Hunters (3/4), Sahoje Wood Spirits (4/3)
Wealth: 1,000
Wonders: None.
Military: Highly capable Elvish soldiers, excellent longbowmen, some highly magical wood spirits serving as druids, several tamed Sahoje bears, rangers and scouts hailing from the Drena River
Army: 25 companies
Navy: 0 (landlocked)
Growth: 15%
The ancient Sahoje Forest is home to some of the oldest spirits in Sekai. These spirits were instrumental when the Elvish families of the forest began to gather in councils, and eventually unify during the first few centuries of the Third Age. Many factors led to the unification of the Sahojean Elvish families. First was the persistence of Goblin raids from the vicious caves of Diedric's Skyhorns, which even the Dwarves of those peaks could not prevent. These raids proved to be a serious threat to the livelihood of Sahojean Elves and their passage to Palerise and the Tealstone River. Secondly, the ancient Orcish city-state of Helisk frequently led war parties into the Sahoje, seeking Elvish slaves. The only option was unity. When the Elf-lords unified the Elvish families, they repelled the Goblins of Diedric's Skyhorns, dominated the Orcs of Helisk in battle, and even created somewhat favorable trade relations with the more agreeable Goblins of Tavastara-Zai. The Union of Sahoje now serves as a crossroads of sorts between the Agadans, Skyhorns, and Peaks of Ulum, assisted by the twin trading cities of Luxavo and Tavastara-Zai, and their clever merchants.

Kingdom of Mulund (NPC)
Ruler: Dwarf-Lord Ulen IV
People: Dwarf (80%; primary; dominant political presence), Gnome (10%; cooperative; some political presence), Human (5%; cooperative; no political presence), Elf (5%; court observers and merchants from Ajama)
Factions: Mining Caste (4/3), Ajama Court Observers (4/2), Great Hall Isolationists (4/1)
Wealth: 1,000
Wonders: None.
Military: Capable Dwarvish soldiers from the deep Mulund Halls, decent siege capabilities
Army: 15 companies
Navy: 0 (landlocked)
Growth: 10%
Ruled by Lord Ulen, the small Dwarf-kingdom of Mulund is located within the Peaks of Ulum. From their peaks, the hesitant Dwarves of Ulum have begun to interact more with the various political entities surrounding them - most notably the Kingdom of Ajama, which has been instrumental in the "opening up" of Mulundi's great halls. Now the once-isolated halls of Mulund have begun to teem with foreigners and travelers, some remaining in the mountains permanently. The precious metals and materials found within the Peaks of Ulum have thus been exploited by the coming and going of merchants, something which has lessened the loyalty of the powerful mining caste which has dominated Mulundi society for centuries. As if the heightened presence of foreigners and merchants was not enough to anger the Dwarvish isolationists, the Kingdom of Ajama has insisted that a permanent troupe of Elvish advisors, court observers, and merchants remain within Mulundi territory. The Dwarves, having little resources to reject the requests of the powerful Elvish kingdom, have accepted and complied. For now.

Kingdom of Hyldra (NPC)
Ruler: King Sucarold II
People: Human (60%; primary; most political presence), Dwarf (20%; cooperative; significant political presence), Elf (15%; cooperative; little political presence), Goblin (5%; subjugated; lesser citizens)
Factions: Pirates of Coralcrane (5/1)
Wealth: 1,500
Wonders: The Hollow Harbor (excellent trade revenues; protection from the sea)
Military: Highly capable sailors and experienced captains, seasoned soldiers, Elvish scouts, decent siege capabilities, sea-worthy cogs
Army: 20 companies
Navy: 5 ships
Growth: 15%
The Kingdom of Hyldra has, for a long time, been highly capable of sailing. It is Hyldra which cemented the downfall of Melgothi ships centuries ago, and it is Hyldra which many look to today to do the same. However, Hyldra now has a dirty secret, which is not really a secret at all: the entire governing body has essentially been commandeered by the Coralcrane Pirates. These pirates, once only a minor nuisance to shipping lanes in the Kiorman coastal regions, have expanded their operations significantly and have members of their guild occupying the highest positions of power within Hyldra. The current king, Sucarold II, is not a member of the pirates, but has been paid for nicely and must obey certain policy decisions in order to maintain his post and not be killed. Despite their hold over Hyldra, the Coralcrane Pirates have made a clear separation between their piracy and the affairs of government. They use their influence to keep government out of pirate affairs, and have even allowed the establishment of a small, nominal Hyldran fleet. The Coralcrane Pirates also have little interest in preventing a resurgence of the Melgothi longships; in fact, such an event might even contribute to the number of targets for their makeshift and efficient junks. Of course, even pirates have their weaknesses, and any attempts by these pirates to expand operations into the Anokan Sea have been met with severe failure (due to the presence of the various seafaring polities of that sea).

Isolated Peoples of Dainelai (NPC)
Ruler: Sorcerer-King Laienat
People: Elf (100%; primary; only race)
Factions: The Openers (2/2), White Bramble Sorcerers (4/5)
Wealth: 800
Wonders: The White Bramble (protection to the forest; protection within Dainelai territory)
Military: Extremely capable Elvish soldiers, scouts, rangers, and longbowmen, a group of dedicated forest mages, extremely powerful sorcerers, tamed and powerful tree-folk, some loyal eagles from south Agadans, a few tamed giant spiders
Army: 7 companies
Navy: 0 ships
Growth: 5%
The Dainelai are an ethnicity of rare Elves who have not expanded from the Eltalon Forest in several generations. It is suspected that today, not a single Dainelai exists outside of their original forest. They are a mysterious and isolated group of Elves, ruled by a powerful sorcerer who has apparently been alive for most of the Third Age. This sorcerer, along with a school of mages he founded as well as a dedicated effort to seek out and train other sorcerers, has created what is called the White Bramble. The White Bramble is an ever-moving, ever-growing wall of thick, white thorns around the Eltalon Forest. It is for this reason that travelers do not find easy access to Eltalon, and why little is known about the inner workings of Dainelai society. While not impossible to contact, diplomatic responses from the Dainelai are usually cryptic and make little sense. The only reason any knowledge at all is known of the Dainelai is from eagles from the Agadans, many of whom are loyal to the Dainelai, but who nonetheless give information to other druids and animal-chatterers from far-away lands.
 
City of Kertus (SouthernKing)

People: Primary: Humans, Secondary: Dwarves, minorities: Half-elves, Elves, Orcs

Government: Merchant Republic

Ruler: Brian Zane

Livelihood: Kertus is a trading hub for the cities and nations around it, trading all sorts of goods as far and wide as Hyldra and Dainelai, and seeking to trade even farther. The city is one of the biggest cities in all of Sekai, and is so large that there are several districts, which are described under Description and History. The city's size and stature attracts many artisans and thus allows it to be a cultural center as well, with it's own cultural identity. But it also has a sizable criminal element as well, as black market goods flow in and out of the city in numbers too large for the comfort of the city's rulers.

Names: Blackport, the Narrows, Highpoint, Karaq, Zengia, Sarxon (these are all districts of the city-state)

Description and History: The city of Kertus was originally founded as a trading post and as a port for maritime traders sailing the Anokan Sea during the Second Age. During the Second Age, as Kandur and Tyurial clashed over the region, Kertus boomed as goods flowed from one side of Sekai to the other. Since it was located on lush, fertile soil, it's population was able to rapidly grow. But with the end of the two great nations' reign over Sekai, the region fragmented into multiple small city-states. One was Kertus, and it soon became the wealthiest and most influential city-state.

Blackport is the main harbor district, where most of the city's trade comes in by sea. This area is the oldest area of the city, with many of the buildings, particularly the area around the Old Port in the center of Blackport's coast, being thousands of years old and having been rebuilt and renovated multiple times. If one walked down the main Harbor Avenue, he would see building after building of trading company after trading company. Some of the city's finest markets can be found on inland (east) of the Harbor Avenue, charging high prices for rare goods such as spices, exotic foods, silver, and gold. It is a multiracial district, attracting all from Humans to Elves to Orcs.

The north side of the city is known as the Narrows. the Narrows is a run-down, rather poor section of the city, and thus has a large criminal element. The Narrows is separated from Blackport by the Indbur Canal, part of a larger system of canals used for quick transportation between different parts of the city. The Narrows are named thusly due to the narrow slit of land between the Indbur Canal and the city wall with its military presence. The Narrows, with its narrow alleyways and low class housing, attract a major criminal element and has a high crime rate. Few from other parts of the city dare venture into the Narrows in fear of being a victim of some crime. Not even those who work for the city's rulers venture in, and thus a sizable black market of illegal goods flowing into the city exists. There is a large Orc population here, although each race for the most part has its own criminal organization in the Narrows.

Highpoint is east of Blackport and is so called because it is built on a hill. The hilltop is home to the city ruler's palace. Highpoint is full of high class, spacious housing and expensive marketplaces. White marble buildings and lush green parks full of exotic flora and from all over
Sekai can be found in Highpoint. While in recent years many of the fine markets have drifted west into Blackport, Highpoint still has a reputation for being the domain of the rich.

Karaq is the middle class area in the south and southeast of the city. Karaq is home to many dockworkers and merchants when they are not at sea. It is also a cultural center, known for its beer especially. Karaq is where many newcomers to the city stay, and has many affordable inns and taverns.

Zengia, in the east and northeast, is a primarily business district, with many independent shops and affordable markets. It is known for its artisans and craftsmen primarily. Anything from swords to stone to silver to pottery to bread can be purchased for an affordable price here.

The city proper is ringed by a thick stone Wall. The Wall is populated by the city's militia, which resides in camps at the base of the wall, on the inside. There are several major gates: the biggest is the Zengia Gate, in the east. Other gates are located to let canals flow unterrupted past the Wall, the canals being used for irrigation outside the city.

Outside the wall is Sarxon, the agricultural and pastural areas outside the Wall that are still under the city's control. While much of the city's food is shipped in from the outside, some is produced within it's control. Sarxon's farmers capitalize on its fertile soil to produce large amounts of crops for the city.

Preferred Location: Eastern shore of the Minentia Gulf, on that point due south of the city of Ondro.
 
lurker's comment: yes I'm still using the [delurk ][ /delurk] :p

Doom:
Elven Life
Stretching Endlessly
Forwards to Infinity,
Unlimited
Guilt​
elven

An Emerald Land in the Saphire Sea
Ainbridge is my home and the best place to be;
Good luck and good day, and good woods just for you
I'll welcome you to join this cultural stew!

Ainbridge, my friend, is a beautiful land
With hills and woods rising midst the seas
Come join our merry adventuring band
As we travel to Ainbridge the isle of ease!
half elven

What do the gods see from their throne
Above even the highest mount?
Do deities sometimes feel alone
Above the mortals without count?

Does power bring love, or is it the other
Does standing above subjects truly matter
Sometimes I would dream that I would much rather
Going to the pub and joining the chatter
Human

this correct?

anyway. promised entry coming up today. or at least the main part
 
Yup
For the second two, you flipped them. HOWEVER.

I do agree that the middle one fits the Capricious mix of Human and Elf, and then sending them on a journey. I just didn't write it with that in mind. The Last one was supposed be the Half-Elven Delegation worrying about not being connected with the Human Majority in ainbridge, but it came out sounding like a religiously conflicted Human Baron just wanting to forget about The Man instead of being The Man.
 
City of Kertus (SouthernKing)
People: Primary: Humans, Secondary: Dwarves
Government: Merchant Republic
Ruler: Brian Zane
Livelihood: Kertus is a trading hub for the cities and nations around it.
Names: Blackport, the Narrows, Highpoint, Karaq, Zengia, Sarxon
Description: The city of Kertus was originally founded as a trading post and as a port for maritime traders sailing the Anokian Sea during the Second Age. But as the great nations around it fell, Kertus took on even greater importance as it became the central trading hub of the greater region. Kertus also became a naval power
Preferred Location: Eastern shore of the Mizeratia Gulf, on that point due south of the city of Ondro

SouthernKing, I'm afraid your proposal doesn't offer much to me. This information is pretty vague overall. You mention great nations falling around it, but what great nations? You mention that Kertus became a trading hub, but trading what and with who? You mention then, in a brief sentence, "Oh by the way, Kertus is also a naval power." With the current amount of info you give, I would make you a rather weak polity in that region. Not trying to be mean. Just helpful.

If you want to read truly remarkable proposals for polities, please take a look the entries by players such as Lord Iggy, Fulton, LittleBoots, Nylan, Ninja Dude, etc. (posted earlier in this thread).

(By the way, it is Anokan Sea, and Mirentia Gulf.)
 
Beyond excellent, Fulton. And this will tie that region together quite nicely.

Thanks, good to see you enjoyed it ^_^

I'm glad I waited to do the goblin and human sections until now, since the info on Heras-fel will greatly change how I write their histories and attitudes to Oagramakandi. Hopefully that will tie the region together even further.
 
Thanks, good to see you enjoyed it ^_^

I'm glad I waited to do the goblin and human sections until now, since the info on Heras-fel will greatly change how I write their histories and attitudes to Oagramakandi. Hopefully that will tie the region together even further.

Certainly. Keep in mind that Heras-Fel is a relatively recent phenomenon. By recent, I mean within the last 100 years. They largely kept to the Woodwall, but have conquered scattered towns and villages north of your domain. They have remained largely dormant for a few years now. I will add this info to the NPC profile.
 
Oh and on that note, I invite players to consistently update their original proposal when they see fit. I will provide links to the original post in profiles. :)
 
Oagramakandi has only existed for a century and change and been on the plains for about fifty years, so we're a relatively new phenomena too. I'll keep all that in mind.
 
Yeah. I think the main thing to remember is that the hostilities of Heras-Fel have not really been felt until only a decade ago. For the previous 80-90 years, they were a dormant group of weirdos sponsoring the great pilgrimage to Terrormine.
 
It is not completely done but it should provide a good idea of it :) I'll try to update this tomorrow otherwise it will be Wednesday

Dwarven city Nahiri (NPC/Mayor; City-state)
People: Dwarven (90%; primary; subjugated; no political power) / Human (10%; secondary; Full political power) / Orc / Goblin / Elf

Government: Ethnocratic Autocracy

Ruler: Jadugara Naresh

Livelihood:
Spoiler :

The city is completely isolated and their hasn’t been trade between the city and the outside world for ages. There is proof, that once the dwarves ventured out into the outside, to be found but no dwarves can remember such times. The mountain has become selfsufficient over time and the dwarves don’t see the need to reesteblish contact.
In the case of these dwarves contact with the outside world doesn’t only mean contact with outsiders but also contact with the outside of their mountain. Most dwarves have never seen the outside of their city. All economic activities are being done inside the mountain.
These activities resolve around two basics, i.e. agriculture and mining.

Agriculture

Within the mountain large halls have been carved to house the farms that provide the dwarves with their basic needs. The dwarves main food sources are obtained by farming and their clothes are obtained by the husbandry of animals.

Farming
The main crop the dwarves grow is garu. This wheatlike crop is not native to the region the dwarves life in but has been introduced a long time when their still was contact with the outside world. This crop doesn’t need light or a lot of soil to grow and therefore is ideal for the dwarvensociety. Garu is mainly being used for the production of bread and beer. But a portion is also used for the production of a strong licor called ginebrea.
The second source of food the dwarves cultivate are edible fungi. There are several halls reserved for the growth of the fungi but they can be found all through the mountaincity. The fungi are the cheapest foods available to the dwarves and are the major component of the meals of the poorest.

Husbandry
The dwarves all wear clothes made from the skin and furs of the animals they herd. The basic tools are made from the bones and the meat is eaten. There are three animals the dwarves herd, i.e. the Cabrasaltge, the Asubiare and the Mendihoi. All of these can be found in the region of the mountain. The first of these animals were taken into the mountain many years ago. Now the herds are large enough to supply the dwarves with all their needs.

Cabrasaltge
The cabrasaltge is a goatlike animal that inhabits the mountainous regions of Sekai and make up the largest herds of the dwarves. All dwarves wear clothes made of the skin of the cabrasaltge, from the lowest to the highest. The majority of the dwarves also eats the meat of the cabrasaltge on a regular basis and the bones are used for the larger tools. These bones are surprisingly hard and are used for pickaxes and simple weapons but also for daily tools like scissors, combs and cutlery.
A typical feature of the males are there horns. These horns can grow to be 1.6’ and are used as drinking horns but also for decorative purposes. They can also be seen as the occasional club.

Asubiare
The asubiare is a small rabbitlike animal and is the fungi of the animals. There are several halls used for the keeping of these animals but they can be found all through the mountain. It are these animals that make up the meatdiet of the poorest dwarves but the animal is eaten by all. Because of the size of the animal the skin is very hard to proces into clothes. This is the reason that while it is relatively easily obtainable quality clothes of asubiare are very expensive. The skin is therefore mostly used for accesoires. The bones of the asubiare are used for the smaller tools such as needles and tweezers.
The asubiare is also used as food for the mendihoi.

Mendihoi
This is the least common and most dangerous animal the dwarves keep. This carnivor is higly priced and not a few dwarves have been known to try and steal them or their product. For this reason the mendihoi are being kept in heavily guarded compounds. Besides protecting the mendihoi the guards have another task namely the protection of the dwarves. The mendihoi, who can become twice the size of a dwarf, are known to eat the occasional dwarf, many dwarves who try to steal this animal are eaten by them.
Because of the high prizes the products of the mendihoi are almost exclusively for the richest dwarves. The meat is being eaten by them, the furs are turned into beautifull clothes and the bones are used for all sorts of items.

Mining
The second pillar of the economy of the city-state is mining. The dwarves mine three things, i.e. iron, gold and stone.

Iron
The mining of iron is the smallest part of the miningindustry. This is because it isn’t all that common inside the mountain. Because of it’s rarity iron is rather expensive and only the officers and higher quality soldiers can be seen wearing iron weapons and armor.

Gold
Gold is used as currency in the city. This is also the main purpose why the dwarves mine it. While some of the wealthier dwarves also use it as decoration it is mostly seen as vulgar to use it for that purpose.

Stone
Stone is the most common material for decorations. The stone from the moutain has the unique quality that it almost glows when processed properly. This proces demands a lot of time and quality which is why fully processed stone can only be seen in the richest area’s. The more common dwarf uses less processed stone to decorate his or her home.

Names: to be done later

Description:

Social Structure
Before subjugation
Spoiler :
MrqRG.png

The Dwarves live in a caste system
At the bottom are the Garangabe (Casteless). These poor creatures have no possessions, no family, no future. These are thiefs, murderers, beggars and the unfortunates who have been born without a caste.

Above the Garangabe the Garbitzatu (Serving castes) can be found. These are the waiters, housemaids, cleaners etc. These castes are not highly respected but are recognized as necessary dwarves by the higher castes and therefore receive small wages for their work.

The next level of Castes are the Garanerdi (Middle castes). Here the business owners, farmers, smiths, masons etc. can be found. They are considered the backbone of the society and are equally rewarded. For these dwarves it is also possible to reach a certain level of wealth that can rival with some of the higher castes.

The Garkuntza (Educated castes) are the next caste. These are the scholars, teachers, librarians etc. This is the only cast that can be entered by lower castes and then only by the Garkuntza. For the Gartiko it is also possible to enter this caste but it is highly frowned upon by their peers.

The Gartiko are the nobily of the society. This is the highest caste. These dwarvse rule the city. They can be part of the council and are eligible for King. They don’t have actual dayjobs but, if not part of the government, spend their days with social events, charity and sports.

The last caste is the Borrokalaria. These dwarves form the law enforcement and military of the city. This isn’t an acutal caste but fals outside the ranking and can be entered by all dwarves, except the casteless. Dwarves who are born into this caste are allowed to leave and join an other caste, besides the Gartiko.


Army structure
Spoiler :
Lnv6f.png

The Arazegea is the police force, for the lower castes, of Nahiri. The Arazegea are armed with leather armor arm helmets and bone clubs. They operate in patrols of two to ten depending on the neighbourhood and are led by non-commissioned officers. These NCO’s are armed with bone swords that are mainly sharpened clubs.

The Buruzbu are the military force of Nahiri. These dwarves have the same armor as the Arazegea but also carry leather shields. For weapons the carry clubs of a heavier variant than those used by the Arazegea. The Buruzbu are in the habit to costumize their clubs with spikes. The Buruzbu haven’t seen any real action since the isolation and they have been mainly use as riot police. They operate in groups of at least 15 dwarves and are either led by NCO’s or the zionaria.

Above the Buruzbu are the Aintzale. These form the guards of the Gartiko and the wealthy Garanerdi. Their armor and weapons highly depend on the amount of money their master spends. They can be seen wearing the same outfit as the Arazegea but also carry iron armor and weapons.

The Araztiko are the police force for the Gartiko and the Garanerdi. Because these castes find it beneath them to be handled by the same police as the lower castes this force was created. The Araztiko mainly consist of dwarves from the Garanerdi. These dwarves are recruited from the lower Borrokalaria castes and are led by the Zionaria. They carry iron weapons, ranging from swords to halberds and their armor is also made from iron.

The Zionaria are the officers of the Borrokalaria. These officers are always form the Gartiko caste. Their official armor consist of plain iron armor, helmet and a sword. The Zionaria are however in the habit of customizing their armor with decorations to show their wealth and importance.

The highest caste in the borrokalaria are the Xapeldu. These are the champions of the Borrokalaria and have the highest authority. There are no restrictions to this caste, if you are in the Borrokalaria it is possible become a Xapeldu. To enter this caste with popular vote from all castes of the borrokalaria after a great archievement. Since the isolation there hasn’t been an actual Xapeldu.


Subjugation
not yet finished but this way I don't lose it:)
Spoiler :
Al through the mountain a shrieking noise was heard followed by a loud thud. It went through bones and no dwarf had ever heard a similar noise. It was a noise of despair and fear. All dwarves stopped with their chores and shuddered. The asubaria started squeaking and huddled together in the corners of their pastures. The male cabrasalthe started attacking the walls of theirs in a futile attempt to break free. The mendihoi didn’t seem to be affected, one of them even saw his change to expand his diet when his keeper was distracted.

The doors of Nahiri, situated in the Governmental quarter, that had been closed for so long. The doors that had kept the city isolated for so long. The doors had been opened and left a gaping hole in the mountainside. Most dwarves didn’t even know about the existence of these doors, they were not allowed in the quarter were the richest and most influential dwarves lived, and few had heard of it. The dwarves who did know about them thought they couldn’t be opened.
Slowly the dwarves came to their senses. The dwarves in the lower reaches picked up the chores again, the cabrasaltge regained their calm, the asubaria slowly came from the corners and the mendihoi keepers started clubbing the animals back into submission. The Gartiko and the Garkuntza were in turmoil. Messengers were sent to each other, the Araztiko were called for as well as the Buruzbu. The groups of Aintzale were sent to their masters houses to fortify and protect it.

Uneasily the Araztiko formed ranks in front of the open doors with the Buruzbu behind them. However, nothing happened and the dwarves started to look at each other, unsure of what to do. One of the Zionaria decided he had enough and ordered the dwarves forward, towards daylight. All of a sudden a radiating figure emerged in the opening. The dwarves couldn’t make out it’s features all they new was that they were scared. Behind the figure emerged ten more. These didn’t radiate but it seemed they held flames that illuminated their faces. Humans, the more educated dwarves new. The dwarves, who had stopped walking, again were ordered forwards. When the figure saw this he raised his hands and 10 rays of fire ravaged the ranks of the dwarves. The fire was followed by 100 war trained scorpions. The dwarves, already shaken by the fire, had never seen such creatures and routed.

to be finished later. Haven’t had the time yet to process all notes

Preferred Location: A large secluded mountain that is part of a mountainrange. The mountain is called Hasigor

I was originally thinking about Mt. Ulesdi in The Agadans but I think Luxavo is to close.. a bit to the southwest could work probably
Otherwise maybe to the east of Kesnas(maybe move Kesnas?) in the Koalir Mountains.
The Akkal Ridge is also a good possibility since there aren’t any nations or city-states in the neighbourhood.

Spoiler entymology :

Jadugara: Hindi for Sorceror. This isn’t a name but rather a title
Naresh: Also Hindi; means King (this is a name ;))
Garu: comes from the Basque word for wheat: Gari
Ginebrea: Comes from the Catalan word for Jenever (gin): Ginebra
Cabrasaltge: comes from the Catalan words for Ibex: Cabra Salvatge
Asubiare: comes from the Gallician words for Whistling hare (or Piku): Asubiando Lebre
Mendihoi: comes from the Basque words for Mountain lion: Mendiko Lehoia
Garangabe: Comes from the Basque words for Without Caste: garrantzi gabe
Garbitzatu: Comes from the Basque words for Serving Caste: garrantzi zerbitzatu
Garanerdi: Comes from the Basque words for Middle Caste: Erdi garrantzi
Garkuntza: Comes from the Basque words for Educated Caste: Hezkuntza garrantzi
Gartiko: Comes from the Basque words for Aristocratic Caste: aristokratiko garrantzi
Borrokalaria: Basque for Fighter
Nahiri: Comes from the Basque words for Dwarf: Nanoa and City: Hiria
Hasigor: Comes from the Basque words for Home: Hasiera and Save: Gorde
Arazegea: Comes from the Basque words for Law enforcement: Legea betearazteko
Buruzbu: Comes from the Basque words for Melee: Buruz Buru
Aintzale: Comes from the Basque word for Guards: Zaintzaile
Araztiko: Comes from the Basque words for Aristocratic enforcement: Aristokratiko betearazpen
Zionaria: Comes from the Basque word for Officer: Funtzionarioa
Xapeldu: Comes from the Basque word for Champion: Txapelduna
 
SouthernKing, I'm afraid your proposal doesn't offer much to me. This information is pretty vague overall. You mention great nations falling around it, but what great nations? You mention that Kertus became a trading hub, but trading what and with who? You mention then, in a brief sentence, "Oh by the way, Kertus is also a naval power." With the current amount of info you give, I would make you a rather weak polity in that region. Not trying to be mean. Just helpful.

If you want to read truly remarkable proposals for polities, please take a look the entries by players such as Lord Iggy, Fulton, LittleBoots, Nylan, Ninja Dude, etc. (posted earlier in this thread).

(By the way, it is Anokan Sea, and Mirentia Gulf.)
Oh whoops. Sorry, I meant To add more but with the whole server problems it got cut short, and I then had to leave. I will edit it.
 
Give me a name, mayor. ;) A name for your city-state. I like what you have here so far, though.

As for location: Dainelai is a very isolated Elvish kingdom south of the Agadans. Being isolated in the Agadans is not a bad idea. I could put you in Koalir range, as well. But how would you feel about being in the southeast area of the Agadans, near the Palerise Forest? The peaks are not as high, but I feel they would fit well with your description. It'd also spread player polities out a little bit more, to encourage some more interaction (despite your isolated state).
 
Looks better, SouthernKing. Thanks. :) (By the way, it is Anokan Sea, and Mirentia Gulf.)
 
OK. Lots accomplished today.

link to image
Spoiler :
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Current NPC Nations, Part I
Spoiler :
The Cult of Heras-Fel (NPC)
Ruler: Unclear
People: Human (70%; primary; dominant political presence; other factions are rebellious), Elf (30%; cooperative; some political presence; other factions are rebellious)
Factions: Darkwind Elves (4/2), Sentient Ghosts (3/5), Rebel Whisperers (4/1)
Wealth: 2,000
Wonders: Citadel of Fel-Agur (speed to undead minions)
Military: A few highly capable necromancers, large numbers of skeleton soldiers, several death knights, a small but powerful group of shades, some small swamp vessels capable of sailing to Terrormine Island in the thick, murky Absent Sea
Army: 100 companies
Navy: 5 ships
Growth: 5%
A relatively recent phenomenon, the Cult of Heras-Fel is said to have its origins somewhere within the Woodwall, yet the certainty of these rumors is unclear. It is controlled by a highly secretive council of necromancers, who remain anonymous. Contacting the Cult is extremely difficult, though not impossible. The Cult has subjugated Human and Elvish villages and towns throughout the grassy lands west of the Woodwall, gradually crafting an expansive geopolitical entity over the last decade. Their skeleton minions walk the grasses, patrolling for the rebels, who call themselves the "Whisperers". The undead horde summoned by the Cult is something of a worry to other polities of Sekai, yet the necromancers do not yet have the strength suitable to spread further from their current region. The various city-states and kingdoms surrounding the Cult, along with the rebellious elements within the Cult's territories, has kept the Cult in check for the last two years or so. Perhaps the kingdom most responsible for keeping the Cult at bay is Oagramakandi, the powerful Orcish kingdom inhabiting much of the Endioch region.

Dominion of Arrek (NPC)
Ruler: Goblin-King Solakk
People: Goblin (80%; primary; only political presence), Dwarf (15%; subjugated; slavery), Human (5%; subjugated; slavery)
Factions: Diedric's Dwarvish Legion (4/1), Goblin Eunuchs (3/3), The High Tribes (2/1)
Wealth: 3,000
Wonders: None.
Military: Capable Goblin soldiers with Dwarf-smithed armors, decent archers, excellent siege capabilities using gunpowder and well-crafted devices, numerous tamed wolves, a few cave trolls
Army: 60 companies
Navy: 0 (landlocked)
Growth: 10%
The Goblins of Diedric's Skyhorns come in many shapes and sizes, attitudes and dispositions. Yet throughout Sekai, the Goblins of these mountains seem to be type-casted as members of a kingdom that has brutally enslaved the mountainfolk they once lived alongside. This kingdom is that of Solakk, and his reign as Goblin-King (and thus the Dominion itself) is relatively new, for Sekai's standards. Solakk is an aging Goblin, yet he is no less fierce. Over the last several decades he has led his humble Goblin clan (the Arrek Clan) to prominence, militarily annihilating the smaller caves, and declaring his Dominion supreme. In the process, many Dwarvish mining cities and scattered Human "High Tribes" were subjugated, the members of these realms turned into slaves. The Dwarves are forced to mine and smith for Goblin armies in an ironic twist of fate, while most of the High Tribes have scattered from their lands, fearful to return. Making Solakk angry and tightening his grip is Diedric's Dwarvish Legion, a group of Dwarvish warriors named after the mountains (and the Dwarvish mage-smith who made them famous) who have attempted many uprisings.

The Tribes of Melgoth (NPC)
Ruler: Chief-Lord Hielthen
People: Human (80%; primary; dominant political presence), Dwarf (20%; cooperative; some political presence)
Factions: Northwild Giants (1/3), Blood Shamans of Nelath (4/4)
Wealth: 2,000
Wonders: Nelathi Totem (more power to shamans)
Military: Lightly-armored barbarian hordes equipped with primitive yet effective weapons, some archers, a few wood giants, highly capable "blood shamans" (shamans specializing in voodoo-like magics and dark wood-creature summonings), raiding galleys and specialized longships, long-distance knarrs
Army: 80 companies
Navy: 15 ships
Growth: 10%
The Melgothi were once nomadic, but settled in the Northwild. At the height of their power, the barbarian hordes of the Tribes of Melgoth held much of the Northwild, and thus the passages through that great wood. The Melgothi even held a plethora of lands throughout the steppes south of the Northwild. They also once had a larger navy than they do today, freely raiding up and down Sekai's northern coast. The Melgothi experienced a sharp decline a few centuries ago, due to infighting between the tribes and the rise of the powerful Kingdom of Fyirmenedd and the Grand Duchy of Lorenathia. In addition, many monsters throughout the Northwild began to breed and became too numerous for the Melgothi to continue their expansive occupation of that forest. Now, the Melgothi are experiencing a come-back. Their horde has grown stronger in recent years, and many nomadic Dwarves from the Koalir, obviously of dramatically different disposition and beliefs than those of Fyirmenedd, have joined their ranks. Only time can tell whether or not the Melgothi will be able to achieve their former size, especially given the fact that powerful kingdoms now surround the Northwild.

Grand Duchy of Lorenathia (NPC)
Ruler: Grand Duchess Segaila
People: Human (80%; primary; dominant political presence), Elf (15%; cooperative; no political presence), Orc (5%; lesser citizens, but cooperative nonetheless)
Factions: Order of Esalos (4/4), Tanelin Peasantry (4/3)
Wealth: 4,000
Wonders: Cathedral of Esal Simar (more efficiency to priests)
Military: Seasoned soldiers, Knights of the Duchess (paladins), excellent priests from the Order of Esalos, some Elvish scouts, decent siege capabilities
Army: 70 companies
Navy: 0 (landlocked)
Growth: 15%
For a long time, the Grand Duchy was the central region of the larger, now-defunct Kingdom of Senathia. This kingdom splintered and fell to pieces when the corrupt king was overthrown by the peasantry. The Grand Duchy thus formed and eventually became the backbone of a greater alliance of polities occupying the lands south of the Northwild. The existence of the fiefs that now compose the Grand Duchy was, for a long while, one of protection of its citizens from the barbarians of the Northwild (and one of the central arguments for the downfall of Senathia was its failure to properly protect its citizens). However, as the Tribes of Melgoth began to shrink significantly halfway through the first age, the Order of Esalos, a religious order dedicated to the "one god protector", began to thrive. Using its newfound influence, the Order of Esalos effectively installed the first Grand Duke, who was the current Duchess Segaila's distant grandfather. Since that time, the Grand Duchy has expanded significantly and occupies much of the Tanelin Steppe. Remnants of the Melgothi barbarians who once still occupied deserted castles in these central lands have been either routed or destroyed over the last few centuries by the paladins and priests of Esalos. Even so, a greater evil now threatens the Grand Duchy and its commonwealth - the Cult of Heras-Fel, on the other side of the Hyoenei River. The Grand Duchy and its alliance of city-states has kept the Cult in check so far, but only time can tell whether the Grand Duchy can withstand the Cult and a resurgence of the Melgothi in the Northwild.

Principality of Enorti
Ruler: Prince Dernae
People: Human (55%; primary; dominant political power), Elf (30%; cooperative; extensive political power), Half-Elf (15%; cooperative; a significant enclave; undecided support)
Factions: Order of Esalos (4/2), Ajaman Minority (5/2), Lorenathia Loyalists (5/2), Non-Ajaman Elves [Sahoje and others] (4/4)
Wealth: 1,500
Wonders: None.
Military: Capable soldiers, Protectors of the Prince (paladins), a few priests from the Order of Esalos, Elvish longbowmen and scouts loyal to the prince
Army: 25 companies
Navy: 0 (landlocked)
Growth: 5%
Enorti is swamped in complicated political turmoil. Tugging on one end of the principality's political spectrum is the Grand Duchy of Lorenathia, which has used Prince Dernae (the official keeper of the crown of Senathia and actual great grandson of the last king) as an ally for the last few years, and a buffer against the Orcs and barbarians of the Ulum Passage. Prince Dernae has relished in the Duchess's reliance on his abilities, and has gathered a significant amount of personal wealth as a result. Meanwhile, the Order of Esalos naturally expanded its ministries to the principality, especially after the mostly-secular king died from a mysterious illness. The realm of Enorti is endowed with a position in a fertile basin and bordering Lake Horace. It is also in the middle of the region, and serves as a crossroads between the Elves of Sahoje and the Elves of Ajama. This is where the political complications come to light. Over the last several centuries, even during the existence of the former Senathian Kingdom, Ajaman Elves migrated to the Lake Horace region in hopes of establishing trading outposts. These outposts were sponsored by the former kingdom and accumulated large amounts of wealth for all parties involved (even though the kingdom did not appreciate the Ajaman attitude of superiority, their dedication to regional trade routes was remarkable). Yet Lorenathia was not pleased. The Order of Esalos saw the Ajaman Elves as cult-like, arrogant druids attempting to subvert religious rule in the region. Today, Enorti is on the verge of a civil war. Lorenathian influence is heavy now. The elder prince has allowed Esalos priests free access to the populace, much to the chagrin of the Elves. Issues of Human slavery and the arrogance of the Elves have been used as talking-points for Esalos priests and their Human allies. The Ajaman minority, having developed to be significantly different from their parents to the north, has proceeded to declare that Humans are not lesser beings. Many former Ajaman Elves have even bred with Humans over the years, creating a significant minority of Half-Elves in Enorti. Despite this, the lines are largely drawn on racial tensions and this pot is close to boiling over. The only Elves who fully dedicate themselves to the "Human side" are those who migrated from Sahoje many generations ago. Yet Prince Dernae seems content to play both sides, no matter whether or not the careful and brilliant work of his ancestors falls apart.

Principality of Cala (NPC)
Ruler: Princess Amelia
People: Human (90%; primary; some political presence), Elf (10%; cooperative; dominant political presence)
Factions: Cala Independents (2/1), Ajama Court (5/5)
Wealth: 1,000
Wonders: None.
Military: Seasoned soldiers, protectors from Ajama
Army: 10 companies
Navy: 3 ships
Growth: 5%
The Principality of Cala is, for all intents and purposes, a vassal of the Kingdom of Ajama. It was once an extremely wealthy section of the larger, now-defunct Kingdom of Senathia. Once the Melgothi had been suppressed, Calanan ships navigated the Gulf of Maebon and beyond, running goods as far as the Anokan Sea. However, dissatisfaction with the former monarchy led to a fracturing of Senathia, and a rebelling of the children of the monarch. At that point, the royal court of Ajama pulled political strings and used its influence to take over (mostly arguing that if Cala wishes to survive a Melgothi resurgence, they should pledge loyalty to the Ajama). Princess Amelia is an elder woman, and brother to Prince Dernae of Enorti. As such, many militants within Cala view her inevitable demise as an opportunity to free Cala from the grips of the proud Elves of the Suruli Forest. This seems to be nothing but a distant dream, and Ajaman politicians have done much in their power to suppress this movement before it can gain proper momentum.

Kingdom of Senathia (NPC)
Ruler: King Dasonil II
This kingdom no longer exists, but the throne of it is located in the capital of Lorenathia. It has been split between the principalities of Enorti and Cala, and the Grand Duchy of Lorenathia. Many view the fall of Senathia as the doing of the Ajama royals, who effectively instilled corruption within the former throne. To lay out the complicated politics of Senathia:
- It used to be composed of Lorenathia, Enorti, Cala, and several city-states of varying power and influence.
- It used to be a grand kingdom, and in direct competition with Ajama.
- As the Melgothi invaded, the monarchy did little to protect the peasantry, yet still accumulated riches and wealth.
- The peasantry rebelled, and Senathia fractured into two principalities and one grand duchy. Since then, there is a king but only in name. Senathia no longer exists, though the throne of Senathia does (and technically, it is occupied by King Dasonil II).
- The current prince of Enorti and princess of Cala are great grandchildren of the overthrown king, who have no relation to Dasonil II (who is a brother of Duchess Segaila of Lorenathia).
- Cala went its separate ways, refusing to pledge loyalty to Lorenathia, viewing it as an extension of the formerly corrupt monarchy. They eventually fell in line with Ajama.
- Enorti attempted to play many sides, which has now resulted in its complicated state of affairs.
- Senathia encompassed a variety of races, including Elves from northern Suruli.
- The Kingdom of Senathia did not include the current Grand Duchy of Halde, though it was affiliated and considered an important ally (currently, the Lorenathia-Halde Commonwealth, a religious and economic alliance, exists).

Union of the Sahoje Woods (NPC)
Ruler: Elf-Lord Mijahare
People: Elf (95%; primary; dominant political presence), Human (5%; cooperative; mainly a merchant class; no political presence)
Factions: Drena Hunters (3/4), Sahoje Wood Spirits (4/3)
Wealth: 1,000
Wonders: None.
Military: Highly capable Elvish soldiers, excellent longbowmen, some highly magical wood spirits serving as druids, several tamed Sahoje bears, rangers and scouts hailing from the Drena River
Army: 25 companies
Navy: 0 (landlocked)
Growth: 15%
The ancient Sahoje Forest is home to some of the oldest spirits in Sekai. These spirits were instrumental when the Elvish families of the forest began to gather in councils, and eventually unify during the first few centuries of the Third Age. Many factors led to the unification of the Sahojean Elvish families. First was the persistence of Goblin raids from the vicious caves of Diedric's Skyhorns, which even the Dwarves of those peaks could not prevent. These raids proved to be a serious threat to the livelihood of Sahojean Elves and their passage to Palerise and the Tealstone River. Secondly, the ancient Orcish city-state of Helisk frequently led war parties into the Sahoje, seeking Elvish slaves. The only option was unity. When the Elf-lords unified the Elvish families, they repelled the Goblins of Diedric's Skyhorns, dominated the Orcs of Helisk in battle, and even created somewhat favorable trade relations with the more agreeable Goblins of Tavastara-Zai. The Union of Sahoje now serves as a crossroads of sorts between the Agadans, Skyhorns, and Peaks of Ulum, assisted by the twin trading cities of Luxavo and Tavastara-Zai, and their clever merchants.

Kingdom of Mulund (NPC)
Ruler: Dwarf-Lord Ulen IV
People: Dwarf (80%; primary; dominant political presence), Gnome (10%; cooperative; some political presence), Human (5%; cooperative; no political presence), Elf (5%; court observers and merchants from Ajama)
Factions: Mining Caste (4/3), Ajama Court Observers (4/2), Great Hall Isolationists (4/1)
Wealth: 1,000
Wonders: None.
Military: Capable Dwarvish soldiers from the deep Mulund Halls, decent siege capabilities
Army: 15 companies
Navy: 0 (landlocked)
Growth: 10%
Ruled by Lord Ulen, the small Dwarf-kingdom of Mulund is located within the Peaks of Ulum. From their peaks, the hesitant Dwarves of Ulum have begun to interact more with the various political entities surrounding them - most notably the Kingdom of Ajama, which has been instrumental in the "opening up" of Mulundi's great halls. Now the once-isolated halls of Mulund have begun to teem with foreigners and travelers, some remaining in the mountains permanently. The precious metals and materials found within the Peaks of Ulum have thus been exploited by the coming and going of merchants, something which has lessened the loyalty of the powerful mining caste which has dominated Mulundi society for centuries. As if the heightened presence of foreigners and merchants was not enough to anger the Dwarvish isolationists, the Kingdom of Ajama has insisted that a permanent troupe of Elvish advisors, court observers, and merchants remain within Mulundi territory. The Dwarves, having little resources to reject the requests of the powerful Elvish kingdom, have accepted and complied. For now.

Kingdom of Wyldra (NPC)
Ruler: King Sucarold II
People: Elf (60%; primary; most political presence), Dwarf (20%; cooperative; some political presence), Human (15%; cooperative; little political presence), Goblin (5%; subjugated; lesser citizens)
Factions: Pirates of Coralfire (5/1)
Wealth: 1,500
Wonders: The Hollow Harbor (excellent trade revenues; protection from the sea)
Military: Highly capable sailors and experienced captains, seasoned soldiers, Elvish scouts, longbowmen, and other Elvish elements, decent siege capabilities, sea-worthy cogs
Army: 20 companies
Navy: 5 ships
Growth: 15%
The Kingdom of Wyldra has, for a long time, been highly capable of sailing. It is Wyldra which cemented the downfall of Melgothi ships centuries ago, and it is Wyldra which many look to today to do the same. However, Wyldra now has a dirty secret, which is not really a secret at all: the entire governing body has essentially been commandeered by the Coralfire Pirates. These pirates, once only a minor nuisance to shipping lanes in the Kiorman coastal regions, have expanded their operations significantly and have members of their guild occupying the highest positions of power within Wyldra. The current king, Sucarold II, is not a member of the pirates, but has been paid for nicely and must obey certain policy decisions in order to maintain his post and not be killed. Despite their hold over Wyldra, the Coralfire Pirates have made a clear separation between their piracy and the affairs of government. They use their influence to keep government out of pirate affairs, and have even allowed the establishment of a small, nominal Wyldran fleet. The Coralfire Pirates also have little interest in preventing a resurgence of the Melgothi longships; in fact, such an event might even contribute to the number of targets for their makeshift and efficient junks. Of course, even pirates have their weaknesses, and any attempts by these pirates to expand operations into the Anokan Sea have been met with severe failure (due to the presence of the various seafaring polities of that sea).

Free State of Jyiru (NPC)
Ruler: Council of Elves
People: Elf (90%; primary; only political presence), Orcs (8%; cooperative; considered equal citizens), Goblins (2%; cooperative; considered second-class citizens)
Factions: Lorelan Lizardfolk (3/5), Marsh Spirits (2/4)
Wealth: 1,000
Wonders: The Jyi Gemstone (marsh-creatures are kind to Jyiru Elves)
Military: Extremely capable Elvish soldiers, scouts, rangers, and longbowmen, excellent druids, several clans of loyal Lizardfolk, lizard cavalry, some marsh spirits
Army: 20 companies
Navy: 0 (landlocked)
Growth: 10%
In many ways, Jyiru is the last "safe" realm before entering the Lorelan Marshes. Jyiru is very accepting of travelers, and its major cities host inns safe from the dangers of the marsh. Because Jyiru is located on the fringe of the marshlands, they are also considered the protectors of that great swamp, and all the creatures that inhabit it.

Isolated Peoples of Dainelai (NPC)
Ruler: Sorcerer-King Laienat
People: Elf (100%; primary; only race)
Factions: The Openers (1/2), White Bramble Sorcerers (4/5)
Wealth: 800
Wonders: The White Bramble (protection to the forest; protection within Dainelai territory)
Military: Extremely capable Elvish soldiers, scouts, rangers, and longbowmen, a group of dedicated forest mages, extremely powerful sorcerers, tamed and powerful tree-folk, some loyal eagles from south Agadans, a few tamed giant spiders
Army: 7 companies
Navy: 0 ships
Growth: 5%
The Dainelai are an ethnicity of rare Elves who have not expanded from the Eltalon Forest in several generations. It is suspected that today, not a single Dainelai exists outside of their original forest. They are a mysterious and isolated group of Elves, ruled by a powerful sorcerer who has apparently been alive for most of the Third Age. This sorcerer, along with a school of mages he founded as well as a dedicated effort to seek out and train other sorcerers, has created what is called the White Bramble. The White Bramble is an ever-moving, ever-growing wall of thick, white thorns around the Eltalon Forest. It is for this reason that travelers do not find easy access to Eltalon, and why little is known about the inner workings of Dainelai society. While not impossible to contact, diplomatic responses from the Dainelai are usually cryptic and make little sense. The only reason any knowledge at all is known of the Dainelai is from eagles from the Agadans, many of whom are loyal to the Dainelai, but who nonetheless give information to other druids and animal-chatterers from far-away lands. The Openers are a group of Dainelai who wish to end isolation. They carry little weight and have gathered little support.
 
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