NutraNESIV.5: Fantasy Remastered

nutranurse

Unlikeliest of Slash Fics
Joined
Jan 30, 2009
Messages
2,077

Orders for Update 2 are due Tuesday, 29/12/2011.
If you would like to join the NES as a new culture/race PLEASE PM/email me, I am always looking for new players.


For anyone who wants to contact me via email, you can do so at nes.nutranurse@gmail.com

Notice that this is NutraNESIV.5. Rather than abandoning my past NES completely, I am revamping it and applying new rules and a new setting to my take on fantasy NESing. Players are now being unleashed upon Kore, a fantastical continent located in the world of El-Or.

Rules

I am going to keep things relatively simple, or at least strive to.

Joining: This NES has no upwards limit on the amount of players that can join, and I encourage everyone and their grandma to participate if you are looking for a fun NES set in a fantastical world.

Stories & Player Commitment: Stories, as always, are appreciated and rewarded. Other than that player commitment will be relegated to sending in orders in a timely fashion. Orders send after the deadline will not be accepted unless prior notice is given (at least 2 days before the deadline).

Updates: As this is a fresh-start and will cover a large swath of time there are essentially two kinds of updates, Boring Times (BT's) and Interesting Time's (IT's). Boring times are broad updates on the history of Kore between the more interesting, defining moments. These will cover no less than a century of time and will be rarer than IT's.

Interesting times are the mainstay of this NES and during them players will take control of polities for better or worse. Generally players will assume the closest remnant of their former polity/creation. Each IT will cover 5 years at a time unless otherwise noted.

Stats

Nation Name/Ruler (Ruler Age)/Player
Government
Racial/Cultural Composition
Capital:
Heir:
Family:
Factions: (Strength/Confidence)
Revenue - Expenses (Treasury/Debt)
Livelihood Description
Mana - Expenses (Stored/Decay %)
Magick:
Army:
Army Description
Navy:
Navy Description
Prestige:
Nation Background:

Government: This stat primarily functions as a descriptive one that will reveal all that players need to know about a polity's governmental style. This stat, of course, can change depending upon player actions.

Heirs: Most nations in this NES are hereditary and will have heir's who directly come from the current ruler or are at least related to them in some way. In this stat these individuals will be listed, as well as their age, marital status, and gender.

Racial/Cultural Composition: Nations are composed of numerous types of beings, and who/what they are will be listed in this stat. Each race/culture will be listed here and in (parenthesis) their political power within the nation (strong, middling, subjugated, etc.). This also is a descriptive stat, though a very important one.

Family: If applicable the ruling family of a polity, as well as their age and gender, will be listed here. I will keep track of family members, though players are free to marry them off between nations--player controlled and NPC alike--and are in fact encouraged to do so. Royal marriages play an important role in peacefully acquiring territory.

Factions: Factions are all the various important elements within a polity who threaten to influence their nation one way or another. To reflect this factions have a 'Strength' and 'Confidence'. Strength is the sway the faction has on the political stage, while Confidence is their disposition to your ruler and his/her actions. Both stats range from 1 to 5.

Income

Revenue is the amount of Income that a polity generates. In general it is derived largely from taxes and can be increased/decreased through levying/easing up on said taxes. It is important to note that revenue does not exactly mean monetary currency, but all sorts of economic products such as raw and processed goods. Players may increase their revenue through literally thousands of means, though the most common one for the majority of polities will be through taxes/tributes, which can be increased as players see fit so long as they recognize that such actions may engender the ire of the effected populous.

Expenses are what is paid to keep polities in shape, ranging from upholding an expansive bureaucracy to maintaining a massive army. By far a great deal of expenses will go towards maintaining armies and navies, though administration and other factors weigh into expenses. What these factors are can be found out by asking me via PM's or IRC. To reduce expenses players can demobilize their standing armies, attempt to reform their governments, cut down on economic/political corruption, and whatever else players think of. These actions will always have results, though not all of them are good ones.

Treasury is roughly equivalent to a player's coffers and the amount of income that is floating around in people's pockets. Having a large treasury is a good thing because it protects against those dire economic times, as well as encourages economic growth by giving back more to the general population.

Debt is not a bad thing. Players can go into debt through their own free will by asking me, the moderator, for loans to fund their various projects. These loans come from various creditors not affiliated with the state and accrue interest over time. Players can pay off their debt via spending revenue on payments. It is important to note that not all states will be able to take on credit, and those states that can throw themselves headlong into debt can only do so to varying amounts. Having a large enough debt can be catastrophic for your polity's economy.

Another important aside, war is costly in both lives and money. Expect to go into a little bit of debt to fund campaigns.

Livelihood is a purely descriptive stat that lets players know just where all that revenue comes from. It is important in regard to trade, as players will only be able to trade what they produce.

Mana

It is important to note that all magick affiliated actions in this NES are done at the expense of a nation's mana stocks. Magick in this setting operates through a system of give and take, where the player gives their tangible stores of mana in return for preforming reality-altering magicks. Mana is an actual substance that nations can exploit and expend much like any other resource. It is an abundant resource and all polities can expect to acquire some amount of Mana per turn, however larger stores of mana can only be gained via mana wells. Mana wells are places that are so mana-rich that magick manifests without being called forth through the normal rituals and alters the environment drastically. Forests that grow balls of light, rivers that run backwards, and hills that vanish are all examples of mana wells, and controlling these strange areas is key to any polity which have expensive magickal pursuits.

Mana Expenses is the mana expended per turn to maintain whatever spells, magickal troops, and practitioners of the magickal arts. Players will spend a great deal of their mana funding the individuals within their nations who are capable of casting magick, as well maintaining the more fanciful magickal beings who serve in their armies. Magick-inclined creatures actually consume mana. To decrease their mana expenses players can eliminate their magickal troops, curb the amount of individuals who manipulate magick, and whatever else comes to mind. It is important to note that no kind of magick is costlier than another--it all depends on how players use their chosen areas of focus.

Mana stores are the amounts of mana players have lying around in their vaults, as well as the amount of mana which is freely dispersed to private practitioners of magickal arts. Having large mana stores is obviously a good thing, though it is important to note that over time mana decays. The Mana Decay Rate is represented via a percentage, and actually increases with the more mana wells a nation draws upon and the larger amount of mana that they store up.

Magick: Every polity draws mainly upon two magickal focuses. This is the minimum amount for magic-capable nations, it is possible to earn more focuses through heavy investment into other fields. The focuses are:

Geomantic Magick- or magick which draws upon the ley lines present throughout El-Or in order to alter the natural environment in some way. Geomantic magick is actually a strange form of divination that allows a practitioner to rapidly foresee near-future events via El-Or's powerful ley lines. Tapping into these ley lines convinces the latent magickal energies of El-Or that a practitioner is in fact El-Or itself, causing the world's magic to defend the caster. Adept Geomancers may event permanently alter themselves and their environments.
Examples: Stoneskin; transmutation of limbs into earth, water, lava, etc.; raising stone walls; creating streams and rivers; calling lightning, tidal waves, or fierce winds

Astrology- the only true form of divination relies upon the close observance and intricate recording of stars and other cosmic phenomena. Space in this setting quite literally seems to be the realm of the gods/God. Astrologers seek to tap into that divine wisdom through the stars and other stellar objects that they believe to be flashes of how the divine see the world. Astrologers can cast horoscopes for virtually every object in order to chart its future, though, of course, as most astrologers are mortals error enters the equation so no horoscope is ever completely accurate. Astrology also deals with the cosmic world in that it allows for astrologers to create windows that allow them to see, and even speak to, otherworldly entities. It is important to note that this branch of astrology is incredibly dangerous and more often than not results in the insanity of the overambitious astrologer. No one really knows--nor should know--what horrors dwell in the furthest reaches of space.
Examples: Predicting the future; contacting/inviting alien beings

Astral Magick- where astrology deals with the space and the cosmic, astral magick deals with the places which supposedly lie between space. Virtually anything that deals with contacting and bringing forth the creatures of other planes of existence falls under the realm of astral magick, though, again, it may be best to couple astral magick with other magickal focuses (for instance, contacting an elemental plane may go over better if the astralist is masked in the ley lines of El-Or). Astral magick is also the only magick--other than astrology--that can invite other beings into this world. Powerful astralists can even exert control over the summoned beings.
Examples: Summoning elemental spirits; contacting otherworldly beings; extra-planar travel

Psychaturgy Magick- or magick which draws upon the mind itself to produce magickal results. It revolves around the application of magick itself with no intercessor such as El-Or, astral realms, or life/death forces. Psychaturgists simply create their own magickal energies through relying upon the vast powers of the mind. This results various mental-related miracles, such as a Psychaturgist quelling an angry crowd by dampening their rage or crippling a man by simply looking at them. All of these effects are simply temporary, though truly powerful Psychaturgists can fool their victims into believing that their afflictions are real and thus make them so.
Examples: Pacify or enrage crowds; 'mind' bolts of harm; temporary debilitation of senses, motor skills, and reason

Alchemy- not a magick per say, but a practice which unlocks the magic potential hidden in every day objects. True alchemy is concerned with the transmutation of substances, such as making lead into gold, and any alchemist worth his salt has a philosopher's stone to aid them in these transformation. However, most alchemists will never be this capable, and so they dabble in the creation of potions, elixirs, and other edible substances infused with magick. A plethora of ends can be achieved the alchemic means, though in the end a lot of alchemy relies upon combining other magickal focuses during the creation process of these wondrous substances.
Examples: Creating poisons that have extraordinary effects; elixirs of speed, clarity, strength, etc.; transforming wood into metals, dirt into stone, water into wine

Vivification- is a magick that revolves around the life force of beings. When people think of healing magicks they are most likely thinking of vivification spells. However, the focus is not limited to healing by any means and encompasses all natural augmentations of the body such as amplifying strength, dexterity, and constitution. Vivification also has a darker side in that powerful practitioners of the magick are able to rekindle the life force of things already dead--essentially necromancy. Vivification-as-necromancy is a limited field, as the magick only explicitly deals with the creation or augmentation of a being's life force, not the control of it. Most true necromancers employ other magicks to reign in their undead creations.
Examples: Regenerative spells and effects; bolstering a being's strength; raising the dead

Artification- deals explicitly with the creation of magical arms, buildings, and machines. By itself artification is a incredibly limited field, only good for strengthening the created items so that they are practically unbreakable. Coupled with other fields of magic, however, and artification's true power is unlocked. Wondrous artifacts can be created when infused with the right magick, and literally every magickal focus can be infused into objects via artification.
Examples: Strengthening walls; creating magickally tough armaments

Low Magick- is a general catch-all kind of magick and covers a vast majority of spells that are small enough in cost to draw upon El-Or's thin magickal atmosphere. Low-magick spells are cantrips, minor things that most mages learn how to do in the first stages of their training. However, not every nation has grasped the fact that magick is a natural thing in El-Or and thus cannot fathom how to go about casting low-magick spells.
Examples: Lighting fires; chilling water; levitating small items; tie/untie knots; create small lights & sounds

Other focuses of magick will be unlocked as players play the game and experiment. All fields of magick can be combined to create various effects, such as pairing Vivification with Geomantic Magick in order to create living stone, or combing Psychaturgic magick with Astral to summon and control alien horrors.

Army & Navy: All things military revolve around units. Units come as either army units or naval units, and army units can further be divided into standing units versus levied units. Descriptions of your armies/navies are included in your stats to explain exactly what kind of troops players can expect to be fighting for them. These descriptions can change per player actions such as military reform, discovering new materials to make weapons, etc..

The profession unit/levied unit divide is an important thing to understand when waging war. Most nations will always have a standing army of some size, and these units are represented by the always-present army unit amount listing. Standing units incur maintenance costs at all times and are the only army units that can be easily trained and interfaced with. More often than not, however, standing armies will be too small to wage successful wars and players will require the use of levied units to fight anything larger than border skirmishes.

Regardless of your government type all polities can levy units. Levied units are basically armed civilians who have the minimal amount of training to know to stick the pointy end into the other guy. Their lack of skill is offset by the ability to summon up great numbers of them for virtually no cost. Levied units do, however, require some upkeep--though this is an entirely optional (but recommended) expense. I will let players know what this expense will be when they levy troops. Levied units will differ vastly from polity to polity based upon the societies civilians live in. If the nation is a nomadic tribe, then the levied units may actually be on par in skill with their professional brothers due to the militancy in day-to-day life. Likewise, if the majority of a nation's population are oppressed peasants levied units can expect to be sturdy, but otherwise hopeless warriors. The loss of a large amount of levied units will reflect poorly on a nation's revenue, as the nation is losing it's workforce.

Navies are much simpler affairs, and only professional naval units can be recruited.

There are a few notable extraordinary troops that should be mentioned: magical creatures, mages, and heroes. Beginning with magical creatures and mages, the existence of these two special troops in a nation's army is related via the description. On the battlefield they will cause havoc in non-standard ways, such as a giant barreling through battle lines, or a geomancer calling down lightning on the enemy army. Alongside incurring an income upkeep they incur a mana upkeep as well.

Since this is a fantasy NES at heart heroes exist and play critical roles in shaping history. Most heroes will exist within some nation's army--if they are not leading the nation itself--and are super-capable individuals able to change the course of entire wars. Heroes and their details will be listed in a special 'Hero of the Ages' section.

It costs 5,000¤ income to recruit standing units, both army and naval, and 1,000¤ income to maintain 1 unit. 1 Naval Unit = 25 Ships; 1 Army Unit = 250 Soldiers

Both levied and professional troops are usable on the same turn that you raise them, however professional troops that are raised and immediately sent into battle are considered 'green' troops, and while they are combat ready, they are not as experienced as the rest of your armies.

Prestige: I am stealing this (and a bunch of other stats, really) from other NES' because I think it is an effective way for determining a 'winner' in a game where no one really wins. Players may earn prestige for doing great things such as win a war, discover new fields of magic, employ heroes, construct wonders, and in general doing things a good king should do. Players can lose prestige just as easily by losing wars, pissing off popular heroes, and in general being a dick. The higher a nation's prestige the more fondly they are regarded world-wide.

Nation Background: A short blurb about a nation's history and current political, social, and economic status will be put here so as to let players know what is going on in the polity at a glance.

§§§
 
Concepts

+Magick & Mana+

First of all, it's magick as opposed to magic for the reasons put forth by the occultist Aleister Crowley: one is simple stage tricks, the other a complicated and mystical field of study. So get over the 'weird' spelling and allow me my pretensions!

As mentioned before, magick in this NES operates by manipulating stores of mana--a very tangible, very exploitable resource. Exactly why mana allows for magick to be cast and reality altered is up for the players to decide, and should actually lead to some interesting cultural takes on magick/mana. Also provided above are the currently explorable fields/types of magick: Geomantic, Astrology, Astral, Psychaturgic, Alchemy, Vivification, and Artification. Each polity is only allowed to choose two of these fields as their 'main' modes of casting, though they are not limited to only these fields--their magickal endeavors are just more fruitful in the specialized fields. There are other fields yet to be revealed, and players may even create fields if they tinker enough.

Using magick is done so through the expenditure of mana. The active use of magick does not concern small thing such as shooting firebolts at armies (it is expected that your war-wizards are already doing this), but with grader, more wondrous feats such as raising magickal walls, enchanting crops for a good harvest, sending pestilences to enemy states, and so on so forth. These actions can only be done during IT turns and only once each IT turn.

Magick also requires a source beyond 'mana', be it a capable hero-king casting spells, mass chanting of a populace, blood rituals, or a cable of sorcerers. The source of the magick action determines it magnitude of success as well as who/what will be effected should the action go awry.

When using magick in this fashion players should use this format in their orders:

Magick Fields: Is the magick stricktly Psychaturgic? strictly geomantic? Or does it combine vivification with artification?
Goal: What do you hope to achieve with this action?
Method: Exactly how should this action be carried out?
Source: Who will be casting the spell and how will it be cast? Will you employ your entire population through mass ritual, or call upon a single, skilled mage?
Projected Mana Cost: Low-Medium-High and explain why
Sustained: Is this a 1 turn action, or something to kept going for multiple turns?

Here's an example

Magick Fields: Vivification & Geomantic
Goal: Bolster the harvest
Method: Crops will be enchanted via a magickal rain that will cause them to be stronger and more plentiful
Source: Blood ritual in every city, town, and village, lead by a state-appointed magician. Sacrifice two cows and a small girl-child.
Projected Mana Cost: Medium, as I am assuaging some of the mana cost via powerful blood rituals
Sustained: 5 turns
(Idea stolen shameless from Starlife)

All magick actions regardless of their success will have consequences. Overambitious actions may result in a nation being put in dire straits.

As mentioned in the previous posts, all nations can expect to generate some amount of mana, but Mana Wellls are the best way to acquire large amounts of mana. Mana wells are places where mana deposits are so rich and abundant that it gives off a kind of magickal radiation that causes the surrounding area to be altered in strange ways. Forests that are haunted by spirits, rivers that run backwards and are home to sprites, hills that vanish and reappear are all indicators of a mana well being present.

svIWN.gif

An unrefined mana-ore

Known mana wells will be marked on the map with this symbol:
moegv.gif




+Waging War+
Throughout this NES war is and will remain a very costly endeavor. Unless players have standing armies numbering in the hundreds of units, they will have to levy units and in turn potentially adversely effect their economies. This is on top of the fact that all campaigns should be financed, least they become stymied by logistical failures. After a certain point players will be unable to levy more troops because all the populous is either levied already, avoiding recruitment, or dead. Wars of attrition are deadly, but viable, and most wars should be completed within the course of a few turns/years.

+Sending Orders+
All orders should follow the following format least they be rejected:

Message Title = NutraNESIV.5 Orders [Nation]/[Player]
Spoiler :


Copy Stats Here

Orders

Magical Action

After receiving orders I will contact the player with how much certain things will cost if the costs should be different than what the player has suggested, as well as confirm the rest of the stats. This is an important step in the order process because this conversation will allow for me to clearly understand what the player is trying to achieve.

Please make sure to include diplomatic agreements in your orders.


§§§

Kore

Spoiler Kore Cradle Base *Big Image* :
nutranesvpreupdatebasem.jpg

Spoiler Kore Cradle Biome *Big Image* :
nutranesvpreupdatebiome.jpg

Mountains
Hills
Cold Forests
Cold Grasslands
Warm Forests
Warm Grasslands


The majority of this NES will take place on the single continent or Kore, however other continents exist on El-Or and may end up playing a role in Kore's history. Kore is one of the more static continents of El-Or; there are forests warm and cold, deserts, and large swaths of grasslands. Numerous mountains and hill exist, which in turn allow for great river systems to flow across the landscape. Kore's climate is primarily a cool one--all four seasons exist, but winters tend to be harsh and bitter.

Kore's flora and fauna ranges from the realistic, such as oak trees and deer, to the fantastic, such as spitfire flowers and rust monsters. Not everything in Kore will have a real-world equivalent, and much of the plant and animal life will spring from my imagination. I will, however, try to keep things relatively sane.

Creatures

There exist 'tiers' of creatures in Kore.

Sentient Humanoids are the creatures that the players, by in large, will have control over and interface with. The tag 'sentient' is somewhat of a misnomer, as other creatures are very much sentient as well. For all intents and purposes sentient humanoids are the 'normal' species of Kore and only exhibit minor magickal qualities.

Beasts are the normal animal kingdom affair, ranging from lions to mice. Magical variants of these creatures, such as manticores, griffons, and giant variations of normal sized creatures are included in this tier. The majority of beasts can be tamed and even domesticated. Some beasts possess fairly keen intellect.

Monstrous creatures are the more magical beings that pose a fairly large threat due to their magical nature. Think giants, beholders, and hydras when you think of monstrous creatures. The intelligence of these creatures ranges vastly, and most can be entreated with (though whether or not they agree to it is another matter entirely).

Aberrations are the things that go bump in the night. Think ghosts, vampires, undead, and other such creatures with tenuous ties to life and un-life. Aberrations also include monsters that can only be described as weird, such as carrion crawlers, swamp horrors, and aboleths. The intelligence of these creatures varies, though generally is fairly high, if twisted. They tend to be rarer.

Legendary creatures are the stuff of myths that may be more true-to-life than not. Think dragons of all shapes, sizes, and colors; massive krakens that prowl the seas; thunder-giants, frost-wyrms, and other beings infused with primordial power. These creatures are exceedingly intelligent and exceedingly rare. Often times their appearance marks the beginnings of some tremendous chain of events.
 
Update 0: The Forgotten Ages (??E?? – ??E??) Part I/Part II/Appx I/Appx II/Appx III
The world of Kor-Fiol begins and the races begin to discover magick after a storm of stars litters the world of El-Or with a strange substance called mana.
Update 0 Culture Map


Update 0 Landmark/Biome Map

Update 1: The Silver Age (??E??-1E113) Part I/Part II/Part III/Part IV/Part V/Appx I, II, III
Kor-Fiol has taken shape and its first true nations have arisen from an economic crisis and entered a new, unsure age. What riches and dangers await them?
Update 1 Polity Map
Large #-Capital
Small #-Important Cities
*-Fortifications

 
Stats I
Spoiler :
Enlightened Great Tribe of Dohtel/Mage of the Seventh Circle Felin (m, 243)/Adrogans
Tribal Bureaucratic Magocracy
97% Dohtel [Politically Dominant]; 3% Kleofkinde [Refugees]
Capital: To'Eyr
Heir: Mage of the Sixth Circle Lyndria (f, 202)
Family: -
Factions: Mages of the Sixth Circle (5/5); Mages of the Lower Circles (2/5); Merchant-Nobility (0/5)
220,000¤ - 30,000¤ (-/-)
Simple Magickal Goods (Fine), Furs (Fine), Fisheries, Sea-Trade, Finished Stone Goods
50☼ - 0☼ (0☼/50%)
Magick: Psychaturgy; Artification; Low Magick
Army: 10
Mostly light skirmisher based infantry wielding minor-magicked javelins and shortswords; hunters double as untrained archers; numerous Psychaturgic mages; all wield minor magickal tools
Navy: 20
Superb navy comprised of elven galleys, sailors capable fighters & many are decent mages
Prestige: -
Nation Background:
The Dohtel are good at two things: magick and seamanship. They are ruled by a council of mages lead by one 'High' mage, though mages are present in pretty much every area of their society. Dohtel society follows different structures for the magick and non-magick capable citizens, with the former being part of a sprawling bureaucracy and the latter a caste-based organization with merchant-nobles on the top, artisans underneath them, sailors beneath that, and farmers, hunters, and everyone else at the bottom. Recently the Dohtel have undergone a series of magickal/technological revolutions due to the discovery of artification magick and low-magick. This has propelled the Dohtel to soar across the seas, establishing settlements on the islands of Saeldur, Tathdiir, and Norovir—the last of these having recently become the home to Kleofkinde refugees.
§§§
Kingdom of Elendrel
/King Loran (m, 153 unwed)/Popcornlord
Semi-Tribal Monarchy
85% Narados Rochir [Politically Dominant]; 7% Freed Rochir; 5% Sheol [Slaves]; 3% Malachim [Traders]
Capital: Minra Draor
Heir: -
Family: Sister (173); Sister (196)
Factions: Homeguard Riders (2/5); Rodda Tribe (3/3); Maeria Tribe (3/3); Haanrin Tribe (5/5)
160,000¤ - 25,000¤ (-/50,000¤ [Tribute To N. Narados])
Slaves, Agriculture, River/Sea Trade, Goat Herding, Pottery (Crude)
25☼ - 0☼ (0☼/50%)
Magick: Vivification, Low-Magick
Army: 25
Tribal ranged/light cavalry wielding powerful bows, disposable spears, and short slashing-swords are in abundance; Homeguard Riders act as heavy/ranged cavalry and wield powerful bows and longswords; cavalry dismounts to form infantry; a handful of capable powerful vivification mages; most warriors capable of minor healing spells
Navy: 0
None to speak of
Prestige: -
Nation Background:
The Kingdom of Elendrel is a very recent polity and represents a dramatic change in the Narados society. Founded by King Maerron on the eve of the War for Minra Draor/Lof yFel, the crown passed onto the young King Laron by the tribal-nobility who sought a weak king they could manipulate. Laron proved to be quite the opposite, and his bold nature has engendered him to the largest tribe in the kingdom, Haanrin, though earned the ire of the lesser Rodda and Maeria tribes. Laron is a capable vivification mage and initiated a magickal reform in his kingdom that resulted in most of his peoples being familiar with a few spells. Minra Draor—formerly Lof yFel—remains a wealthy city due to its position and continues to fill Elendrel's coffers despite the tribute the Northern Narados Tribes demand after successfully warring against their southern brothers.
§§§
Southern Narados Tribes
/-/Permanent NPC
Tribal Horde
60% Narados Rochir [Politically Dominant]; 20% Freed Rochir; 20% Sheol [Slaves]
Capital: -
Heir: -
Family: -
Factions: Hirost Tribe (3/-); Oreth Tribe (4/-); Norsoume Tribe (3/-); Lesser Tribes (1/-)
- [Pays Tribute To N. Narados]
Slaves, Raiding, Goat Herding, Occasional Trade
-
Magick: Vivification
Army: 45
A horde of skilled light/ranged cavalry who wield powerful bows, disposable spears, and short slashing-swords; a handful of capable vivification mages
Navy: 0
None to speak of
Prestige: -
Nation Background:
The Southern Narados Tribes are somewhat less violent than their northern cousins, but only because of their recent defeat at the northern tribes' hands. Currently three clans have risen to the top: the Hirost, who have grim ambitions against the fledgling Kingdom of Elendrel; the Oreth, who have grown rich from trade and are the most civilized of the tribes; and the Norsoume, who are headed by a powerful half-elf vivificationist who calls herself 'Anima'.
§§§
Northern Narados Tribes
/-/Permanent NPC
Tribal Horde
50% Narados Rochir [Politically Dominant]; 5% Half-Elf [Male Terlan Refugees]; 25% Freed Rochir; 20% Sheol [Slaves]
Capital: -
Heir: -
Family: -
Factions: Raeloth Tribe (2/-); Vanos Tribe (5/-); Lesser Tribes (3/-)
- [Receives Tribute From S. Narados & Kingdom of Elendrel]
Slaves, Raiding, Goat Herding, Salt Trade, Tribute
-
Magick: Vivification
Army: 65
A horde of skilled light/ranged cavalry who wield powerful bows, disposable spears, and short slashing-swords; dozens of capable female vivification mages
Navy: 0
None to speak of
Prestige: -
Nation Background:
The Northern Narados Tribes have profited from their shared borders with the Terlan city-state of Salastasi. Early in their interactions the N. Narados established themselves as intercessors between Salastasi and the rest of Kor-Fiol, bringing Salatasi salt to the southern cities. They also brought death and destruction to the southern cities, fighting numerous wars alongside their southern Narados brothers and eventually against them when the N. Narados began to master vivification magick. The most dominant tribe is the Vanos Tribe due to its ties to the Duo Deae priestesses and the favor the Terlan show them in trade. A small tribe called the Raeloth have risen recently and are composed mostly of male half-elf runaways from Salastasi who are magick-capable to the very last one of them.
§§§
Kingdom of Szandor
/Szandor II (m, 70, wed)/Boundless
Decentralized Oligarchic Union Lead By A Hereditary King
77% Sheol [Politically Dominant]; 10% Malachim [Traders]; 10% Clanial Bragaash [Traders]; 3% Misc. Races [Traders]
Capital: yFel
Heir: Szandor III (m, 18, unwed) Nephew)
Family: Too Numerous To List
Factions: yFel Merchant Families (5/5); Hi yFel Merchant Families (3/3); Singodia Merchant Families (4/3); yPoth Merchant Families (3/4)
300,000¤ - 45,500¤ (Treasury/Debt)
River Trade, Agriculture, Simple Magickal Goods (Crude), Pottery (Fine)
25☼ - 0☼ (0☼/50%)
Magick: Geomancery; Artification; Low-Magick
Army: 35
Mercenary army of Clanial Bragaash heavy infantry honor-bound to fight and do so with various kinds of weapons; supported by Sheol skirmishers wielding slings, javelins, and shortswords; dozens of capable halfling geomancers; halflings wield magickal tools
Navy: 10
Small fleet of Dohtel river-ships, many more trade ships, ships crewed by a combination of Bragaash mercenaries and seasoned Sheol sailors
Prestige: -
Nation Background:
The Kingdom of Szandor was born out of one man's vainglory—and was almost destroyed by it. Szandor I was a powerful geomancer whose conquests extended well past the battlefield and into the beds of his numerous wives. Upon his death the merchant families of the river-cities put forth numerous heirs, though Szandor II—a strange, but powerful geomancer—beat the rest. Szandor II's rule has seen the kingdom decentralize and now the many merchant families vie for power over one another through typical court intrigue. Szandor II himself is a great scholar and saw the successful introduction of artification into his kingdom, as well as the geomantic training of his nieces & nephews. Szandor II is not expected to live for much longer, and to save his kingdom from another succession war he has named his nephew, Szandor III, his heir. Not everyone is happy with this decision.
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Thôn yFell Tribes
/-/Permanent NPC
Tribal Horde
65% Thôn Bragaash [Politically Dominant]; 5% Sheol [Slaves]; 30% Rochir [Slaves]
Capital: -
Heir: -
Family: -
Factions: Brilo's Burning Band (5/-); Prorg's Reavers (3/-); Marauders of Ror (3/-)
-
Slaves, Raiding
-
Magick: -
Army: 60
Incredibly skilled, ferocious, and well-armed Thôn Bragaash bandits who use a wide variety of cruel weapons
Navy: -
None to speak of
Prestige: -
Nation Background:
The Thôn yFel Tribes are not really 'tribes' in a hereditary sense, but one more so based on might. Warbands come and go with the rise and fall of powerful leaders able to lead the Thôn Bragaash on raids against the Clanial, Narados, and Sheol. Currently three of these warbands have become prominent: Brilo's Burning Band, lead by the eponymous Brilo—the first orcess to lead a warband—who is known for her penchant for fire; Prorg's Reavers, lead by the old, but formidable Prorg, who has terrorized southern Kor-Fiol since he could hold a sword; and the Marauders of Ror, a somewhat harder to define group of religious fanatics who follow the Bragaash death-god, Ror.
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Clanial Union
/High Elder Raagar (m, 243)/Northen Wolf
Centralized Tribal Confederacy
65% Clanial Bragaash [Politically Dominant]; 25% Rochir [Slaves]; 5% Sheol [Slaves & Traders]; 3% Malachim [Traders]; 2% Misc. Racers [Traders]
Capital: Riverflor
Heir: Elder Gik (m, 220)
Family: -
Factions: Riverflor Merchants (2/4); Ponak Clan (4/5); Vruugdush Clan (3/5); Great Warband (1/5)
230,000¤ - 30,000¤ (-/-)
Honey, Agriculture, River/Lake Trade, Slaves, Raiding, Pottery (Crude), Lumber
25☼ - 0☼ (0☼/50%)
Magick: Vivification
Army: 50
Well trained and organized army; most heavy infantry are former mercenaries and wield spears and shortswords; medium infantry are career soldiers who act as shock troops with hammers; light infantry are Bragaash youths wielding javelins, slings, and shortswords; dozens of vivificationist mages; all wield magickal tools
Navy:
Small fleet of Dohtel river-ships, many more trade ships, ships crewed by Bragaash warriors too rowdy for the army
Prestige: -
Nation Background:
The Clanial Union was born when the Bragaash of the Inner-Ruut were introduced to civilized southern cultures. The Bragaash took to the foreign cultures rapidly, adapting the best parts from each to form their own mongrel identity. Despite having no true culture of their own, the Clanial Union is one of the most prosperous realms in Kor-Fiol and certainly the strongest in terms of military might. Over the first century of the Silver Age the Clanial Union slowly expanded its reach northwards with the construction of the first fortresses and roads to be built in Kor-Fiol. These far-flung areas, however, are hardly represented in the capital of Riverflor and are only nominally under the union's control, instead being ruled by the powerful clans that have arisen from the tribes. Clanial politics are not typical of a normal orcish society, as they are not dominated by tribal affiliations, but hereditary ones centered around the few 'noble' clans of the Union. Foremost among these clans are the Ponak and Vruugdush; the Ponak being the stronger of the two due to High Elder Raagar's kinship with them.
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Gir Bragaash Tribes
/-/Permanent NPC
Tribal Horde
60% Gir Bragaash [Politically Dominant]; 40% Rochir [Slaves]
Capital: -
Heir: -
Family: -
Factions: Kruurbag Tribe (5/-); Migor Tribe (2/-); Gegal Tribe (3/-); Moili Tribe (3/-)
-
Slaves, Agriculture, Raiding, Occasional Trade
-
Magick: Vivification
Army: 75
Formidable, if disorganized army; heavy Bragaash spear-infantry supported by younger Bragaash light infantry/skirmishers wielding slings, javelins, and shortspears; some beasts such as bears, wildcats, and wolves accompany armies; a handful of capable vivificationists
Navy: 0
None to speak of
Prestige: -
Nation Background:
The Gir Bragaash tribes are the most civilized collection of Bragaash outside of the Clanial Union. Much of their culture derives from their Rochir slaves, who they once looked up to as superior beings till the elves were utterly crushed in a war that they begun. The Gir Bragaash have not changed their society much since the Forgotten Ages, though the recent adoption of vivification magick as a result of Clanial scheming has caused something of a stir among the tribes. Of the many tribes the Kruurbag are the most powerful and completely dominate the northernmost reaches of Gir territory. However, they are sandwiched between the Clanial and Telmar city-state of Greymark, and they recognize that their days may be numbered. In the larger, southern forest the ancient rivals Gegal and Moili continue their generations long struggle against one another. Per normal no clear winner is in sight. The small tribe of the Migor has formed around a charismatic shamaness who claims to have been sent visions of Noir, the Bragaash Goddess of Pain, Strife, and Agony. What these visions are and whether they spell doom for all of Kor-Fiol has yet to be revealed.
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Outer-Ruut Tribes
/-/Permanent NPC
Tribal Horde
60% Outer-Ruut Bragaash [Politically Dominant]; 40% Rochir [Slaves]
Capital: -
Heir: -
Family: -
Factions: Daruk Tribe (4/-); Narg-Mok Tribe (2/-)
-
Slaves, Agriculture, Raiding, Occasional Trade
-
Magick: -
Army: 35
Formidable, if disorganized army; heavy Bragaash spear-infantry supported by younger Bragaash light infantry/skirmishers wielding slings, javelins, and shortspears
Navy: 0
None to speak of
Prestige: -
Nation Background:
The Tribes of the Outer-Ruut are in a pickle. Once a powerful collection of orcs, they have been whittled down on all sides by Swiech, Icaran, and Clanial Bragaash over the past century; all that is left of the many tribes are the Daruk and Narg-Mok. Of the two the northern Daruk are in a better position to survive. Though the formation of the Six Blade Kingdom saw the Swiech force some of the Outer-Ruut tribes south, they continue to eek out decent lives in their forest homes. The Narg-Mok, on the other hand, have come under vicious attack by the Icaran of the Kingdom of Abyss. The Icaran successfully captured a great deal of the tribe during a fairly brutal, one-sided war, and the Narg-Mok were only kept from total capitulation by the Clanial—their former enemies and sometimes oppressors.
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Kingdom of Abyss
/King Xanthus the White (∞)/Seon
Centralized Theocratic Absolute Monarchy
55% Icaran Humans [Politically, Religiously Dominant]; 25% Sheol [Slaves, Living & Undead]; 5% Narados Rochir [Slaves, Living & Undead]; 5% Rochir [Slaves, Living & Undead]; 10% Outer-Ruut Bragaash [Slaves, Living & Undead]
Capital: Abyss
Heir: -
Family: -
Factions: Atorani Nobles (3/5); Dark Council (2/5)
145,000¤ - 40,000¤ (-/-)
Slaves, Agriculture, Lumber
25☼ - 0☼ (0☼/50%)
Magick: Vivification, Psychaturgy
Army: 40
Terrifying collection of undead fodder armed with claws and teeth; lightly armored Bragaash & Rochir thralls wielding spears; medium infantry Icaran slave-drivers who use whips, shortswords, javelins, and slings; led by a handful of powerful Atorani mages and dozens more capable Dark Council mages
Navy: 0
None the speak of
Prestige: -
Nation Background:
The Icaran are a blight upon Kor-Fiol. Almost half of the 'human' kingdom is made up of undead slaves taken from the native species of Kor-Fiol. The kingdom's rulers, in fact, are undead as well, though the nature of their unlife is seen as a gift and the complex process leaves them without many of the more debilitating side-effects of unholy resurrection. At the head of the Kingdom of Abyss is Xanthus—a former Telric human who stole magick from the near-Goddesses Cliavin & Nieleve. Initially he sought to create a harmonious utopia where the Telric could enjoy all the benefits of the [void]kins' apparent immortality. All he has succeeded in doing is creating a kingdom based upon terror. Humans within the kingdom can expect to lead out decent enough lives, but Xanthus has seen to it that any and all El-Orian races encountered are enslaved and made into undead servants.
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Kingdom of Malash
/Councilman Uriel (m, 279, unwed)/thomas.berubeg
Centralized Oligarchic Magocracy
75% Malachim [Politically Dominant]; 25% Ikkir [Slaves]
Capital: Malash
Heir: -
Family: -
Factions: Malash Merchant Nobility (1/4); Mage Council (5/5);
245,000¤ - 20,000¤ (-/-)
Slaves, Celestium Mines, Airborne Trade, Limited Agriculture, Exotic Birds, Finished Stone Goods (Fine), Finished Celestium Goods (Fine)
40☼ - 0☼ (0☼/50%)
Magick: Geomancery; Artification; Low-Magick
Army: 20
Airborne light/ranged infantry who wield javelins, slings, shortbows, and shortspears, though little real martial tradition exists; dozens of powerful airborne geomancers; a few combat mud golem prototypes employed as shock infantry; Korinna—an immensely powerful Icaran vivificationist & Psychaturgist; Malachim soldiers use magickal tools
Navy: 0
None to speak of
Prestige: -
Nation Background:
The Kingdom of Malash rose from the ashes of Tir'Ilonmol after Uriel returned from self-imposed exile with a small army at his back and the powerful Icaran mage Korinna. He successfully ended the crisis that gripped Tir'Ilonmol for most of the Silver Age by executing or expelling the worst of the Malachim merchant nobility. Malash now stands as a very profitable kingdom, though not as rich as it once was. The Ikkir slaves that toil in the celestium mines beneath the Ilonmol Range will undoubtedly bring glory back to Malash through the rich veins that they mine. Recently the invention of golems has seen the productivity of these mines increase exponentially as the Malachim send the automatons to ease the burdens of their broken dwarven slaves.
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Salatasi
/Queen Manil, 2nd Nieleve (f, 38, unwed)/Tecknojock
Centralized Theocratic City-State
88% Terlan [Females Politically, Religiously Dominant; Males Slaves, Living & Undead]; 10% Half-Elf [Females Barred From Priesthood, Able To Engage Politics; Males Slaves, Living & Undead]; 2% Kritta Bladvenn [Traders]
Capital: Salatasi
Heir: -
Family: -
Factions: Duo Deae (5/5); Terlan Artisans (1/5)
235,000¤ - 30,000¤ (-/-)
Slaves, Salt, Sea Trade, Narados Caravans, Pottery (Fine)
40☼ - 0☼ (0☼/40%)
Magick: Vivification, Psychaturgy, Low Magick
Army: 20
Somewhat disciplined army; light infantry male slave-soldiers wielding spears commanded by non-magick female captains armed with longswords—many of which are half-elves; masses of undead whose only weapons are their claws and teeth are controlled by a handful of powerful female vivification & Psychaturgic mages; dozens of capable battle-priestesses wielding vivification magick
Navy: 10
Capable collection of Bladvenn Galleys manned by male galley-slaves, sailors are a mix of human and half-elf females
Prestige: -
Nation Background:
Salatasi came into being when the [void]kin goddesses Cliavin & Nieleve led their followers from 'Between' into El-Or. The city-state has grown to be a regional power thanks to its lucrative salt trade and the wide-scale slave labor employed in every mundane task. Women are free to engage in more skilled pursuits, which has lead to the creation of a strong artisan class. The Duo Deae priestesses, however, are the only individuals with any real power and control virtually every aspect of life. Due to bigotry spread by the Terlan faith, men are worse than trash and all human & half-elven ones are enslaved with no exception. Upon death the Terlan resurrect their slaves as they believe that males posses no souls. A curious reservation to this misandry is how the Terlan regard Narados Rochir males. The humans perceive the elven males as being too slight and lacking in innate brutality to be truly 'male' and if a Terlan woman has a choice she will mate with a Rochir before one of her own species. This has lead to the creation of an increasingly large half-elf minority, though half-elf males are still enslaved. The Duo Deae Priestesses have recently constructed the first mana-well augment in the known world with the creation of the Glasrock Tower, a kind of magickal 'foundation' that increases the power of a spell by allowing it to be built up 'higher'.
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Keknaya Oznisai
/Headman Uteizoha (m, 128, wed)/General Olaf
Centralized Theocratic City-State
97% Ikkir Dwarves [Politically & Religiously Dominant]; 3% Telmar [Traders, Missionaries]
Capital: Ikkanaya-Kekteiken
Heir: Daughter (65, unwed)
Family:
Factions: Opulent Teikenists (4/5); Traditional Teikenists (2/3); All-Seers (5/5)
210,000¤ - 15,000¤ (Treasury/Debt)
Celestium Mines, Agriculture, Finished Celestium Goods (Fine)
25☼ - 0☼ (0☼/50%)
Magick: Astral, Astrology
Army: 15
Disciplined heavy infantry wielding axes and hammers; honor-bound Clanial Bragaash mercenaries fill most other roles and use a variety of weapons; a handful of capable astral Ikkir mages
Navy: 0
None to speak of
Prestige:
Nation Background:
Keknaya Oznisai is all that remains of the once great Ikkir nation underneath the Ilonmol Range. When the star-storm caused the undergound homes of the Ikkir to collapse, many of them fled to the surface and right into the hands of the Telmar. They were briefly enslaved, but were released when the strange rulers of the Telmar identified the Ikkir God Teiken as a manifestation of their own enigmatic divine overlord, [Void]. The Ikkir who chose not to stay among the Telmar formed the city of Kekteiken, though it would be the Ikkir's second city, founded by Headman Uteizoha, of Keknaya that would unite the Ikkir into the current nation-state after it eclipsed Kekteiken in economic importance. Headman Uteizoha, regarded as a national-hero, is a new breed of Ikkir who has broken from their traditional Teikenist faith in order to embrace the worldlier branches founded in the Telmar monasteries of Greymark. Uteizoha himself adheres to the 'Opulent' understand of Teikenism, which believes harmony is achieved through wealth. Obviously, numerous traditional Teikenists have misgivings with this interpretation of their old faith, but few of them are in powerful enough positions to make their qualms heard. Eclipsing both schools of Teikenists in importance are the All-Seers, a group of scholars whose origin lies in the academic meanderings of the Star Goblins & the Astral Union. Most astrologers in Oznisai belong to the All-Seers in some way, shape, or form, and Uteizoha keeps a great number of them as his closest advisers and friends.
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Greymark
/Prince Orri (m, 1,305, wed)/Devercia
Decentralized Noble Oligarchic City-State
5% [Void]kin [Politically & Religiously Dominant]; 75% Telmar; 10% Ikkir Dwarves; 8% Malachim [Traders]; 2% Swiech [Itinerant Traders]
Capital: Greymark
Heir: Prince Halmond (m, 506, wed)
Family: -
Factions: [Void]kin Princes (5/5); Princess Vetta & Opulent (1/3); Jaderhall Monastery (4/5)
180,000¤ - 25,000¤ (-/-)
Yew Wood, Finished Yew Wood Goods, Fisheries, Agriculture, Lake Trade
25☼ - 0☼ (0☼/50%)
Magick: Astral, Psychaturgy
Army: 20
Highly skilled, but poorly organized [Void]kin-led retinues composed mainly of Telmar & Ikkir thanes who wield a variety of weapons; mercenary Clanial Bragaash fulfill virtually every other role; dozens of powerful [Void]kin Psychaturgy
Navy: 5
Capable navy of Dohtel galleys refitted for Lake Deep, sailors are hardly combat worthy, as most ships are simple trade ships
Prestige:
Nation Background:
Greymark is a loose collection of allied [void]kin princes who lead their subjects pretty much however they see fit. The [void]kin are ostensibly lead by Prince Orri, the oldest [void]kin in existence and arguably the most powerful [void]kin mage, however, given the highly individualistic nature of the [void]kin and the Telmar society most princes are left on their own to do whatever they please so long as it does not obvious harm society-at-large. The only true city that exists is Greymark and acts as the political and economic center for the princes and their subjects. Rivals, however, have begun to arise in the countryside with the proliferation of 'monasteries' who aim to achieve Teikenist harmony through a variety of ways, and most culture/religion is concentrated in these various areas. The monastery of Opulent has arisen as a challenger to Greymark's economic dominance, further becoming a rival due to the political exclusion of Opulent's ruler, the [void]kin Princess Vetta.
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Kingdom of Quarrion
/King Azazel (m, 288, unwed)/Open NPC
Centralized Collectivist Monarchy
100% Malachim [Politically Dominant]
Capital: Quarr
Heir: Prince Raphael (m, 154, unwed) (Son of Councilman Uriel of Malash)
Family: -
Factions: Council of Ten (5/5); Citizen's Council (2/5)
120,000 - 15,000 (Treasury/Debt)
Small-Scale Celestium Mining, Limited Agriculture, Finished Celestium Goods (Fine)
25 - 0 (0/50%)
Magick:
Army: 15
Airborne light/ranged infantry who wield javelins, slings, shortbows, and shortspears, though little real martial tradition exists; a handful of powerful airborne geomancers;
Navy: 0
None to speak of
Prestige: -
Nation Background:
The Kingdom of Quarrion was founded in 1E41 when the Malachim Azazel fled a Tir'Ilonmol that was on the brink of civil war. He brought with him all of his followers and their belief in a new, united existence for the Malachim. Much of the collectivism that Azazel espouses comes from what little the Malachim understood of the Ikkir society prior to the star-fall. Quarrion operates on communal effort in most of its aspects; issues are tackled by everyone as they need to be tackled. To keep the kingdom from falling into simple mob rule, however, Azazel elevated himself to the position of monarch. Most of his followers would have had a problem with this bold move were it not for Azazel's decision to name Raphael, son of Councilman Uriel, his heir and mandated that no one of immediate relation to the current king could be chosen as heir. With the power of his newfound position Raphael moved for the creation of the Council of Ten as a separate entity from the Citizen's Council. Where every Malachim citizen had a vote in the Citizen's Council, the Council of Ten were the only elves able to bring up issues to be discussed and tasks to be completed without the need for a massive majority in support of the proposal. Furthermore, the Council of Ten were the face of Quarrion to outside polities and held total control over foreign diplomacy, warfare, and trade. The Council of Ten were chosen by Azazel himself, and Raphael numbered among them. Essentially they were the nobility in a society supposedly lacking nobles.

 
Stats II
Spoiler :
Glitterfang/High Mage Pulo Kilor (f, 52, wed)/merciary
Decentralized Oligarchic Magocracy
85% Swiech [Politically Dominant]; 11% Malachim [Traders]; 2% Star Goblins [Itinerant Traders]; 2% Clanial Bragaash [Itinerant Traders]
Capital: Glitterfang Warrens
Heir: High Mage Bilik Kilor (m, 23, unwed) (Son)
Family: -
Factions: Blood Hope (3/4); North Tail (4/4); Glitterfang Cabals (5/3)
260,000¤ - 50,000¤ (-/-)
Celestium Mines, Fisheries, Lumber, Agriculture, Lake Trade, Finished Celestium Goods (Crude)
25☼ - 0☼ (0☼/50%)
Magick: Vivification, Psychaturgy, Low Magick
Army: 35
Ferocious, somewhat disciplined mix of Swiech heavy and light infantry wielding all manner of weapons; honor-bound Clanial Bragaash mercenaries act as the mainstay element of armies; Numerous capable Swiech vivificationists, a handful of powerful Swiech psychaturgists
Navy: 15
Capable navy of Dohtel galleys refitted for Lake Deep, sailors are hardly combat worthy, as most ships are simple trade ships
Prestige: -
Nation Background:
Glitterfang is arguably the more economically prosperous of the two main Swiech warrens if you do not consider the Celestium trade—which the Hunting-Hole Warrens very much has a corner on. Regardless, Glitterfang has remained a strong rival for their eastern sister-warren, and the recent great war between them spoke to just that. Glitterfang enjoys larger population than Hunting-Hole due to the position of the warren and its colonies on some of the most fertile grounds found in Northern Kor-Fiol. This has directly resulted in them possessing a larger army, navy, and mage cabal, though this does not directly translate to these mighty forces being stronger. Glitterfang also currently looks to be the more stable of the two warrens, mostly due to the Six Blades Rebellion that saw Hunting-Hole deprived of a number of its citizens and mages to the charismatic King Saur the Blade. Due to its relative stability compared to Hunting-Hole and the positioning of its capital and colonies along the coasts of Lake Deep Glitterfang is also the warrens merchants prefer to flock to if not trading for celestium. This has directly resulted in the creation of a sizable Malachim merchant minority who have made new homes in Glitterfang after the collapse of Tir'Ilonmol.
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Hunting-Hole
/High Mage Vurk Clawrot, 'Ring' (m, 44, wed)/Open NPC
Centralized Oligarchic Magocracy
90% Swiech [Politically Dominant]; 5% Malachim [Traders]; 5% Star Goblins [Itinerant Traders]
Capital: Hunting-Hole Warrens
Heir: High Mage Nirk Festtooth, Index (m, 31, unwed)
Family: -
Factions: Amberblood (3/2); High Rock (1/5); Harm's Hand (5/5); Hunting-Hole Cabals (3/2)
285,000¤ - 30,000¤ (-/-)
Celestium Mining, Lumber, Agriculture, Astral Union-Trade, Finished Celestium Goods (Crude)
35☼ - 0☼ (0☼/50%)
Magick: Vivification, Psychaturgy, Low Magick
Army: 25
Ferocious, somewhat disciplined mix of Swiech heavy and light infantry wielding all manner of weapons; honor-bound Clanial Bragaash mercenaries act as the mainstay element of armies; A few powerful Swiech vivificationists, a handful of immensely powerful Swiech sychaturgists/vivificationists called 'Harm's Hand'
Navy: 5
Capable navy of Dohtel galleys refitted for Lake Deep, sailors are hardly combat worthy, as most ships are simple trade ships
Prestige: -
Nation Background:
Hunting-Hole is one of the richest polities in the world, but it also is one of the most tumultuous. Life in the Hunting-Hole has never been easy for the non-mage population, as they could be swept into the High Rock's celestium mines at any point with little warning. It is not as if the mages have it easier, as the various cabals violently squabble for what little power the Harm's Hand lets slip through their fingers. Harm's Hand are the true ruler of Hunting-Hole and bask most of its riches—commercial and magickal. They are the five most powerful Psychaturgists and vivificationists that Hunting-Hole has to offer, and are arguably the most powerful native El-Orian vivificationists. Much of their magickal might comes from the Blood Wail Hills, a rich mana-well filled with similar 'voices' to those found in other El-Orian mana-wells. Every member of the hand has gone into the supposedly haunted hills and learned from what disturbing lessons they could from the voices, resulting in their mastery of magick, albeit at the cost of some of their sensibilities. Perhaps it is this detachment that led Hunting-Hole to its currently, fragmented state. After the Six Blades Rebellion succeeded in removing a great deal of Hunting-Hole's population and younger mages virtually every other element of the Swiech society began to speak out against Hand. Though they have yet to act on their violent words, a second rebellion is in the air...
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Six Blades Kingdom
/King Saur the Blade (m, 22, wed)/Open NPC
Centralized Despotic Monarchy
100% Swiech [Politically Dominant]
Capital: Six Blades
Heir: -
Family: Skivas Grey (Wife, 20)
Factions: Six Blades (5/5)
110,000¤ - 55,000¤ (-/-)
Agriculture, Lumber
25☼ - 0☼ (0☼/50%)
Magick: Vivification, Psychaturgy
Army: 55
Ferocious, fanatically loyal, somewhat disciplined mix of Swiech heavy and light infantry wielding all manner of weapons; Numerous capable Swiech vivificationists/Psychaturgists; Gorleg, prodigious Swiech vivificationist and decent Psychaturgist; Saur, immensely charismatic Swiech commander and middling vivificationist/Psychaturgist; Urk the Knife (m) & Cro Paleye (f), two incredibly talented Swiech swordsmen, archers, and commanders
Navy: 0
None to speak of
Prestige: -
Nation Background:
The Kingdom of Six Blades is the first 'hero' kingdom to be born during the Silver Age. Its leaders, the eponymous Six Blades, are some of the most capable Swiech of their respective fields, and they are lead by the impossibly charismatic Saur the Blade. Ostensibly the kingdom was formed as a result of the tyrannical rule of Harm's Hand in Hunting-Hole, though the Six Blades are just as absolute in their rule, if not more so. Regardless, the Swiech of Six Blades are so dazzled by their ruler's charm that there is little present worry about a revolt. Six Blades' infancy shows in its underdeveloped commercial spheres, though some would argue it is a clean-slate with only limited by the sky. No concrete castes have yet to emerge, and all power is presently in the hands of the Six Blades.
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Astral Union
/King Azmog (m, 25, unwed)/Haseri
Tribal Oligarchic Magocracy With Elected Monarch
97% Star Goblins [Politically & Religiously Dominant]; 3% Swiech [Itinerant Traders]
Capital: Cavern of Stars
Heir: -
Family: Sister (19, unwed), Brother (20, unwed)
Factions: Astral Council (5/5); Cavern of Moons (1/5); Cavern of Clever Skies (1/3); Cavern of Stars (2/5)
170,000¤ - 20,000¤ (-/-)
Lumber, Agriculture, Furs (Crude), Finished Wooden Goods (Fine), Finished Stone Goods (Fine)
35☼ - 0☼ (0☼/50%)
Magick: Astral, Astrology
Army: 20
Undisciplined, highly skilled collection of individualistic medium-heavy infantry warriors wielding a variety of weapons, including shortbows; dozens of capable Star Goblin astral mages who summon phantasms to disorient enemies
Navy: 0
None to speak of
Prestige: -
Nation Background:
The Astral Union is the product of a society utterly swept up by magick. After the star-storm allowed the Star Goblins to summon star-spirits, the non-magickal population came to see these mages as conduits for the divine. It did not take long for the mages to assert themselves over everyone else and out of this supposed superiority the Astral Union was born. Presently many of the other Star Goblin 'colonies' have been abandoned for the political, cultural, religious, and economic nerve-center of the union, the Cavern of Stars. In fact, outside the Cavern of Stars, only the southern Cavern of Moons and the far-northern Cavern of Clever Skies are still identified as separate colonies rather than subsidiary settlements tied to the Cavern of Stars. Of these two colonies, the Cavern of Clever Skies is the more independent and fiercely defends their freedom against the increasingly powerful mage-dominated Astral Council. The only thing keeping them from outright revolt is the nominally non-magick capable 'King' that the Astral Council elects at the death of each monarch. Nominally this king acts as little more than a mouthpiece for the Astral Council, though in reality the king's ability to cast a vote to break deadlocks within the council—which happens often—has seen him take on a rather powerful role. The current king's blood-ties to the previous kings, however, is indication that this role is fast becoming a hereditary one.
§§§
Dgebed
/Councilwoman Vola (35, wed)/Open NPC
Centralized Republican City-State
100% Star Goblin [Politically & Religiously Dominant]
Capital: Dgebed
Heir: Councilman Ogzar (33, wed)
Family: -
Factions: Council-Elect (5/5); All-Seers (3/5); Dgebed Artisans (2/3)
100,000¤ - 15,000¤ (Treasury/Debt)
Fisheries, Agriculture, Lumber, Finished Wooden Goods (Fine)
25☼ - 0☼ (0☼/50%)
Magick: Astral, Astrology
Army: 10
Undisciplined, but highly skilled and fanatically loyal collection of individualistic medium-heavy infantry warriors wielding a variety of weapons, including shortbows; a handful of capable Star Goblin astral mages who wield astral phantasms against their foes, and an even smaller number of astrologer-generals commanding the armies according to the stars
Navy: 5
A rag-tag navy composed of the only ships in the known world to not utilize elven designs, sailors are just as unseaworthy as the ships
Prestige: -
Nation Background:
Dgebed was formed by the former Astral Council-Mage Dgeba after she felt that the Astral Union was heading down an erroneous path by barring the female half of its population from advancing alongside the rest of society. Unwilling to see her entire gender constrained by tradition, she led a small band of followers west to the spot where Dgebed sits now. Over the years various dissidents have fled to Dgebed after earning the ire of the union and their council, and numbering greatly among these individuals are the All-Seers. The All-Seers are the first astrologists of Kor-Fiol and although they are spread out all across the known world, they make their headquarters in Dgebed. They quite openly influence politics and saw the voting masses to elect them to the city-state's high council. The current council frontrunner and de facto leader of Dgebed is one such candidate and holds strong ties with the All-Seers despite not being an astrologer herself. Her blatant pandering to the mages of Dgebed, however, has earned no amount of approval from the artisans of Dgebed, who feel slighted and left out in the wake of what has essentially become a magocracy.
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Almoot Marklef Warghemen
/High Elder Nem (m, 54, wed)/Open NPC
Tribal Elder Council
100% Kleofkinde [Politically Dominant]
Capital: Almoot
Heir: Elder Gadd (m, 41, wed)
Family: -
Factions: Elder Council (5/5); Almoot Kleofkinde (1/3); HemEwa (2/3); HemIsara (3/5)
80,000¤ - 25,000¤ (-/-)
Stone Quarries, Goat Herding, Overland Trade, Limited Agriculture, Finished Stone Goods (Crude)
25☼ - 0☼ (0☼/50%)
Magick: Astral, Alchemy
Army: 25
Ferocious, fanatically loyal, but undisciplined collection of older, heavy infantry warriors armed with greatclubs, greatswords, and greataxes acting as shock infantry, younger, light infantry warriors double as skirmishers and wield javelins, slings, and shortswords; a handful of powerful astral shamans who channel spirits of once-dead warriors, and dozens of alchemist-shamans who use their concoctions in battle
Navy: 0
None to speak of
Prestige: -
Nation Background:
Of the three Warghemens, Almoot is the smallest. Situated in the NemMarklef Mountains, are Kleofkinde who eek out short, brutal lives in their little villages that act as the bulwark against Nephilim invasions. Despite their hard lives, most Almoot Kleofkinde are terribly proud of their existences and the numerous battles they fight against their peoples' ancient foes. A few tribes, such as the HemEwa, look south at the lowland Kleofkinde with no end of envy, but their ambitions are curbed by the powerful Elder Council and their most stalwart supporters, the HemIsara. Like all of the Warghemens, Almoot has yet to recognize those Kleofkinde who have settled in the central city of Almoot as a tribe in of themselves, and so are barred from the Council of Elders—which infuriates the skilled workers, traders, and other citizens of the city.
§§§
Cindor Rash Warghemen
/High Shaman Drim (m, 49, wed)/theDright
Tribal Magocracy
100% Kleofkinde [Politically Dominant]
Capital: Cindor
Heir: High Shaman Uza (m, 33, unwed)
Family: -
Factions: High Shaman Council (5/5); Cindor Kleofkinde (1/2) WeargBer (4/3); WeargBor (4/3)
105,000¤ - 20,000¤ (-/-)
Spirit Mushrooms, Lumber, Finished Wooden Goods (Crude), Agriculture, Overland Trade
25☼ - 0☼ (0☼/45%)
Magick: Astral, Alchemy
Army: 20
Ferocious, but incredibly undisciplined mob of older, heavy infantry warriors armed with greatclubs, greatswords, and greataxes acting as shock infantry, younger, light infantry warriors double as skirmishers and wield javelins, slings, and shortswords; dozens of powerful astral shamans who channel spirits of once-dead warriors, and many alchemist-shamans who use their concoctions in battle
Navy: 0
None to speak of
Prestige: -
Nation Background:
Cindor is the most magickally inclined Warghemen and is ruled exclusively buy its shamans. Within the shaman caste there is the crucial division between 'high' shamans, individuals who use magick to consort with ancestral spirits, and 'low' shamans, alchemists who create a great many potions, slaves, and poisons that are used in and out of battle. As much as the two shaman groups would like to be separate from each other, they are interrelated through the cultivation of spirit mushrooms. The curious mushroom found only in the CindorRash amplifies both astral and alchemic pursuits. In the former, it further blurs the divisions between the other realms and El-Or, allowing for stronger spirits to be summoned; in the latter it heightens the effects of virtually every potion and is a staple in any alchemist's supply. Spirit mushroom cultivation has become so important to the Warghemen that traditional tribal divisions have been shrugged off in favor of smaller kinship ties, due to the fact that the small, fertile growing areas for the spirit mushrooms are owned by clans. The riches these hereditary clans have drawn in through the cultivation of spirit mushrooms has seen them become very important members of their society, and the Council of Shamans has been known to bow to a clan's whims on occasion. Currently the two most powerful clans are the WeargBer and WeargBor, who own much of the growing areas in the eastern and western parts of CindorRash respectively.
§§§
Garst Garash Warghemen
/Gal Fazkind-Reborn (m, ∞?, unwed)/Open NPC
Tribal Despotic Monarchy
100% Kleofkinde [Politically Dominant]
Capital: Garst
Heir: -
Family: -
Factions: Garst Kleofkinde (3/5); HemYorma (2/3); HemAlogar (2/5); HemRumza (2/5)
90,000¤ - 30,000¤ (-/-)
Goat Herding, Agriculture, Fisheries, Pottery, Overland Trade
25☼ - 3☼ (0☼/50%)
Magick: Astral, Alchemy
Army: 30
Ferocious, fanatically loyal, but undisciplined collection of older, heavy infantry warriors armed with greatclubs, greatswords, and greataxes acting as shock infantry, younger, light infantry warriors double as skirmishers and wield javelins, slings, and shortswords; a handful of powerful astral shamans who channel spirits of once-dead warriors, and a handful of alchemist-shamans who use their concoctions in battle; Gal Fazkind-Reborn, an incredibly powerful astral shaman who has occupied the body of an unnamed shaman
Navy: 0
None to speak of
Prestige: -
Nation Background:
Ironically progress has come to Garst Garash Warghemen only though the leadership of a centuries old spirit. The exploits of Gal Fazkind during the Forgotten Ages are known to all Kleofkinde, and his supposed reappearance via the possession of an unnamed shaman has caused quite a stir all over the Peninsula of Isa. Not only has Gal toppled previous beliefs of magickal limitations, he overthrew the rule of the Garst Garash Warghemen Shaman Council and installed himself as the sole leader of the western Kleofkinde plains tribes. He drew his initial support from the shunned, 'tribeless' Kleofkinde of Garst by giving them an identity and proclaiming Garst as a tribe proper. Gal managed to avoid the ire of the plains-tribes primarily through cunning and charisma, enrapturing them so much with promises of bloody war against the Dohtel and unification of the entire peninsula that they put aside their worries and threw themselves headlong at Gal's feet. The only tribe to seemingly have any reservations are the HemYorma—who live on the fringes of Gal's domain—though they have thrown their lot in with Gal for the time being due to the support he won from the far larger, more powerful tribes of HemAlogar and HemRummza.
§§§
League of Agortal
/High Chieftain Veneka (m, 263, wed)/das
Decentralized Despotic Tributary Tribal Federation
65% Kritta Bladvenn [Politically & Religiously Dominant]; 10% Northern Bladvenn [Slaves]; 20% Anaamu Goblins [Slaves]; 5% Terlan [Itinerant Traders]
Capital: Agortal
Heir: Chieftain Idiona (m, 146, unwed) (son)
Family: Daughter (120, unwed), Daughter (100, unwed)
Factions: Tribal High Council (4/5); Tribal Low Council (2/5) Disciples of Agorta (3/4)
230,000¤ - 40,000¤ (-/-)
Alchemic Goods (Fine), Sea Trade, Fisheries, Exotic Herbs, Rice
40☼ - 0☼ (0☼/40%)
Magick: Geomancery; Alchemy
Army: 20
Disciplined, but unorganized army composed of small groups of hunters who double as light infantry and skirmishers armed with slings, javelins, blowguns, axes, and shortspears—all poisoned; a handful of capable geomancers, and the hero-mage Agortal who has access to mighty geomantic spells through the Sea Tooth
Navy: 20
A superb navy composed of Kritta galleys; sailors are incredibly skilled amphibious Kritta warriors; several mage-captains exist and lead fleets in times of war
Prestige: -
Nation Background:
Though the League of Agortal was founded around the eponymous geomancer Agorta, it is lead by the equally powerful High Chieftain Veneka, who has virtually made himself a king. The league ostensibly follows the traditional setup of Bladvenn leagues through the 'temporary' incorporation of many tribes into a decentralized union that still allows them their freedoms. The Kritta, however, have altered the structure somewhat through the creation of the 'High' and 'Low' Tribal Councils. The High Tribal Council is composed of the foremost tribes in the league, and currently the only premier tribe is Veneka's. This council has express power to do virtually whatever it wants 'for the good of the league'. The Low Tribal Council is made up of the lower tribes—that is to say everyone else—and pays tribute to the tribes of the High Tribal Council for membership privileges in the council. Any member of the low council may make motions and bring up issues, though all decisions must be ratified by the high council so power lies expressly in Veneka's hands. The only reason the other league tribes tolerate Veneka's despotic rule is due to his alliance with Agorta, the powerful Kritta geomancer whom many regard as a prophet. He and his disciples have carved out a strong following among the league, and even Veneka nominally is a member of the faith. The League of Agortal has entered something of a renaissance as of late due to the unparalleled unity Veneka has brought to the southern wetland tribes. However, to the northwest numerous other leagues have formed to fight against possible Agortal expansion, and to the east the wild Anaamu Goblins wait for any moment of weakness to strike on the prosperous league.
§§§
Northern Leagues
/-/Permanent NPC
Decentralized Tribal Federations
100% Northern Bladvenn
Capital: -
Heir: -
Family: -
Factions: Iniirim League (3/-); Ervar League (5/-)
-
Alchemic Goods (Crude), Fisheries, Furs (Crude), Herbs, Rice
-
Magick: Alchemy, Geomancery
Army:45
Unorganized army composed of small groups of hunters who double as light infantry and skirmishers armed with slings, javelins, blowguns, axes, and shortspears
Navy: 10
A superb navy composed of Kritta galleys; sailors are incredibly skilled amphibious Kritta warriors
Prestige: -
Nation Background:
The Northern Leagues arose shortly after the League of Agortal began to assert itself as a regional power. They are leagues in the oldest sense of political unity that the Bladvenn posses—that is to say they are not at all politically united. Dozens of petty tribes banded together to form some sort of military bloc, but the tribes never allowed their politics to interface and their ability to wage war has suffered for it. That is not to say that they are not powerful; the Ervar League is poised to launch attacks on whoever crosses them, Kritta, Anaamu, or otherwise, and the Iniirim League has a stranglehold on trade with the distant, profitable League of Niirodon. But beyond these two leagues the Northern Leagues are a mishmash of tribal Bladvenn stuck in ways that are centuries old.
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League of Nirrodon
/High Chieftain Timender (m, 240, wed)/Sushiman
Decentralized Aristocratic Tribal Tributary Oligarchy
60% Nirrodon Bladvenn [Politically Dominant]; 40% Anaamu Goblins [Slaves]
Capital: Nirrodon
Heir: Chieftainess Isada (f, 190, wed) (Wife)
Family: Daughter (unwed, 100); Son (unwed, 122)
Factions: Underling Council (4/5); Nirrodon High-Blooded Nobility (2/2); Cult of Nirr (2/5)
250,000¤ - 45,000¤ (-/-)
Rice, Lumber, Finished Wooden Goods (Crude), Furs (Fine), Fisheries, Alchemic Goods (Fine)
25☼ - 0☼ (0☼/50%)
Magick: Alchemy
Army:b 40
Disciplined, but unorganized army composed of small groups of hunters who double as light infantry and skirmishers armed with slings, javelins, blowguns, axes, and shortspears—all poisoned
Navy: 5
A superb navy composed of Nirrodon river-galleys and swamp-skimmers; sailors are incredibly skilled amphibious Nirrodon warrior-hunters
Prestige: -
Nation Background:
The Nirrodon are the somewhat enigmatic northern cousins of the Kritta Bladvenn to the south. For most of the Bladvenn's history, the Nirrodon have kept to themselves, but recently they have formed around a single high, charismatic high chieftain and have made him a king in all but name. Timender is an alchemist of the highest caliber, and the alchemic tradition runs strong in the Nirrodon culture—especially since they apparently seem to lack other forms of magick. Central to their understanding of alchemy is blood. Blood has strange effects on all Bladvenn, causing them to heal faster, or feel less pain, or experience psychedelic highs, or any number of other things; different creatures' blood yield different effects. Virtually every Nirrodon potion incorporates blood in some way shape or form, and the Nirrodon have even come to worship their own blood as a sacred substance. From these religions notions the Cult of Blood has sprung up, though remains constrained to the masses that beneath the aristocratic 'Underling Council' that helps Timender run the league. These cultists believe that there is magick inherent in blood and fanatically pursue their claims through gruesome rituals.
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Anaamu Goblins
/-/Permanent NPC
Tribal Horde
90% Anaamu Goblins [Politically Dominant]; 10% Various Bladvenn [Slaves]
Capital: -
Heir: -
Family: -
Factions: Waba Tribe (5/-); Kanbi Tribe (2/-); Gargar Tribe (2/-); Gosra Tribe (4/-); Taamengo Tribe (3/-)
-
Slaves, Raiding, Sheep Herding
-
Magick: None
Army: 85
Formidable, but incredibly undisciplined horde of light cavalry warriors armed with short slashing-swords and disposable spears mounted on wargs very much capable of combat
Navy: 0
None to speak of
Prestige: -
Nation Background:
The Anaamu have been a plague upon the Bladvenn of Kirittia since the elves emerged from their swampy homes. Until recently, the Anaamu utterly dominated the peninsula through their near-constant raids against the various tribes. They had forced the Bladvenn to living only along the coasts or in the wetlands where the goblins' charges faltered. Magick, however, elevated the Bladvenn well past the Anaamu and the nomadic goblins are flailing against the tides of change. Currently the Waba Tribe dominates most of the grasslands, having successfully subjugated the Kanbi and Gargar tribes of the south. Their primary resistence comes from the Gosra-Taamengo tribal alliance, who have put away their generations-long feuds in order to preserve their independence against the increasingly powerful Waba.



 
Reserved for more stats
 
Reserved for even more stats
 
Reserved for even morer stats
 
Reserved for even morerer stats
 
Player Stories
Adrogans
Pair of Apprentices (Update 1)
Exploration Plans (Update 2)
Devercia
The Impressment of Prince Rulin (Pre-Update 0)
UzKuNak's Gift (Update 1)
Shadows of Jalderhall (Update 2)
Haseri
Lair of the Attercop (Update 2)
Northen Wolf
On the Bragaash (Between Update 0-1)
Seon
Xanthus & Korinna (Update 0)
A Message From Xanthus to the Sheol (Update 1)
The Flight of Korinna (Update 1)
On Icaran Slavery (Update 1)
Xanthus' Lab Notes (Update 2)
Tecknojock
The Magickal Meddlings of Cliavin & Nieleve
theDright
Gal Fazkind and the Giants (Update 1)
thomas.berubeg
Korinna Meets the Malachim (Update 1)
The Dwarven Question (Update 2)
 
aww... I can't bring the Swiech over. :( (:p) I should have something up sometime today.
 
What? Oh, poop, I forgot to include beastmen!
 
Well never mind then, I'll put a detailed post about them later.
 
Original Dohtel coming back...details later.

Claiming mideast forest since I see no nice islands to fully recreate the Dohtel :p
 
Doesn't seem much like a "cradle" to me...you are giving us a lot more land to play with than i'd expect.
 
But it depends Abby what the scale is and how many NPC's there will be this map could be pretty packed.
 
Doesn't seem much like a "cradle" to me...you are giving us a lot more land to play with than i'd expect.

It's a pretty large region because I am 1) a bit over confident that I will get a lot of players and 2) The first update covers, like, 2,000 years of history and so polities will fill up space pretty quickly. I could limit the space if people really wanted, though you guys already know a bit of the area.

But it depends Abby what the scale is and how many NPC's there will be this map could be pretty packed.

Adrogans is pretty right in this case--the map should be packed.


lurker's comment: There is something disturbingly familiar about your entire ruleset, nutranurse. ;)

I learn from the greats!

edit: Just did the calculations-- the entire map (which is not shown covers 14,525,498 sq miles (a bit smaller than 'Merica)--this includes all the water though, so undoubtedly the landmass is a bit smaller. The current map covers 4,438,080 sq miles--a cradle such as Mesopotamia was way smaller than that. I'll be reducing the scope of the beginning map shortly :D

Nice catch, Abbadon, didn't think that one through.
 
I want to join this nutranurse.

Is there any chance I can give the puca an extreme makeover and make them an essential part of some humanoid kingdom, perhaps along a river in the colder forest biome? I have a few ideas on how it could be done.

EDIT: I like the way they played with Abby's gnomes in the last world.
 
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