Sekai II: The Third Age

kkmo

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Sekai II: The Third Age
A fantasy-themed NES.


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Long ago, two great empires used this land as a battlefield, believing it to be filled with artifacts of legend, ruins of heritage, and bountiful resources. What they found, instead, were beings and creatures they considered "weak". Over centuries, they subjugated the peoples of Sekai and turned the once-beautiful region into a war-torn wasteland. A great conflict between these empires raged, far from their homelands, and it seemed it would never end. However, the fighting became too much for these once-glorious realms. Back in their homelands, they suddenly began to suffer at the hands of plague and famine. Rebellions broke out in their cities and towns. The great empires became crippled. Broken and tired of war, the empires retreated. Sekai was once again quiet, though it had become a blackened world. Trees no longer grew. The land was no longer green and good. Yet not all hope was lost. Just as Sekaians began to sift through the ashes, sprouts could be seen. The sun began to emerge. And mysterious strangers roamed the land, holding in their possession objects of great power. Where they walked, the land began to teem with life once more. Just as quickly as these strangers came, they vanished.

Now, the year is 1000 III. It has been one thousand years since a mysterious, elusive league of sorcerers "restored" Sekai. For one thousand years, Sekai has enjoyed its rebirth. Several large powers surround Sekai, yet they do not interfere in the affairs of "the World". Kingdoms, mercantile empires, great trade guilds, and a host of adventurers are now scattered throughout this land. For the last millennium, they have migrated, made war, made peace, written songs of lore, painted pictures of great battles, and protected their people against the various creatures of Sekai. Political intrigue runs thick in the blood of Sekaians, and the pride of kings, knights, mages, and merchants is supplemented by the devoted work of peasants and farmers. Priests speak of various entities larger than life, and followers flock to their temples. Great cities bustle with life and are often threatened by death. Ships roam the seas, wary of great serpents and people of the sea. Academies of magic dot the landscape and teach those worthy of learning, as novice sorcerers uncontrollably release their innate power when life seems to hang by a thread. Much of the land remains a great wilderness, with much yet to be discovered. Indeed, only time will tell if this reborn world will continue to thrive amidst the scattered minds and hearts of many.

Welcome to Sekai II: The Third Age.

Credits

Adrogans as Aria, the Lost Princess
bestshot9 as Alvinar, the Bard
Fulton as the Kingdom of Oagramakandi
Haseri as the realm of Luxavo
HunterG24 as the Exiles of Kelen
LittleBoots as the Republic of Ka'elkannah
Lord_Iggy as the Kingdom of Fyirmenedd
lord_joakim as Gargel, the Rambling
Luckymoose as Missy, the Tenderfoot
Masada as White Peter
merciary as the Green Cloaks
Ninja Dude as the Kingdom of Ajama
nutranurse as the Kayuga Nation
Nylan as the realm of Tavastara-Zai
Seon as the Winged Eyes
SouthernKing as the Republic of Kertus
Terrance888 as the Ainbridge Commonwealth
Thlayli as the Incorporated Conclave
Vertinari118 as Ufalmu-aw-Hanajj​
 
Lore

Background

Spoiler :
The world is an interesting, beautiful, and violent place. Forests, swamps, deserts, high peaks and lowlands that stretch as far as the eye can see. And for a long time, this world has been inhabited by several types of creatures: those who have formed groups to support one another, and others who ravage the world without conscience. There is a dark and complicated history behind this world, a history that is still fairly unknown to even the most intelligent scholars in Sekai. Still, many artifacts have been found over the years, proof of ancient wars that shaped the landscape and powerful sorcerers who formed the mountains.

The First Age was mostly an age of creation. This is when various gods, no one knows how many, arranged the creation of this realm so they could create physical manifestations of themselves and their ideas and ideologies. Many races were created during this time, but it was not until the Second Age that these races had completed their evolution processes. The First Age was violent in its creation, massive blizzards and meteor showers from the heavens rained on the world and shaped its lands. Many of these gods manifested themselves in the bodies of powerful sorcerers who roamed and altered the landscape. It was during the First Age that some sort of rift between the gods was becoming noticeable. This rift began with Arc'a, a powerful god who dabbled in the afterlife. It was said that even the gods were not in control of the death of creatures, but Arc'a took it upon himself to cheat death and raise the dead, effectively making an army for himself. This angered many of the other gods, who in turn began to gather many creatures together from the lands they had created, creatures that were primitive forms of the current races. The result was a violent and epic war that lasted centuries, and left the ground littered with bodies and skeletons, weapons and claws, and ancient destructive spells. The end result of the war was a victory for those who opposed Arc'a, and he was sent to permanently reside in his physical manifestation in a prison constructed under ground, unable to use his magic. To this day, it is said that somewhere in the world this underground prison still holds Arc'a. This would not be the end of worldwide deity-sponsored warfare.

During the Second Age, the evolution of the races became complete. It was during this time that many new kingdoms and states formed. Many wars occurred, none quite as large in scale as the Dead Wars that had occurred in the First Age, but still bloody enough to change the world. The Second Age witnessed a developing rivalry between the races. The gods had not yet left the world, and their drama created rifts between the creatures. Races began to adapt to their surroundings and settle in specific regions. The Orcish god Zalask moved his creations to the foothills and wildernesses of mountains. There the skin of Orcs became thick to withstand the thorns and dangers of non-sedentary life. The Dwarf-god Fithelir continued to move his dwarves to the interiors of the highest peaks, where they created tunneled metropolises and mined precious ores. The Elvish goddess Delia moved her people to the dense thickets and groves. Her intention was to protect the forests from the Orcish woodcutters, thus angering Zalask. There the Elves crafted cities in thick-rooted, ancient trees and became pale-skinned due to the relative absence of sunlight. Smaik the Goblin god grew jealous of Fithelir after seeing his throne filled with shining jewels and strong metals. He thus moved his goblins into the mountains to compete with the Dwarves. And then, the most unexpected of events occurred. The god Cedric and the goddess Amelia joined in marriage. They celebrated by creating Humanity, beings who came in various sizes, shapes, and colors. For the Human race, Cedric and Amelia took the lowlands, where they began to construct towns and build bridges.

The gods were satisfied with their creations, but the rivalries between them became stronger and more violent. Large wars broke out between the races, with no clear victors. The world's lands continued to change. In the end, the races became frustrated with their overlords. The gods had, over many millennia, spawned innumerable children by mating with worldly creatures. Nations and realms of the world turned to these half-gods and asked them for assistance in ridding the world of the gods. The half-gods, or Horaseans, agreed to this request. They led nations and armies against the gods, resulting in several more decades of war. In the end, the half-gods and their armies succeeded. The gods were forced to abandon the world and the creatures they had so carefully crafted. This was called The Purging. Yet before the gods were forced out of the world, they scattered many trinkets, creatures, riddles, and pathways throughout the world. Perhaps the most significant of forces left behind by the gods was that of magic. The war between the Horaseans and the gods had forced mortals to begin to learn the ways of magic. Others, the descendants of the Horaseans, were born with magical powers they could hardly begin to understand.

After the Purging, the Horaseans went their separate ways. Some became kings, others faded away and went into hiding. Without the gods, the immortality of the Horaseans became a thing of the past. Over time, they would die. And so, many became tyrants. Time passed, and nations rose and fell as often as the changing of the seasons. Many races had begun to live beside one another. And two ambitious nations remarkably passed the test of time. Over hundreds of years, they conquered new peoples and established new cities. These nations were not of a single race, but were rather composed of many races. They were the Kandoran Empire and the Republic of Tyurial.

The end of the Second Age was one of immense warfare. The Kandoran Empire and the Republic of Tyurial had grown to their limits. The bustling nations were filled with millions of people, thriving cities, and countless villages. The wealth of both nations was spectacular. The senators of the Republic of Tyurial had traced their wisemen's lineage to a Horasean whose arch-nemesis had been the supposed relative of the current Kandoran emperor. The Empire wished to mine the great mountains separating the nations, while the Republic was interested in a variety of magical artifacts within Kandoran territory - artifacts they claimed to be the ruins of the first cities given to them by their Horasean ancestors. The two powers had also begun to squabble over the Far Lands, land masses distant from the known world that held a plethora of wealth and magic. As the nations expanded, their rivalry grew and grew until one day it finally spilled over onto present-day Sekai. The rest of the Second Age was essentially one, massive battle encompassing the entire region of Sekai. When the dust had settled, there was no clear victor, and both nations had become severely weakened. A massive loss of life and internal pressures caused both the Kandoran Empire and the Tyurial Republic to end their hostilities.

During the High Wars (as the wars between the two powers were called), a group of sorcerers from Sekai banded together to help Sekai's people deal with the devastation. In their efforts, they uncovered relics of the Horaseans. The relics failed to do anything to protect Sekai's people from the High Wars. However, once the wars had ended, the artifacts glowed and shook. The magic-burned, armor-scattered fields and forests of Sekai gradually restored themselves with the help of these artifacts. The sorcerer league responsible for uncovering them disappeared with the artifacts, wishing to leave Sekai to its natural development.

As the High Wars ended and Sekai began to be green and good again, the races began to construct cities and form nations in this blessed region. Thus the Second Age had finally come to an end, and the Third Age began.

We begin one thousand years after the start of the Third Age. The races and their realms have been thriving for some time, and Sekai has been free of large-scale warfare. The advanced nations of the Kandoran Empire and the Tyurial Republic still exist, yet they do not have the will or desire to fight over Sekai, which they consider to be a useless region with little of value. They still war with each other in distant, unseen regions. Their borders with Sekai are typically filled with long, high walls, outposts, and forts, effectively keeping Sekaians from traveling beyond their borders. Yet some religious folk in Sekai believe that a mystical force protects the region from outside forces, and keeps Sekaians safe. There are indeed dozens of different religions in Sekai. For example, one believes the sorcerer league that uncovered the Horasean relics were actually the Horaseans themselves, and that they still watch over Sekai. Others believe that the Chamber of Arc'a is somewhere underneath Sekai, and so they worship the occult. Other, non-religious folk believe all of this to be false superstition. I could go on and on describing the various religions stances of Sekaians, but really that is for you to both create and discover. Sekai's races at this time have become rather intermingled, and the disparate languages of many civilizations have become merged and tossed around, evolving into a common-speak tongue.


Races

While Sekai's races began as caricatures of their respective creator god, they quickly morphed and changed into varying dispositions. This was one major reason for the wars that led to the Purging: no longer did races wish to be enslaved by their creators. As such, races in Sekai vary. You might have an evil Dwarf or a well-intentioned Orc. Even so, races tend to prefer harmony or at least a semblance of physical similarity. Therefore, the following section will describe the physical appearances of races and where their societies are typically found.

There are also Creature Races, which are even rarer than minor races and occur in specific geographic locations. Creature Races will not significantly effect your nation's population makeup, as they will not contribute to your economy or general society. They may, however, contribute to your military description or to the description of your polity's factions.

Spoiler :
Humans
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Humans are a versatile race. They inhabit a wide range of locales, from the coasts to riversides, from sparse forests to the edge of deserts. Human physical appearance varies significantly from region to region. In the south, the skin and hair of a common human is darker because they must be out in the sun to make a living. In the north, humans are blond and blue-eyed, experiencing short summers and dark winters.
Summary: A wide range of societies and physical appearances.

Elves
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Elves are one of the oldest races in Sekai. They are typically beautiful, taller than humans, and have pointy ears. Their skin is incredibly fare, for they live in the deepest forests of Sekai. Their dress is usually simple, but elegant. Within the thick forests, they craft cities within massive hollow trees or in the tree-tops. Some are considered "wicked", and they are thus given the nickname "Dark Elf". Elves can live up to five times longer than other races. They also have incredible eyesight, even in the thick of night.
Summary: Typical Elf appearance.

Dwarves
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Dwarves reside deep within mountain interiors, though their cities often pour out onto the mountainsides. Dwarves are short and stout and typically have long reddish-brown hair and beards. Dwarvish women are also short and stout, but lack the prominent facial hair of their male counterparts. Dwarves have innate strength and courage and are often skilled blacksmiths or craftsmen. They also have an innate affinity for beer.
Summary: Typical Dwarf appearance.

Orcs
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Even though Orcs can be savage and are excellent fighters, they can still be extremely intelligent and have been able to form coherent communities over time. Orcs in Sekai are not stupid, blundering, green creatures. Their skin is a grayish-natural hue and is extra thick. While they are often considered ugly to Humans, Elves, and Dwarves, they are also incredibly strong and grow to be larger than Humans. Orcs once preferred to live at the foothills of mountains (especially the southern mountains, where it is less wooded), however they have expanded to other locales since the beginning of the Third Age.
Summary: Not a cartoonish appearance, but rather more subtle, larger than Humans

Goblins
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Goblins in this world are quite different from the Goblins of other fantasy worlds. They have an olive-gray skin color, pointy ears, little hair, and are about the height of Dwarves - perhaps even a bit taller. However, Sekaian Goblins are often extremely intelligent, charismatic creatures. Some say their small, fast bodies gives them an excellent ability to shuffle goods from high places to villages on lowlands in short periods of time.
Summary: Somewhat typical appearance, not green, and a bit taller than a stereotypical fantasy Goblin.

Gnomes (Minor Race)
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Gnomes are a highly intelligent, sophisticated race of inventors and alchemists. They are usually unaffiliated with any nation and instead inhabit underground locales in small burrows or communities. However, some Gnomes have been known to spend elongated periods of time on the surface, intermingling with the major races and sometimes even settling down in a city. While in the city, they might find a niche living as an inventor, alchemist, or academy professor. Other Gnomes are arrogant find this to be a waste of time, and thus rarely go to the surface world. Gnomes are smaller than Dwarves and their beards are almost always white, regardless of age.
Summary: Typical Gnome appearance.

Half-Elf (Minor Race)
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The intermingling of races has sometimes led to a child being born of Elf and Human. This being is referred to as a Half-Elf, and they are not always respected in this world.
Summary: Some Human and Elvish traits.


Magic

A very small portion of the population can use magic at all (.0001%, at the most, though of course it depends on the realm). However:

The smallest portion and rarest occurring are Sorcerers. They are born with the ability to use magic. It drains much of their energy to use an ability, and so they must learn how to control their power and withstand uses of more powerful abilities. These are not specific abilities, but rather generalized, destructive or reparative abilities (i.e. a novice sorcerer has minimal control over his/her powers - stuff like small fireballs coming from the fingertips - while an extremely advanced sorcerer can potentially crash a meteor into the earth)

More common, but still very rare, are Mages. Mages are not born with the ability to use magic. However, one must be extremely intelligent, patient, and disciplined to become a Mage. Therefore, still very few people can attain the Mage status. Mages typically cast spells in a more traditional sense, while sorcerers are more flowing with unpredictable, difficult-to-tame arcane energy. Mages have various types: Druid, Cleric, Shaman, and Necromancer.

The path of a sorcerer is not necessarily perfect, while a mage's path is clear and more defined. A sorcerer has less control over his/her powers and a sorcerer is not necessarily intelligent or patient, while a mage is more scholarly and insightful.


The Third Age (Thus Far)

The starting date is 1000 III. "III" represents the Third Age. The 1,000 years that have passed since the end of the Second Age are largely up to the players to document. Polities formed, heroes were born, history made, and so on. I will, however, include in this section a historical map. This map shows Sekai roughly 100 years ago:

[ coming soon ]

Sekai today is similar to Earth in the mid to late Middle Ages, with a few differences. First off, let's look at demographics. Sekai is roughly the size of Europe, though it is perhaps far more populated than Middle Ages Europe. There has been no Black Death in Sekai, and there are dozens of thriving cities with populations surpassing 12,000 (what was typically regarded as a "city" in medieval Europe). Still, Paris had nearly 200,000 people in the High Middle Ages, and no city in Sekai is that large. However, I would not think of Sekai as exactly equivalent to the Middle Ages in terms of technology. Some early Renaissance-esque inventions and structures can be expected.

There are a significant amount of wilderness areas that do not have major roads systems running through them. There may be minor pathways and trails, though. Some parts of Sekai are known, but have not been fully explored. There are still "native", or uncivilized peoples living in tribal systems. They have isolated themselves for a long while, or perhaps migrated at the beginning of the Third Age and maintained their status as non-sedentary. These are mostly found in a thin strip of land between the middle-world realms and the Anokan Sea realms.

As mentioned, there are several intelligent races. These vary depending on region. Orcs in the south are typically different from Orcs in the north. Compare other races to how Humans would be compared. Humans in the north would not have dark skin, because there would be less sunlight and longer winters. As such, Orcs in the south may have tougher skin. Elves in the south might actually be accustomed to some sunlight, depending on which grove they are from. There may be some low-altitude mountain Dwarves who are not as stout as high-altitude, mine-dwelling Dwarves. There could even be Elves living in cities, away from the forests, who have become darker-skinned. Sekai has become quite a melting pot.

Additionally, think about cultures. Orcs in the Hanajj region probably wear outfits similar to Humans there (ranging from turbans to protect the eyes and face from sun and sand, to robes of Medisid priests). Elves in the northern woods probably wear thick furs. And so on and so forth.


Religions

There are several religions scattered throughout Sekai, and it would be impossible to list all of them. Some kingdoms have their own interpretation of religion or faith, while many kingdoms might follow the same religion. Some realms have no organized religion, or allow all faiths to enter. Here is an overview of the main belief systems currently known:

Esalos is a religion promoting the one, true God-protector. To Esalos, the Horaseans were demons and enemies of the true god. In addition, it was not a group of sorcerers that "saved" Sekai, but the one god-protector. All temples to older gods or strange beliefs are considered blasphemous to those following Esalos. Esalos is prominent in the "middle realms", which include Lorenathia, Enorti, Dorn, Onyd, and Sonol. Additionally, Esalos is present in the southern realm of Halde. Esalos claims to have existed since the Second Age, though these claims have little evidence. The religion appears to have become more prominent as the Melgothi tribes ravaged the north-lands. During that time, peasants required something to comfort them during their torments. Esalos places of worship resemble Catholic cathedrals or chapels.

Medisid is a religion that began with the teachings of the prophet Medi. Through his teachings, it became apparent to Sekaians that a powerful people called the Raiejans exist outside of Sekai and could, at any moment, overwhelm the peoples of Sekai. Yet, they do not invade Sekai because they view the region as a "cursed land". To Medi, what demons view as cursed, must be blessed. He also told of the "true life", a pathway that can only be obtained by worshipping the gods who created Raiejan superstition, and thus protect Sekai from outside powers. These gods are essentially Medisid's interpretation of the sorcerers who rejuvenated Sekai one thousand years ago. According to the teachings of Medi, all beings in Sekai must worship these gods in order to reach "true life". Medisid is prominent in the Hanajj region, yet not with the Kingdom of Hanajj (Ufalmu-aw-Hanajj) itself. Outside of the Hanajj region, the religion is also found in small chapters throughout Dindisma, as far west as Kertus, and as far north as some lower-Halde towns.

Kalec Medisid is a sub-division of Medisid. It advocates the use of violence to achieve the goal of having everyone in Sekai worship the gods. Only then can Sekai and all of its creatures experience the "true life".

Musadin Medisid is a sub-division of Medisid. Unlike Kalec, it advocates the use of peaceful teachings to tell others of Medisid. It also does not believe that everyone in Sekai must worship the gods in order for the world to experience the "true life". Instead, to the Musadin sect, the "true life" is different for all beings and can only be achieved personally.

The Tribe of Elkannah is a religion found only in Ka'elkannah and its various territories. More can be read about the religion here.


Wildlife

Larger and more intelligent (often tamed and in armies) versions of Earth-like creatures are the most common, after normal animals (i.e., the big boars of Ajama, or the giant spiders of the Dainelai, or the massive, somewhat intelligent black bears common to other Elvish and forest-mountain armies). Also common are humanoid creatures who are not intelligent enough or unwilling to form societies, so join others (cave trolls, Merfolk, Lizardfolk, frost giants, and so on). After that, I would say spirits are quite common, and they come in many different forms. Spirits are essentially ghosts, but who occupy something permanently. So when I label in stats "mountain spirits" or "forest spirits", this is vague and can include creatures ranging from moving stone humanoids (similar to rock golems, but not summoned), to amalgamations of sentient vines. Summoned creatures are probably fourth-most common. Fifth-most common would be dragons and other intensely powerful fantasy creatures of lore. A lot of the specifics of wildlife are to be described by you, the players, in your story-telling.

Here is a nice chart to summarize this, from most-common to least-common:

1. Major and minor races. Normal animals.
2. Humanoid creatures incapable (or not desiring) of forming polities (often nomadic, travel in small groups, or are subjugated or gladly part of polities) - Merfolk, Lizardfolk, frost giants, cave trolls, Oag, treefolk, etc.
3. Giant, more intelligent, often tamed versions of animals. Giant eagles, bears, spiders, lizards, etc. These can sometimes have magical properties.
4. Large, somewhat common bestial creatures that are more difficult to tame. These include basilisks, sea-serpents, desert worms, and so on.
5. Spirits of all kinds (genies/djinn, fairies, nymphs, ghosts, and more obscure spirits as well) - Treefolk might fit here, too, depending on the type of treefolk.
6. Summoned creatures (many different possibilities here, ranging from 1-5 - this classification is for creatures who are brought into the world by mages).
(5 and 6 might be interchangeable, depending.)
7. Mythological / immensely powerful / crazy aberration creatures.


The Globe

What lies outside of Sekai? Here is a map and a few brief summaries of the various entities located outside of our region:

Map of the Globe
(link)
Spoiler :
sekaiglobe.png


Kandora is a region of dark-skinned humans who control a vast and powerful empire. They are rumored for their honor in war and have supposedly tamed a variety of beasts. Kandorans are also supposedly obsessed with diamonds, jewels, and other metals. Keeping them out of Sekai is the uninhabitable and seemingly endless Desert of Xas, a desert that is considered to be a living, breathing entity. In addition, the Kandoran Empire is currently being significantly threatened by the aggressive Raiejan Horde, keeping them tied up in distant battles of epic proportions.

Tyurial is a republic, but that does not make them tolerant of outsiders. They are obsessed with history and the resurrection of the Horaseans. Tyurialites will do anything to discover artifacts that relate back to their heritage. They believe that all of their current senators and leaders are descended from the Horaseans. Like Kandora, Tyurial is densely populated and is currently fighting a war of survival against the Raiejan Horde. Keeping Tyurialites out of Sekai is their war against the Raieja, in addition to the impenetrable Woodwall, the frozen Hael Sea, and the murky, death-filled Absent Sea.

The Raieja are tribes of peoples with a culture similar to late-medieval India. Some of these tribes are more civilized than others, but all of them have one thing in common: their religion believes Sekai to be a cursed realm, and no Raiejan would ever step foot into Sekai. To them, Sekai begins at the Hanajj Dunes and the Akkal Ridge, and ends in eternal torment. The Raiejans believe in a complicated set of polytheistic deities. They are extremely formidable in battle and are currently successfully waging two separate wars against the older empires in Kandora and Tyurial. They are barbaric in their lifestyle (imagine a mix between medieval India and the Mongols).

A portrait of a Raiejan warrior-shaman:
Spoiler Raiejan Warrior-Shaman :
Demon_Yakshagana.jpg
The Nazo have been isolated for thousands of years due to geographic and magical features. They remain isolated to this day. Not much is known about them.

Time

In Sekai, Winter is referred in "ancient tongue" as Amin.
Spring is Talenin.
Summer is Qinalin.
Fall is Kyin.

Each season contains three months.

December = Amin-Ichir
January = Amin-Nelachir
February = Amin-Sakir

March = Talenin-Ichir
April = Talenin-Nelachir
May = Talenin-Sakir

June = Qinalin-Ichir
July = Qinalin-Nelachir
August = Qinalin-Sakir

September = Kyin-Ichir
October = Kyin-Nelachir
November = Kyin-Sakir

(roughly)

In Earth, our year is hardly "precisely" dictated by our seasons. For example, a year will pass during winter. In Sekai, it is different. In Sekai, the beginning of the year is the beginning of winter, and the end of the year is the end of Fall.

No A.D. or B.C., but instead roman numerals dictating the age: I, II, and III.
 
Rules

The Basics

Chapters: Chapters organize our collective story into various "phases". When a new chapter begins, a short post will be given to the players. This post will outline the length of the next chapter and any special circumstances the chapter might provide to players. Chapters can be any time length, ranging from as short as one game-week to as long as a whole game season or even a whole year. However, there is no set real-life time limit to chapters. I will start a new chapter when the story merits one. Chapter Summaries will be posted for every finished chapter, encompassing story lists and short descriptions.

Game-Year: Even though chapters follow different lengths of time in the game, game-years do pass. When a game-year passes, you must pay upkeep for your soldiers and ships. However, you will also receive your per-turn income amount again, which can be spent or added to your coffers. In addition, your growth rate will be factored in to your next game-year wealth. I will notify the forum when a game-year passes. All spending should be transparent and posted in the thread, though actions which really must be kept secret can be PMed (PMs and secrets are acceptable only if they really must be - more transparency drives the story, and takes us out of "gamey mode").

Stories: If you don't want to write stories, you might as well not join this NES. Stories are the backbone of everything we do here, and in order to actually do anything, you must post stories. You don't have to do something every day, of course, and stories can be brief or lengthy, vague or detailed. You are an author in this world, and I will respect you as such.

World-Master: Essentially, I am the world-master. This means that I will be posting IC replies to your stories and posts. I control all NPCs. I also control the weather, various monsters, and other random events. I will be throwing events at you throughout this NES.

Joining: Anyone can join at any time. You may play as one of the following: a polity, which includes a nation or city-state (existing; no new creations at this time), a guild, a group of characters, or a single character. Before you post in this thread, you must first propose your idea in the OOC thread.

Gameplay: By piecing together the above information, you can probably guess that this NES will have different gameplay than other stories. You should simply write stories based in our world. I will jump in and guide you, if necessary, and speak for any NPC entities. I will often be handing out blessings and curses, setting up difficult situations, or creating powerful items. Please note, being active in this NES does not guarantee a lack of bad events. In fact, if I give you a bad event, it only means I think you are capable of dealing with it in an interesting manner.

Orders do not exist.

Updates do not exist.


Polity Profile Explanation

Ruler: The name of your king, duke, emperor, whatever.

People: The demographic composition of your realm, and the status of all races within your borders (given with a short description).

Factions: This is a listing of factions within your realm. There are two numbers for each faction, representing strength/loyalty respectively. These factions are important. If you make one of them unhappy, they may rise up in rebellion or attempt to court your enemies. Be wary of your factions at all times. Just as factions can be a nuisance, they can also help you if you get on their good side.

Wealth: This number represents the amount of income you receive every game-year. The second number represents your expenses (based on your current # of companies and ships). The third number is the amount in your coffers, and the fourth number is your current debt. Income / Expenses (Treasury / Debt)

Military: This is a description of your polity's military. Some polity militaries are simple while others are more complex. If you conquer another realm, there is a better chance you can adopt some elements of that realm's military.

Army: This is the number of companies currently in your main army. You should differentiate between regulars and levies using two numbers (example: 30 / 50 would be 30 regular companies and 50 levied companies). Your primary companies are composed of all of the elements listed in your Military section. Your levied companies are considerably weaker and simpler than the troops described in that section. 1 regular company is 250 wealth to purchase, and 100 wealth to maintain. Maintenance is paid when every game-year passes. 1 company is roughly 100 soldiers or entities. Companies are almost always combined into armies, which will then be composed of all elements within your military description. Levies can be raised at any time for a special occasion, but you must pay 100 to purchase 1 company of levies. If the levies are still fielded when a game-year passes, you will be required to pay 25 to maintain a company of levies.

Navy: The number here is your polity's current amount of ships. 1 ship is 250 wealth to purchase, and 100 wealth to maintain. Maintenance is paid when every game-year passes.

Growth: This number is your polity's growth rate. Every game-year, any money you have not spent will contribute to your growth for the following year. For example, if you save 1,000 wealth, and your growth rate is 10%, you will receive +100 wealth during the next game-year.


Guild Profile Explanation

Numbers: The two numbers listed underneath your guild's name and master are Internal Confidence and External Confidence, respectively. Internal confidence represents how loyal and put-together your guild's operatives are. A higher number means your guild is optimistic about the future and confident about the guild's direction. External confidence represents how the various political entities or clients in which you deal with view your guild. Are they satisfied with your services, or are they pessimistic about them? And so on.

Trades: This listing is for the types of services your guild offers. These can range from vague to specific, depending on the guild and its circumstances.

Locations: This listing includes all cities in which your guild is found. Your guild might also be found in small towns and villages around these cities, or along roads systems between the areas your guild operates within.

Wealth: The first number here is your income. The second number is your current expenses. The third number is the current amount you have in your coffers. The fourth number is your current amount of debt. Re: Expenses: This is the amount of money your guild must pay every game-year. It symbolizes various expenses in upkeeping your bold venture. This includes the maintenance of your arms. Expenses vary depending on the guild and what services that guild offers. Typically, mercenary guilds must pay more per-game-year expenses because they are not accumulating wealth through steady means.

Force: This is the description of your guild's thugs, guards, paramilitary, assassins, etc.

Arms: The first number is the current # of companies your guild has in its command. The second number is the # of companies your guild can have total (your guild's manpower).


Character Profile Explanation

Physical Description: This section will include your character's race, sex, height, weight, and other descriptors.

Aspects: Aspects are the backbone of your character. They characterize the skill-sets your character focuses on. Aspects can be altered, added, and deleted over time depending on how your character develops via story. The first number represents your talent, and the second number represents your ability. If your ability is lower than your talent, you will not be able to use the full extent of your aspect unless you are in grave danger. It essentially means you have potential but require more training or something to improve that talent. Meanwhile, a higher ability than talent means that you might succeed in an activity of an equal talent level if you simply try. It also means you are on the road to improving your talent, but you haven't quite gotten there yet. Aspects are just guidelines. Don't let them restrict you and don't think too much about them. Your stories and actions are key. The first and foremost recipe to success is the way you write about your character and what he or she is doing. That said, treat aspects in a similar way a polity would treat factions. Based on your character's description, these aspects drive you and sort of, well, command you. They are the essence of your personality and what you care most about. This takes place in an era in which people are not really multi-faceted Renaissance men when it comes to skills and abilities. So what aspects you have are really your backbone. You can also add aspects or even lose them.

Note: Only practical, tangible aspects will be listed. Aspects including charisma or personality traits are generally not included; that is what role-playing is for. I can't put a number on "charisma" or "deceptiveness", because you yourself must be charismatic or deceptive. Generally, if you write about your character having a certain personality, it will come forward and be useful to you.

Inventory: Quite simply, this is what your character currently owns (and is in your possession at this moment). This does not include food rations or money. Those things are implied, but please be reasonable.

Current Location: This is where your character is right now. (Please be patient. I will not religiously update your location, or I might list only the region you are currently in.)
 
Player Polities

Spoiler :
Republic of Ka'elkannah (LittleBoots)
Ruler: Stratikrator Diodor II Leonis
People: Human (90%; primary; cooperative; some political presence), Orc (10%; secondary; dominant political presence)
Factions: Kalahnadh Pirates (4/4), Nepisite Priesthood (3/3)
Wealth: 6,000 / 5,000 (8,000 / 0)
Wonders: Leonid Laws (widespread, fanatical political loyalty, even among those considered lesser)
Military: Exceptional soldiers trained by a strict military culture (Human and Orcish), exceptional captains, sailors, and sea-worthy troops, advanced and fast galleys and cogs
Army: 30 companies
Navy: 20 ships
Growth: 20%
Original Proposal
The Republic of Ka'elkannah has operated as one of the principal polities of the Anokan Sea for many centuries now. Their powerful navy and strict warrior code keeps the Hanajji realms in line to the east, and secures an ever-growing sphere of influence for the Republic and its various political institutions. The Republic is a primary reason why polities bordering the Anokan Sea have had little opportunity to develop into viable competitors to Ka'elkannah. The powerful Kalahnadh pirates, cozy with the Republic's institutions, have raided coastal regions up and down the Anokan Sea for many generations. Due to this consistent raiding, slave-taking, and plundering, the Republic has amassed a remarkable degree of wealth and has even established "trading outposts" throughout the Anokan Sea's most profitable coves. The only larger political entity capable of withstanding Ka'elkannah raids is the domain of Nalahorahn. Nalahorahn does not employ sea vessels and guards its territory via the defensive coastal barrier of the Hedreki Highlands. Meanwhile, Nalahorahn's neighbor, the Sultanate of Dindisma, has essentially served as a Ka'elkannah puppet for the last few decades, only recently attempting to subvert the Republic's authority due to empowerment from an increased presence of the Medisid Kalec faith (imported from the Hanajj region).

Ainbridge Commonwealth (Terrance888)
Ruler: Lord-Protector Haedrin the "Half-Human"
People: Human (65%; primary; dominant political influence; peasantry), Half-Elf (25%; cooperative; mercantilist political influence; urban-dwellers), Elf (10%; cooperative, but seclusive; minor political presence)
Factions: Mercantilist Princes (4/3), Woodland Folk (3/3)
Wealth: 2,000 / 1,800 (2,000 / 0)
Wonders: None.
Military: Capable and seasoned soldiers composed of mostly Human elements, some Elvish specialists such as longbowmen and scouts, large and slow-moving magical junks grown from altered treefolk (similar in effect to semi-advanced galleys and cogs)
Army: 8 companies
Ships: 10 ships
Growth: 15%
Original Proposal
The Ainbridge Commonwealth is composed of several small estates and villas located in the Ainbridge Islands region, as well as a large city called Rivetwood. The political foundations of the Commonwealth have existed since the Second Age, when several larger powers used the Commonwealth's principal island as an important port in their war on the seas. Since that time, the Ainbridge region has undergone significant turmoil. Now, the tiny geographic area of Rivetwood Island hosts Humans and Elves, who have naturally bred with one another over the last few centuries. This has resulted in a sizable Half-Elf minority and powerful merchant class (in fact, the current Lord-Protector of Ainbridge is a Half-Elf). The Commonwealth also occupies territories on Greater Ainbridge, most of which are Human with a smattering of seclusive woodland Elves. These territories go back several centuries, even into the Second Age, and have long been revered by Ainbridge society (and not encroached upon). The reason for this reverence is the fact that the treefolk and Elves of the Andel Forest provide the Commonwealth's navy with magical "grown" sea-vessels. These are not remarkably powerful - though they are massive junks, slow-moving, and significantly armored. Currently, the woodland folk are growing restless due to the lack of any significant political power. Additionally, the influential merchant class is hoping Haedrin will take action against regional piracy from Wyldra, as well as continue to provide an adequate defense with ally Kertus in preventing Ka'elkannah from spreading its economic and military domain past western Anokan and the Taoryn Channel.

Republic of Kertus (SouthernKing)
Ruler: Lord Brinor Zanil
People: Human (55%; primary; dominant political influence), Elf (15%; cooperative; some political influence), Dwarf (10%; cooperative; no political influence), Gnome (2%; cooperative; no political influence), Half-Elf (5%; cooperative; no political influence), Orc (10%; disgruntled; lower-class; poor living standards; no political influence), Goblin (3%; disgruntled; lower-class; poor living standards)
Factions: The Black Market (4/4), Narrows-folk (4/1), Esalos Priesthood (1/2)
Wealth: 2,000 / 1,500 (0 / 3,000)
Wonders: Kertus Canals (ease of travel and commerce throughout the city)
Military: Little combat experience, well-trained soldiers and militia composed of mostly Human elements, some Elvish specialists such as longbowmen and scouts, semi-advanced cogs and galleys, capable and experienced sailors and captains (though mostly experienced in trade or smuggling maneuvers)
Army: 10 companies
Navy: 5 ships
Growth: 15%
Original Proposal
The massive city of Kertus is allied with the Ainbridge Commonwealth and currently serves with the Commonwealth in protecting the region from Ka'elkannah influence. Kertus is, perhaps, one of the most diverse places in all of Sekai. The city-state has seen an extremely peaceful existence throughout the Third Age, with little more than bandit raids threatening the sovereignty of the metropolis. Despite this exterior peace, Kertus is in consistent internal turmoil. One of the several boroughs of Kertus, the Narrows, has caused countless lords significant problems. The Narrows features all races, but they all have one thing in common: significant poverty, are most-likely involved in organized crime, and are vehemently opposed to civil authority. At least once a year, the Kertusian militia is called into service to not fight foreign armies, but put down riots in the Narrows. The wealth gap between all other boroughs and the Narrows is significant, and this has been a significant problem for Kertusian politicians. Lately, the gangs of the Narrows have found solace in the thriving Kertusian black market, using their muscle to gain influence in the city's trade affairs and offering mercenary services to various black market merchants. The Kertusian black market is an organic entity: many politicians secretly sponsor areas of the black market, and virtually zero representatives pledge to rid the city of the underground trades (magical artifacts, weapons, opiates, etc.). The truth is, the black market brings in significant amount of revenue to Kertus. Even the legitimate merchant class sees a benefit to its existence. Nonetheless, there are those who are opposed to the black market. Namely, Esalos priests, whose churches typically thrive in the middle-class boroughs of Kertus. Esalos was brought to Kertus via the northern roads, though it has not fully caught on and has no influence in political affairs. The religion's influence, for now, is limited to social affairs. Additionally, while Kertus and the Ainbridge Commonwealth are not at war with Ka'elkannah, they continue to be in alliance with one another to prevent the powerful domain from extending its influence to the western Anokan and past the Taoryn Channel.

Ufalmu-aw-Hanajj (Vertinari118)
Ruler: Ufallmur Harrim Hanajj III
People: Humans (85%; dominant; bulk of political and economic power), Orcs (15%; militaristic; semi-autonomous; limited political influence)
Factions: Desertfolk Chieftains (4/4), Orcish Mamluks (3/4), Bearsong Merchants (4/2)
Wealth: 5,000 / 4,000 (3,000 / 0)
Wonders: The Mji Towers (two large towers which hover over outposts outside of the kingdom's territory which provide the desertfolk with a monopoly on trade from the various smaller realms of the Akkal Ridge)
Military: Veteran desert-survivalist infantry, elite camel cataphracts, a few adequate state-sponsored sorcerers, several skilled Orcish mamluks, a small number of tamed giant scorpion, moderate siege capabilities (probably provided by Akkal Goblins), advanced riverboats
Army: 40 companies
Navy: 0 (landlocked)
Growth: 20%
Original Proposal
The Kingdom of Hanajj, or Ufalmu-aw-Hanajj, shares a similar heritage to the Medisid sultanates of the greater Hanajj region. In appearances, little separates the peoples of the greater Hanajj, and some Hanajj Kingdom words are even shared with the overall Medisid languages. However, the kingdom's current line never settled along the coasts or the more moderate plains, but opted to remain desertfolk eternally. They have thus learned to adapt remarkably, and create a unique society out of the difficulties required to maintain this intense lifestyle. Not only does their society operate differently than the Medisid peoples, but their belief system is dramatically different. The sun is god to the Kingdom's citizens, and the desert is its host. This belief system is highly superstitious, extremely tribalistic, and not accepting of outsiders, contrary to Medisid's state-sponsored belief of a "true life" in which Sekaians can attain by worshipping the savior-gods. Despite the desertfolk's widely different belief system, the Kalec (or militant) Medisid sultanates have largely avoided conflict with the desertfolk. This is because, 1. the greater enemy is in Esalos, according to the Kalec imam, and 2. the desertfolk share a blood link to the Medisid peoples. Perhaps the most significant event in recent Hanajji history was the large-scale Trade Wars which encompassed the Akkal Ridge. These witnessed the desertfolk, looking to expand their territory and consolidate economic power, in direct conflict with several united kingdoms of the Akkal Ridge. The desertfolk were victorious, and claimed dominion over the Bearsong River, which they still possess to this day, all the way down to Lake Sabaji (and they make a pretty penny off of bridge and downriver travel taxes, even outside of their realm). The various kingdoms of the Akkal Ridge have since splintered, and now serve as economic allies to the Hanajji, symbolized by the Mji Towers (great outposts erected by the desertfolk in order to control their dominion over the economic affairs of the Akkal region).

Luxavo (Haseri)
Ruler: Lord Dalkd Kavk
People: Dwarf (90%; primary; dominant political presence), Gnome (10%; cooperative; some political power)
Factions: Kaunavk Priesthood (4/2), Chamber Nobles (4/4)
Wealth: 2,500 / 1,200 (4,000 / 0)
Wonders: The Holy Chamber (secret chamber; no foreigners allowed; power and devotion to Dwarvish mage-priests)
Military: Capable, but inexperienced Dwarvish army, basic siege capabilities, several powerful and devoted Dwarvish mage-priests
Army: 12 companies
Navy: 0 (landlocked)
Growth: 10%
Original Proposal
At its surface, Luxavo is a convenient hub for travelers and an economic center, not unlike the Goblin city of Tavastara-Zai. In many ways, it seems that Luxavo is accepting of outsiders and permissible to travelers. This is accurate, to an extent. Looking closer, one can quickly discover that there exists a whole chamber of this Dwarvish city that is off-limits to any non-Luxavoan. The existence of this chamber has not been a problem, and has not thwarted Luxavo's rise as a regional trade power. However, the city obviously keeps secrets and it keeps them well. There have been attempts to reach the chamber in the past, mostly by bandits or brave (some would call them stupid) adventurers. Those who make such attempts never return, or appear elsewhere, far away and with no memory of their attempt at all. It is no mystery who operates the chamber: the Kaunavk Priesthood is responsible. The power of the priests, and their secrecy, is legendary. It is said that there is a whole sect of priests who are used in the Luxavo military, but that the majority of the priesthood has never even laid eyes upon a foreigner. Travelers might see a Dwarf covered in a cloak, wearing a mask. It is advised to never bother such a Dwarf. The priests also largely control the monarchy and internal affairs. Despite Luxavo's thick secrets, the city is nonetheless bustling and features several splits in the earth, one of which is open-air. The city is connected by hundreds of tunnels serving as a roads system. Travelers find this convenient, but there are somewhat strict social laws in place, and many merchants find these regulations limiting. It is for this reason that Luxavo has not prospered as much as Tavastara-Zai. Currently, the Kaunavk Priesthood is disgruntled due to the influx of foreigners and merchants. They feel that the laws are not pressing enough, and that all non-Dwarves should abide to a strict code of conduct. However, the Luxavoan chamber nobles are pleased with the current situation, as it has brought significant revenue to Luxavo (including to themselves). To the nobles, it is the freedom of society which brought their ancestors to Luxavo many centuries ago, away from the strict patriarchal structures of other Dwarvish realms.

Tavastara-Zai (Nylan)
Ruler: Tzeuniat (The Conclave)
People: Goblin (75%; primary; dominant political presence), Elf (25%; almost autonomous; cooperative; no political voice)
Factions: Artisan Guilds (4/3), The Renai (4/4)
Wealth: 4,000 / 2,500 (6,000 / 0)
Wonders: The Raaxa Tome Hall: the Great Library of Tavastara-Zai (highly educated populace; exceptional trade revenue; excellent reputation for the city; a place of great knowledge)
Military: Basic, capable, but inexperienced Goblin army, advanced siege capabilities, The Renai: extremely elite and devoted Elvish hoplites
Army: 25 companies
Navy: 0 (landlocked)
Growth: 20%
Original Post
Ah, Tavastara-Zai. All in Sekai know of this old city, and the first thing a traveler will notice is the shifting sun-lenses bringing bright sunlight into the Goblin caves. Goblin? Yes, I said Goblin. Unlike their cousins to the east, the Goblins of Tavastara-Zai have made a living through commerce, craft, and cunning. These Goblins are not the fierce raiders of Arrek. The Goblins of Tavastara-Zai are scholars, artisans, and merchants, well-educated and with a deep cultural heritage centered around their respective craft. The city is located between the Agadans and Diedric's Skyhorns, at an ideal location to become a hub of commerce for the region. Tavastara-Zai is an extremely wealthy and prosperous realm, located at a convenient crossroads connecting the north-world with the south-world. The only other option for travelers is to tread upon the old, decrepit road through Midgrove and the crumbling old Senathian principalities. Going through Tavastara-Zai is infinitely easier and more pleasurable. For centuries, Tavastara-Zai has been host to countless travelers, Esalos missionaries, mages, sorcerers, scholars, bounty hunters, merchants, and so on, utilizing its ideal location to accumulate swaths of wealth and prestige. The city's focus on hospitality is second only to its intricate and skillful craftsmanship. Tavastaran craftsmen are some of the finest in Sekai, and their specific crafts range from wood sculptures to functional machines, and everything in between. The artisan guilds have considerable social and political power in Tavastara-Zai. And those guilds have recently become disenchanted with the governing system of the city, for often Tavastaran politicians in the Conclave argue much, but accomplish little. Lately, the city's emphasis on order and control has led to some conflict with the artisan guilds and their desire for less regulations and more free trade. Another notable aspect of Tavastara-Zai society is the Renai, a powerful sect of warrior-Elves exiled from the mysterious Palerise Forest long ago by their xenophobic brothers. The Renai have a loyal bond to the Goblins, who long ago gave them a home and a respected place in their society. And indeed, it is the Renai which prevents the hostile Goblin dominion of Arrek from waging war against Tavastara-Zai. Arrek, a relative new-comer to the region, is obviously jealous of Tavastaran wealth and status. Currently, the only road to Arrek goes through Tavastara-Zai, and the two Goblin peoples have peaceful, yet uneasy, relations.

Kingdom of Oagramakandi (Fulton)
Ruler: King Bokra
People: Orc (58%; primary; dominant), Goblin (25%; secondary; semi-autonomous vassals), Human (15%; subjugated, but treated well), Elf (1%; actively resist Orc and Goblin rule)
Factions: Izkric's Horsegoblins (4/3), Endichi Shamans (4/4), Merchant Guilds (3/3), Elvish Resistance (2/1)
Wealth: 6,000 / 4,000 (4,000 / 0)
Wonders: Battlefield of the Fourteen Clans (historical site within Morain and is essentially a huge, blessed field littered with relics of a large battle; keeps the current clans united; continues to encourage the Oag as allies; morale to troops; other mysterious effects)
Military: Elite, professional Orcish legions, Orcish and Goblin levies, several skilled shamans, several fierce Oag mountain spirits used as heavy shock troops, mounted veteran Goblin bowmen and lancers ("Izkric's Horsegoblins")
Army: 40 companies
Navy: 0 ships
Growth: 20%
Original Proposal
The Orcish peoples of the Oagramakandi share a similar bloodline, yet like many Orcish societies, this kingdom began as a plethora of clans vying for control. The warring states period of Oagramakandi history was extremely bloody and ravaged much of the lands they now occupy. It was during this time that many Elves saw their homes destroyed and were essentially purged from the forest due to the efforts of various Orcish warrior-lords. Despite their bloody history, the Oagramakandi have, through the feats of exceptional warrior-kings, unified their clans and created a remarkably powerful kingdom. This has not only cemented their status as a military power in the region, but has also guaranteed the kingdom a highly capable economic position. Even amidst a strict warrior society and a violent past, Oagramakandi marketplaces, especially in Mokata and Kandia, thrive with a variety of merchants and travelers. This can be attributed to, perhaps, the merchant peoples who long ago appeased the Oagramakandi warlords in exchange for eternal protection. Now, these merchant guilds have been exerting their influence and are attempting to expand their economic operations throughout the Oagramakandi domain. It is still questionable whether or not the warrior-king ruling class will allow the merchant class to gain prominence in Oagramakandi society. Meanwhile, the elder Izkric and his elite group of "Horsegoblins" are still very much so at the forefront of Oagramakandi military affairs, slightly disillusioned by the presence of more foreigners in the Orc-country and more concerned with the threat the necromancers of Heras-Fel pose to the north (and upset that the Orcs have not done more to deal with that threat). When many Human cities in the northern steppe fell to the army of Heras-Fel, refugees, survivors, and veterans of the war fled to Oagramakandi. They remain there to this day, warning many within the kingdom of the horrors that could lie ahead.

Kingdom of Ajama (Ninja Dude)
Ruler: Opinnu Dulli II
People: Elves (85%; dominant in politics, economics, and society), Humans (15%; slaves, servants, untouchables)
Factions: Elvish Nobility (5/4), Merchant-Smugglers (3/2), Human Resistance (2/1)
Wealth: 9,000 / 7,000 (2,000 / 3,000)
Wonders: None.
Military: Poor quality levies with experienced veterans as senior officers and advisors, elite and heavily armored boar cavalry, extremely disciplined and zealous professional infantry, some powerful mages, some inexperienced magic-users
Army: 70 companies
Navy: 0 (landlocked)
Growth: 15%
Original Proposal
Rulers of the Suruli Forest, the Ajamani Elves are a proud, ancient people, and perhaps as "Spartan" as Elves can get. They did not take over the Suruli with magics of beauty or feats of grace, but by using pure, brute force. Their highly capable military is mostly used to quell Human rebellion, yet it has been so efficient in doing this that the resistance is but a whispering shadow of its former glory. The forest tribes of the Humans, and the more civilized towns, have been occupied for so long that generations of stories and cultural traditions are built around subjugation and the fact that they are lesser creatures than their Elvish overlords. The Kingdom of Ajama itself maintains a powerful and conservative nobility, which guards the throne with fire-eyes and iron fists. This nobility, and the hegemony of the Ajamani over the Suruli, was allowed to thrive over the last millennium. This has much to do with the fact the Melgothi horde's reluctance and inability to launch a successful attack on the dense and confusing Suruli, especially compared to their seemingly more docile targets of the Senathian plain. Now, Ajama, like much of Sekai, is at a crossroads. Subjugation has worked well, but the Ajamani military grows restless, along with it the nobility that controls it. Additionally, Humans who have accepted their status in Ajamani society, and "common-Elves" have begun to make exceptional livings through trade with the various polities surrounding the Suruli (Cala and Mulund to a lesser extent, mostly former Senathian realms and as far as the polar-opposite Sahoje Elves and the trade cities of Luxavo and Tavastara-Zai). The creation of a rising merchant class has caused some Ajamani lords to tighten their grip on their domains, creating considerable tension and feeding the fire that is smuggling. Some lords wish to eliminate this "mixed" and "mutty" merchant class by warring against its source: the former Senathian realms.

Kingdom of Fyirmenedd (Lord_Iggy)
Ruler: King Anerryn Fyirspark
People: Dwarf (85%; primary; dominant political presence), Gnome (14%; cooperative; proportional political presence), Human (1%; cooperative; members of the Green Cloaks; no political presence)
Factions: Fyir Academics (4/4), Order of Elynn (4/2), Court Nobles (3/3)
Wealth: 10,000 / 5,300 (20,000 / 0)
Wonders: Mage Towers of the Delving (more power and knowledge to mages; fast and efficient magical travel for mages within Fyirmenedd territory)
Military: Capable sentries and Dwarvish soldiers, many elite and incredibly powerful mages practicing several different "schools", several powerful and trained sorcerers who have honed their skills, a few intelligent and loyal frost giants, summoned rock and ice golems and spirits, slow cold-water sea serpents used as ships to the Yoa Islands (only really good as transports in cold waters)
Army: 50 companies
Navy: 3 ships
Growth: 10%
Original Proposal
The Kingdom of Fyirmenedd is one of the oldest monarchies in Sekai, tracing its beginnings to the Second Age, when the prominent Queen Elynn unified the Dwarves of the Koalir and sponsored expeditions to the former wastelands. These expeditions recovered numerous magical artifacts, many of which were dormant until the beginning of the Third Age. When the "Fyir", or Dwarvish sorcerers, began to be born and their powers witnessed throughout the halls of the Koalir, the Dwarves began to revere their powers and construct their society around magic. It was during this time, in the early Third Age, that the great Mage Towers of the Delving, which still stand today, were erected. Throughout Sekai, stories began to be told about the mage-Dwarves of the north. And indeed, the ruling class of Fyirmenedd claimed Horasean ancestry, their claim well-respected by many who witnessed their remarkable powers. As the Third Age progressed, the only threat to Fyirmenedd's sovereignty was the Melgothi horde, the barbarian-men from the Northwild who once occupied a wide swath of Sekai. Their blood shamans were a significant rival to Fyirmenedd's mages, yet in the end, the Dwarves were victorious, and the Melgothi's other frontiers were significantly threatened. Reluctant to expand from the Koalir, the politically-reclusive Dwarves did not occupy the Melgothi realm, which some viewed as a blunder. Now, Fyirmenedd looks at the Melgothi resurgence with caution, as many elders pass down oral stories of blood shamans and their cruel, twisted magics. Despite this danger, Fyirmenedd is still a haven and hub for travelers and treasure-hunters. Artifacts are either kept in "official" vaults deep underground, or scattered throughout the Koalir, still waiting to be found. Excavation is seemingly never-ending. The Fyir Academics, who are essentially sorcerers and teachers of sorcerers, operate efficient academies designed to train sorcerers and tap into their power. And these academics care little for artifacts, and more for how to tame the power they emit. Their political clout has significantly grown recently, much to the chagrin of the traditional court nobles, who view them as unstable and overly-religious. Meanwhile, the Order of Elynn, the original order of arcana-seekers, arcane scholars, and other like-minded individuals (mages), is also concerned with the Fyir's growing influence. To them, the Fyir care only for sheer magical power, and little about the actual study and retrieval of valuable, historic artifacts.

Kayuga Nation (nutranurse)
Ruler: High Matron Mawab Eagle-Killer
People: Orcs (90%l primary; dominant political influence), Goblins (10%; secondary; minor political presence; dominant religious presence)
Factions: Irwaquo Shamans (4/4), Ohnawa Zealots (3/2), Jogah Mountain Spirits (5/3)
Wealth: 3,000 / 2,000 (1,000 / 0)
Wonders: None.
Military: Fiercely devoted and powerful Orcish war-parties, several skilled Goblin shamans, a few powerful mountain spirits, a few subjugated giant mountain eagles, very primitive siege capabilities
Army: 20 companies
Navy: 0 (landlocked)
Growth: 10%
Original Proposal
The seemingly homogenous peoples of the Kayuga are actually an amalgamation of several different mentalities and cultures, sharing a similar Orcish blood line. The tribes of the Kayuga began in the middle-heights of the Agadans, developing in the same mountain range as Goblins and Dwarves, albeit on the southern slopes and in lower altitudes. As such, their tribes have had little interaction with what they call the "north-world". For a long while, stories of the Kayuga were told throughout Sekai, though these mostly paint the Orcs as a bunch of mountain natives, expressing little desire, or having any reason, to form a coherent state. When one looks closer, they will see that the Kayuga operate in a complicated religious-honor system, one that goes beyond the typical Orcish warrior-code mentality. The reason for this is the presence of the Irwaquo Goblins, a group of religious shamans who have been instrumental in uniting the tribes and keeping them together. They have begun to exert their influence further in recent years, taking the Kayuga beyond their normal routine of Elvish harassment raids against the Dainelai. However, one Kayuga tribe, the Ohnawa, are extremely disdainful at the growing religious authority and presence of Goblins within an otherwise pure Orcish society. Additionally, the south Agadans mountain spirits, called "Jogah" by the Kayuga, are strong potential allies - but difficult to befriend or subjugate.
 
Non-Player Polities I

Spoiler :
The Cult of Heras-Fel (NPC)
Ruler: Unclear
People: Human (60%; primary; dominant political presence; other factions are rebellious), Elf (40%; cooperative; some political presence; other factions are rebellious) [note: People listed here are living; this population summary does not include the undead.]
Factions: Darkwind Elves (4/2), Sentient Ghosts (5/5), Rebel Whisperers (4/1)
Wealth: 6,000
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: 50 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: 4,000
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: 30 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.

Goblin Cavern of Gronos (NPC)
Ruler: Chief Migred
People: Goblin (90%; primary; dominant political power), Dwarves (10%; cooperative; no political power; merchants, teachers, and travelers from Fyirmenedd who decided to stay)
Factions: The Mage-Kind (4/3)
Wealth: 1,000
Wonders: None.
Military: Standard Goblin military, some mages specializing in cold mountain magics, a few subjugated frost giants
Army: 8 companies
Navy: 0 (landlocked)
Growth: 5%
Gronos is one of the "Twin Goblin Caverns" of the western Koalir. The majority of the wealth of Gronos comes from plundered mines and stolen artifacts from Fyirmenedd, some so valuable they were able to fund an entire state. Yet the relationship between Gronos and the magical Dwarves of the Koalir is not one of hostility, but one of uncomfortable maintenance of the status quo. The Dwarves are wary of the Goblins, who are often uncooperative and dishonest. Yet they are nothing more than a (below average intelligence) nuisance to Fyirmenedd's leadership, and do not represent Koalir Goblins as a whole (as Kesnas can attest to). Militarily, Gronos would be no match against Fyirmenedd's mages. In fact, interestingly enough, Gronosian Goblins came to the aid of Dolenn when the Melgothi Horde threatened its walls. Some Fyirmenedd teachers have settled down in Gronos, attempting to educate the Goblins in magical ways. This has, over time, created a class of mages that the cavern-dwellers call "The Mage-Kind".

Goblin Cavern of Kesnas (NPC)
Ruler: King Halas VII
People: Goblin (80%; primary; dominant political power), Dwarves (20%; cooperative; no political power; merchants, teachers, and travelers from Fyirmenedd who decided to stay)
Factions: Frost Giant Villages (4/4), Cold Druids (4/2)
Wealth: 1,200
Wonders: None.
Military: Standard Goblin military, several highly capable frost giants, some exceptional mages specializing in the summoning of cold-mountain creatures (cold druids)
Army: 10 companies
Navy: 0 (landlocked)
Growth: 5%
Kesnas has benefited from the gradual settlement of Fyirmenedd Dwarves, who have greatly educated the Goblins of this humble cavern. The city has also maintained a healthy relationship with several villages of frost giants in the area, and has even employed their services in the Kesnasian military. Over the last few generations, the teachings of Fyirmenedd have created a powerful class of Goblin "cold druids", who have become more and more reclusive over the last few years.

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: 5,000
Wonders: Nelathi Totem (more power to shamans)
Military: Lightly-armored barbarian hordes equipped with primitive yet effective weapons, some archers, a few wood giants ("brutes"), highly capable "blood shamans" (shamans specializing in voodoo-like magics and dark wood-creature summonings, such as giant beetles and swarms of insects), raiding galleys and specialized longships, long-distance knarrs
Army: 60 companies (20 from Northwild tribes)
Navy: 20 ships (10 from Northwild tribes)
Growth: 10%
The Melgothi were nomadic for much of the Third Age, but eventually settled in the Northwild. Their true origin is unknown. 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.

Queen's City of Thelila (NPC)
Ruler: Elf-Queen Mindila
People: Elf (100%)
Factions: Ajama Court Observers (2/3)
Wealth: 1,000
Wonders: None.
Military: Extremely elite Elvish military, some tamed giant bears, several wood spirits, several mages focusing on forest magics
Army: 7 companies
Navy: 0 (landlocked)
Growth: 10%
Thelila has been able to carve out its own autonomy from the Suruli Forest, even amidst Ajamani expansion. For a long while, Thelila was essentially a bitter vassal of the larger Senathian empire, and the unfortunate battleground for many battles between Melgothi barbarians and Senathian knights. Yet the not-so-recent downfall of both of those powers allowed Queen Mindila to use her aristocratic ties to ascend to the top of the throne and restore dignity to her people. She currently has seven children, four girls and three boys, and rules her small realm with benevolence, claiming dominion over the surrounding forests. Thelila is a must-visit realm for travelers seeking safe passage through the "narrow" Northwild (the term "narrow" is used to describe the small strip of the Northwild one must cross in order to reach the Koalir Mountains). This Elvish city is the last major stop on the only known road crossing through that wilderness. It is an old dirt road, but the Elves of Thelila try to keep it in decent condition.


Non-Player Polities II

Spoiler :
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: 7,000
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: 60 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), Ajamani Minority (5/2), Lorenathia Loyalists (5/2), Non-Ajamani Elves [Sahoje and others] (4/4)
Wealth: 3,000
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, Ajamani 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 Ajamani attitude of superiority, their dedication to regional trade routes was remarkable). Yet Lorenathia was not pleased. The Order of Esalos saw the Ajamani 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 Ajamani 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 Ajamani 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: 2,000
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 Ajamani 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).

Principality of Dorn (NPC)
Ruler: Prince Finedin
People: Human (75%; primary; dominant political influence), Elf (15%; cooperative; no political power), Orc (10%; considered second-class citizens, but cooperative nonetheless)
Factions: Lorenathian Advisors (4/4), Order of Esalos (4/4)
Wealth: 900
Wonders: None.
Military: Basic Human military with Lorenathian elements
Army: 8 companies
Navy: 0 (landlocked)
Growth: 5%
The Principality of Dorn is essentially a vassal of Lorenathia, and a former contender to the court of Senathia. The principality was once a major trading site and crossroads in the former Senathian empire. Now, it is a crumbling remnant, and only remains itself due to copious amounts of Lorenathian support.

Principality of Onyd (NPC)
Ruler: Prince Alidon
People: Human (80%; primary; dominant political influence), Elf (20%; coopeartive; no political power)
Factions: Lorenathian Advisors (3/3), Order of Esalos (5/4), Hyoenei Harbingers (5/4)
Wealth: 1,800
Wonders: None.
Military: Basic Human military with minor Elvish and Lorenathian elements
Army: 16 companies
Navy: 0 (landlocked)
Growth: 5%
The Principality of Onyd is a vassal of Lorenathia. Even so, the principality has received little in defense against the potential dark, undead horde which occupies the eastern banks of the Hyoenei River. As such, Prince Alidon has personally led a quest to garner more support from local villages and towns, creating what he calls the "Harbingers". Their alarmist mentality has drawn recruits from around the region and has weakened the power of Lorenathian politicians.

Principality of Sonol (NPC)
Ruler: Prince Wandil
People: Human (75%; primary; dominant political influence), Elf (15%; cooperativel no political power), Goblin (5%; considered second-class citizens, but cooperative nonetheless; exiles from Arrek), Orc (5%; merchants from Oagramakandi; considered second-class citizens; not very cooperative)
Factions: Lorenathian Advisors (3/3), Order of Esalos (4/4)
Wealth: 1,500
Wonders: None.
Military: Basic Human military with minor Elvish and Lorenathian elements
Army: 12 companies
Navy: 0 (landlocked)
Growth: 5%
The Principality of Sonol was once a grand city in the Senathian empire, but has since fallen into decline. It was once a major link in the thoroughfare running through the Noldevine Pass and to the southern Grand Duchy of Halde. Recently, it has accepted exiles from the harsh Goblin domain of Arrek, and has even allowed merchants from the powerful Oagramakandi Kingdom to enter the city. The Orcs of Oagramakandi are largely disrespectful to the Esalos priesthood which operates in Sonol, causing tension in the marketplaces. Oagramakandi Orcs consider themselves immensely superior to the weak Humans of the former Senathia.

Ancient Orcish City of Helisk (NPC)
Ruler: Orc-Lord Dregoch IV
People: Orc (100%)
Factions: War Party Veterans (5/3)
Wealth: 700
Wonders: Battle Tower of Dregoch II (fierce morale to troops)
Military: Excellent Orcish soldiers, basic siege capabilities
Army: 7 companies
Navy: 0 (landlocked)
Growth: 5%
Helisk is an old, old city of Orcs, and it has not changed much since its inception. It is largely xenophobic and has prevented the migration of other races to its abode. This has made the city closed off to the otherwise bustling trade of the region. The pride of Helisk has led to its downfall. It was once a larger kingdom which waged successful war against the former Senathian empire. Elder citizens in the current Principality of Enorti and the nearby Elvish realm of Sahoje still remember the raids of Helisk. Now, there is a powerful caste of veterans or those related to veterans who wish to wage war. They have begun to once again worship the battle tower erected by the mage-warrior Dregoch II, ancestor to the current lord. However, the pride of Helisk might again result in downfall, for the city is ill-equipped to wage successful war against the polities of the region. The Elves of Sahoje all but annihilated the former glory of the Helisk military in a bloody war many moons ago. In many ways, the story of Helisk is a sad one, with misplaced honor trumping life and success.
 
Non-Player Polities III

Spoiler :
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: 4,000
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: 30 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. The city of Tajohenije has also served as an important stop for travelers moving along the road from the Palerise region to northern Sekai.

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: 2,000
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: 3,500
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", a term given collectively to various sea-loving scoundrels operating throughout the region. 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 guilds occupying the highest positions of power within Wyldra. The current king, Sucarold II, is not a pirate himself, 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, pirates have made a clear separation between their piracy and the affairs of government. They use their influence to keep government out of various illegal affairs, and have even allowed the establishment of a small, nominal Wyldran fleet. These 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).

Realm of Eliri (NPC)
Ruler: Lord Trin (Half-Elf)
People: Human (50%; shares political power), Elf (30%; shares political power), Half-Elf (20%; shares political power)
Factions: Pirates of Coralfire (3/1)
Wealth: 3,000
Wonders: None.
Military: Seasoned soldiers, basic siege capabilities, well-trained captains and sailors, decent cogs and galleys
Army: 20 companies
Navy: 5 ships
Growth: 15%
Eliri is a proud seafaring city, and one that has much to fear from a Melgothi resurgence. Eliri also boasts one of the largest percentages of Half-Elves, a phenomenon the people of Eliri are proud of. The city is a bastion along the Gulf of Maebon and at the mouth of the Solamoan River. It is also a major link in the thoroughfare heading west from Cala. Unfortunately, infiltration by pirates from Coralfire has greatly effected Elirin political affairs. The current lord has been struggling to prevent the Wyldrans from gaining more influence over the city.

City of Horanor (NPC)
Ruler: Lord Banel
People: Human (90%; primary; dominant political influence), Elf (10%; cooperative; major political power from Wyldra)
Factions: Pirates of Coralfire (4/3), Taiford Independents (4/3)
Wealth: 1,200
Wonders: None.
Military: Seasoned soldiers, basic siege capabilities, well-trained captains and sailors, decent cogs and galleys
Army: 6 companies
Navy: 6 ships
Growth: 10%
Horanor is essentially a vassal of Wyldra, though this relationship is relatively recent. The Pirates of Coralfire have infiltrated much of the political workings of Horanor, and have instated the city's most recent lord, Lord Banel. They are currently in the process of taking over the city's docks. In direct opposition to Wyldra and the pirates are the Taiford Independents, a collection of Horanor military elite hoping to secure the Taiford Islands and expel the Wyldra from Horanor altogether.

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: 2,500
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: 2,000
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: 18 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. The greatest threat to the Dainelai are the Orcs of Kayuga, who consistently raid any Dainelai expeditions outside of the Eltalon. The Orcs have only once successfully subverted the power of the White Bramble, and this was generations ago and only done with the help of their Irwaquo Goblin shamans. Otherwise, the raids of the Kayuga on the Dainelai are mostly a nuisance more than a coherent threat against the Elvish peoples of the Eltalon.


Non-Player Polities IV

Spoiler :
Grand Duchy of Halde (NPC)
Ruler: Grand Duke Ralas
People: Human (60%; primary; dominant political influence), Dwarf (20%; cooperative; some political influence; strong convert class), Elf (20%; cooperative; minor political influence; restless citizens)
Factions: Order of Esalos (5/3), Dwarvish Convert Society (3/3), Elvish Seculars (3/1)
Wealth: 6,000
Wonders: Cathedral of Esal Helanir (more efficiency to paladins, this church advocates more war-like activities compared to Lorenathia's special cathedral)
Military: Seasoned soldiers, decent siege capabilities, converted Dwarvish war parties and paladins, Human paladins (Knights of the Duke)
Army: 40 companies
Navy: 0 (landlocked)
Growth: 10%
The Grand Duchy of Halde is formally the second most important member of the Lorenathia-Halde commonwealth. Informally, Halde is significantly different from Lorenathia. As the Melgothi raids died down in the north, Esalos priests expanded their influence and their churches as far south as Halde, moving through the Noldevine Pass (and in some cases even across Diedric's Skyhorns), and establishing missions near the Palerise Forest and adjacent to the Tealstone River. The populace of the scattered towns and cities of the Tealstone region were enthralled that Esalos protectors had arrived, for the Kalec realms of the Hanajj region had consistently threatened their sovereignty for much of the early Third Age. Thus, a duchy was born, began by the priesthood in order to preserve Esalos in the plain. For a time, Halde's position as a powerful regional theocracy worked well. The people of the plains had a grand protector in the Cathedral of Esal Helanir, and many nomadic Dwarves intrigued by the preachings of the Esalos priests settled down in the Tealstone region. Yet migrating out from the dense, mysterious Palerise and Midgrove Forests were Elves looking to settle in the plain, make a decent living, and start families. Since the great outpouring of Elves from the woods, there has been great tension within the Halde domain. The Elves are extremely secular, rejecting the preachings of the Esalos priests. Some who have been more outspoken about their dissatisfaction with the priesthood have gone missing, creating an uproar even among elements of the Human populace. Now Halde is at a crossroads, as more Elvish seculars exert their influence. And the Kalec realms of Hanajj are no less willing to wage religious war against the infidels of the plain.

Sultanate of Yali al-Telat (NPC)
Ruler: Sultan Duayyad III
People: Human (65%; primary; dominant political presence), Orc (25%; cooperative; some political power), Goblin (5%; cooperative; minor presence), Elf (5%; cooperative; minor presence)
Factions: Medisid Kalec Fanatics (5/4), Orcish Mamluks (4/4), Viziers (3/3)
Wealth: 4,000
Wonders: Mosque of Kalecca (speed and zealous behavior to troops)
Military: Seasoned soldiers, a specific Orcish military caste (Orcish Mamluks), skilled camel cataphracts, dedicated and powerful imam (magical Medisid priests), primitive cogs, decent siege capabilities, some tamed giant vultures
Army: 30 companies
Navy: 5 ships
Growth: 10%
At the beginning of the Third Age, a powerful religious order called the Medisid began preaching of the "true life" through a prophet named Medi. The "true life" told of a group of gods who protect Sekai from the Raiejans and other outside powers. These gods were essentially the Hanajj region's interpretation of the magical beings who rejuvenated Sekai one thousand years ago. According to the teachings of Medi, all beings in Sekai must worship these gods in order to reach "true life". And the Sultanate of Yali al-Telat is willing to achieve this goal with force, if necessary. This sultanate is a major player in the Hanajj region and has skirmished frequently with the troops of Halde to the north. They have maintained healthy relations with the other polities of the Hanajj for several decades now, but there are some dramatic differences between these polities which often get in the way of a comprehensive alliance (for example, some Medisid polities advocate peaceful methods of faith, while Yali al-Telat advocates all-out war, perhaps due to its sizable converted Orcish minority). The Orcs of Yali al-Telat hail from the Akkal Ridge and were, several centuries ago, first used as warrior-slaves. Eventually they advanced in status and have forged a powerful warrior caste within Yali al-Telat society. Many in southeastern Sekai fear the Orcish mamluks of Yali al-Telat, and with good reason. They are zealous and fanatical, and are willing to die for their Medisid faith.

Sultanate of Qanaqar (NPC)
Ruler: Sultan Ja'far Sahifa
People: Human (85%; primary; dominant political presence), Goblin (15%; cooperative; some political power)
Factions: Medisid Ma'un Imamhood (4/4), Medisid Kalec Fanatics (2/1), Viziers (3/3)
Wealth: 4,000
Wonders: Musadin Academy & Palace (excellent scholars, alchemists, and protective priests)
Military: Seasoned soldiers, skilled camel cataphracts, dedicated and powerful imam (magical Medisid priests), decent cogs and captains, excellent battlefield alchemists, advanced siege capabilities, some freed and noble efreeti genies
Army: 20 companies
Navy: 2 ships
Growth: 10%
The Musadin school of the Medisid faith advocates a peaceful expansion of Medisid and its teachings. This is in direct opposition to the "Kalec" school of Medisid, which advocates war and violence. Despite their differences, the two versions of Medisid co-exist in the Hanajj region and have not had much reason to fight for the last several decades. However, throughout the Third Age, small regional wars tore the religion and its advocates apart. The result of these wars was the foundation of two wildly different states: the Sultante of Yali al-Telat to the north, and the Sultanate of Qanaqar to the south. They now acknowledge their differences, and Qanaqar is content to sit idly and espouse its peaceful teachings while Yali al-Telat attempts war on Halde and the towns and villages of the northern plain. Unique to Qanaqar is a sizable Goblin minority, most-likely from the Kaleki Ridge. Most of these Goblins have converted, and many have contributed greatly to the education of Qanaqar inventors, captains, and alchemists. Qanaqar's Musadin Academy & Palace serves as both a religious and a scholarly location, and focuses on the training of brilliant imam who use their magics for mostly protective purposes.

Sultanate of Falek (NPC)
Ruler: Sultan Almaldina II
People: Human (80%; primary; dominant political influence), Orc (15%; cooperative; no political power), Goblin (5%; cooperative; no political power)
Factions: Medisid Kalec Fanatics (4/4)
Wealth: 1,200
Wonders: None.
Military: Seasoned soldiers, a specific Orcish military caste (Orcish Mamluks), skilled camel cataphracts, some imam (powerful Medisid priests), primitive cogs, decent siege capabilities
Army: 10 companies
Navy: 0 (landlocked)
Growth: 10%
The Sultanate of Falek is largely a vassal of Yali al-Telat, though it operates also as a beneficial crossroads between Qanaqar, Yali al-Telat, and thus the two different schools of the Medisid religion (Kalec and Musadin). Falek nonetheless falls more in line with the violent teachings of the Kalec priests.

Sultanate of Mekad-al-Mys (NPC)
Ruler: Sultan Muyadah
People: Human (60%; primary; dominant political influence), Goblin (40%; cooperative; major political influence)
Factions: Medisid Musadin Imam (4/4), Goblin Merchant Caste (4/4)
Wealth: 2,000
Wonders: Marketplace of Mekad (exceptional trade revenues)
Military: Seasoned soldiers, skilled camel cataphracts, some dedicated and powerful imam (magical Medisid priests), decent cogs and captains, basic siege capabilities
Army: 10 companies
Navy: 8 ships
Growth: 20%
The Sultanate of Mekad-al-Mys is not a vassal of Qanaqar, but is a powerful ally of that larger Sultanate. The city also operates as a major trade hub between Qanaqar, the desertfolk of Ufalmu-aw-Hanajj, and the minor naval peoples of the Kelaki Ridge. Mekad-al-Mys subscribes more to the peaceful virtues of the Medisid faith.

Sultanate of Dindisma (NPC)
Ruler: Sultan Elenis
People: Human (80%; subjugated; rebellious), Orc (20%; secondary; only political presence)
Factions: Medisid Kalec Fanatics (4/3), Ka'elkannah Warlords (5/4)
Wealth: 1,500
Wonders: None.
Military: Fanatical soldiers, decent camel cataphracts, some imam (magical priests)
Army: 10 companies
Ships: 0 (sea dominated by Ka'elkannah)
Growth: 5%
The Sultanate of Dindisma is of different ethnicity and language group from the Hanajji sultanates, yet it shares a significant feature: the presence of the Medisid faith. This faith was largely a "third school" of Medisid, not advocating peace or war for its goals, but simply existing as a form of peace for the young men who would inevitably become slaves for the Ka'elkannah. In recent years, however, the Medisid imam of Dindisma have begun to grow more militant, adopting the Kalec school of Medisid and confronting the Orcish warlords and their Ka'elkannah armies. The nomadic imam have begun to create fanatical soldiers out of those in Dindisma who would stand up against Ka'elkannah, wishing death over slavery and subjugation. Meanwhile, the position of Sultan is occupied by an Orc of Ka'elkannah descent, a once-clever puppet who struggles to continue to fool the restless populace. These days, many call for a "real" Sultan to be instated.

Republic of Nalahorah (NPC)
Ruler: Telahan Astoreha IV
People: Orc (70%; primary; dominant political presence), Human (20%; cooperative; some political presence), Goblin (10%; cooperative; some political presence)
Factions: Deranola Tribes (4/4), Hedreki Giantfolk (3/3)
Wonders: None.
Wealth: 4,000
Military: Seasoned soldiers, skilled camel cataphracts, war elephants, excellent siege capabilities, several Hedreki giantfolk, barbarian mountain druids, some rock golems
Army: 30 companies
Navy: 0 ships
Growth: 10%
The Republic of Nalahorah is thought to have been founded during the High Wars, around the same time Ka'elkannah was founded. The Republic grew to encompass much of the southern portion of the Hedreki Highlands. Any attempts at expanding outward through the Anokan Sea ended in bloody wars and brutal failures against the superior Ka'elkannah navy. Since then, Nalahorahh has focused on the defense of their realm, seeking out the various peoples of the Hedreki and gaining their loyalty. Nalahorah trades with the various peoples of the northern Hedreki range and the open plains surrounding it. This regional focus has lent the Nalahorahns exceptional allies. The dark-skinned Deranola tribes that dot the regions surrounding the Desert of Xas have pledged loyalty to the Republic and have supplied the Nalahorahn military with copious amounts of war elephants. The mountain barbarians have lent their mountain druids to the Republic, calling forth powerful rock golems. Even the elusive giantfolk of the Hedreki have gradually incorporated themselves into Nalahorahn society. While Nalahorah cannot compete with Ka'elkannah in the Anokan Sea, they hope to at least secure their domain and perhaps provide a nuisance to any attempts at securing the neighboring polity of Dindisma. Note: The Telahan is the ruler of the Senate. The Senate contains representatives from the various prefectures of Nalahorah. Nalahorah speaks a language related to that of Ka'elkannah, yet after centuries of other peoples migrating to the Hedreki Highlands, it has changed significantly and currently displays little resemblance to the Ka'elkannah tongue.
 
Player Guilds

Spoiler :
The Incorporated Conclave (Thlayli)
Run by Unknown
(5 / 4)
Trades: Banking, Commerce, Law
Locations: [interregional guild] Ka'elkannah, Kertus, Mokata, Aswarol, Tavastara-Zai, Luxavo, Senathia
Wealth: 3,000 / 2,700 (4,000 / 0)
Force: Various low-level thugs supplemented by a well-trained, elite "guard" composed of military elements similar to the city in which they originate, archmages under the service of the guild, rumored powerful mages posing as bankers, some assassins and mercenaries
Arms: 7 / 30 companies
Original Proposal
The Incorporated Conclave has no headquarters. In fact, its history is loaded with riddles and uncertainties. It is in the large, bustling, urban locales of Sekai that one is most likely to find associates of the Conclave, though a Sekaian would not know it; very few individuals know of the Conclave's existence. The guild operates under a hodgepodge of different pretenses, concealing their interconnectedness except to the most high-level officials. Driven by wealth and influence, the Conclave operates a wide network of financial control, stemming from several of Sekai's polities. Conclave presence has undoubtedly contributed significant wealth to every polity it has touched. As such, nation-states are hardly wary of Conclave presence. The Conclave controls several aspects of power in several places, and their ever-expanding web of financial dealings is more than enough to secure their status as the wealthiest guild in Sekai.

The Exiles of Kelen (HunterG24)
Run by Prince Borcas Windem IX (Human)
(3 / 4)
Trades: Mercenary Work, Warfare, Horseback Combat
Locations: [local guild] Dhirum, Izkili, Mokata, other areas of northern Oagramakandi
Wealth: 0 / 600 (1,000 / 0)
Force: Elite, heavily-armored knights and paladins
Arms: 6 / 10 companies
Original Proposal
The Exiles of Kelen were once proud warriors of the Principality of Kelen, a princedom which was part of the larger, now-extinct Hiradon Kingdom. The principality suffered greatly at the hands of the Heras-Fel in their initial onslaught from the Woodwall. The growing realm suffered many setbacks in their war against the undead hordes. Finally, in a single "night of terror", the dark lords of the Cult established dominion over Kelen. Many lords of the court of Kelen betrayed the prince, while others remained loyal to him. Prince Windem IX escaped that evening with a host of retainers and loyal lords. The exiles made their way to the Orc-lands, fighting their way through mired lands teeming with the undead. With support from King Borka, they now operate largely within the Kingdom of Oagramakandi, seeking to take back their realm and expel the dark cult from the north-plains. Many Humans retreated from the north-plains as the Cult expanded. The Exiles may utilize this manpower to add to their ranks.

Winged Eyes (Seon)
Run by Lucius the Lightbringer (Human)
(4 / 3)
Trades: Information, Mercenary Work, Protection
Locations: [regional guild] Kertus (main chapter), Rivetwood, Anuvyl, Eliri
Wealth: 1,500 / 1,900 (3,000 / 0)
Force: Seasoned spies and assassins along with more practical Human military elements (basic soldiers)
Arms: 7 / 20 companies
Original Proposal
The Winged Eyes are operated by a mysterious man known to many as the "Stranger" (Lucius the Lightbringer). This man is one of many "lightbringers", guild masters whose identities are kept secret except to the most high level officials. The guild began in the city of Kertus as an honest venture spearheaded by a man named Torino. It has since evolved into a network of gossip, information, rumors, espionage, and assassination. Similar techniques have been used to maintain the guild's status throughout many cities and trade routes of the Westworld. Despite this, the Winged Eyes operate under a "Code of Honor", which is composed of several complicated customs designed to ensure that only intelligent, capable members are brought into the guild. Therefore, the Winged Eyes still attract a plethora of clients. These clients are drawn to the guild's strict confidentiality laws, exceptional services, and the often flawless execution of those services.

The Green Cloaks (merciary)
Run by High Mage Athon (Human)
(5 / 2)
Trades: Magical Training, Magical Research, Mercenary Work (Magi Users for Hire), Minor Alchemy
Locations: [local guild] Gryddfyir (main chapter)
Wealth: 800 / 1,500 (4,000 / 0)
Force: Exceptionally elite, well-trained, experienced sorcerers and mages (of all kinds)
Arms: 5 / 15 companies
Original Proposal
High Mage Emast, the founder of the Green Cloaks, was drawn to the magic-rich lands of the Fyirmenedd. Long ago, he became one of the Kingdom's first permanent Human citizens, along with his family. Many mages and scholars followed in his footsteps. Interested in creating his own academy of magical education, Emast lobbied Fyirmenedd officials for a higher status in their kingdom. Impressed by the High Mage's abilities and knowledge, the council of Gryddfyir accepted Emast's application and allowed him to build the school he envisioned. Over time, the school gathered a significant amount of debt. It was clear that the school's status as a free-of-charge academy would no longer be sufficient. Later High Mages began to open the academy only to those who could afford it. Today, High Mage Athon operates the academy, where he trains mages and sorcerers (sometimes from a very young age), while often sending them on adventures far from the Koalir. While most Fyirmenedd view the academy as lesser compared to Dwarvish schools (and nothing but a business), some Dwarf-folk are interested in this academy, as it often sends them to lands outside of the Koalir. In many ways, the Green Cloaks are a Fyirmenedd Dwarf's passage to other lands.


Non-Player Guilds

[ coming soon ]


Player Characters

Spoiler :
Gargel, the Rambling (lord_joakim)
Human, Male / 175cm / ~60 kg / pale skin, brown messy hair, green-brown eyes; decidedly northern; a pretty lad behind the dirt; 20-25 years old
Aspects: Herbalism (4/4), Rune-Reading (4/4), Thievery (3/4)
Inventory: Rags, stick, plague doctor suit
Current Location: Haraz
Original Proposal
Dressed in rags and carrying few belongings, Gargel's past is a mystery to most. He is admired by many for his grace with language and knowledge in herbs and runes, but can he be trusted?

Aria Mithra, the Lost Princess (Adrogans)
Elf, Female / 6' / athletic, very long gold hair, violet eyes; 45 years old
Aspects: Sorcery (4/1), Knife-Play (3/3), Stealth (4/1)
Inventory: Knives/daggers, short bow, high class and travel outfits, assorted jewelry
Current Location: Madraga
Original Proposal
Daughter of a prominent noble family, Aria was kidnapped when she was younger. During that time, she discovered her hidden powers and the insanity that seems to accompany them.

Missy, the Tenderfoot (Luckymoose)
Human, Female / 5'2" / 105 lbs / brown hair, hazel eyes, fair skin, petite; 16 years old
Aspects: Knife-Play (5/2), Stealth (5/2), Thievery (4/3)
Inventory: A dark brown cloth cloak, a leather chest piece with assorted belts and loops holding multiple small daggers, small bag with assorted personal items
Current Location: Cocuvy
Original Proposal
A curious, nimble orphan with a mysterious past, Missy has learned to survive via her own wits. Much to the dismay of many headmistresses, she often depends on an orphanage (she has been to many) to tidy up her wounds and feed her.

White Peter (Masada)
Human, Male / 6'3" / 90 kgs / blond hair, white eyes, muscular, generally handsome; between 50 and 60 years old, but doesn't look it
Aspects: Sorcery (5/2)
Inventory: Several different outfits, an assortment of man-jewels, a fine horse, a bloodied dagger, a fine black woolen cloak
Current Location: Dhirum
Original Proposal
After discovering his incredible and deadly abilities, White Peter was banished from his village and has not returned since. In the forty years since that incident, he has moved from place to place and from woman to woman, killing when he needs to and sometimes even when he doesn't need to.

Alvinar, the Bard (bestshot9)
Human, Male / 5'11" / 160 lbs / fair skinned, sandy-brown hair, no scars or tattoos; mid-20s
Aspects: Music (5/3), Gambling (5/3), Fist-Fighting/Brawling (4/3), Thievery (3/1), Brewing (3/1), Knife-Play (2/1)
Inventory: Lyre, dagger, one bottle of Lorenathian Honeywine
Current Location: Kertus
Original Proposal
A young man from the Lorenathian countryside, "Al" was intrigued by stories of mythical heroes and far away lands. Inspired by these tales, he left his home and began to travel Sekai, getting himself into a plethora of interesting experiences and situations. He has learned much from these encounters, and continues his nomadic life as both a promising bard and prolific gambler.

Wotep, the Monk (Anonymoose)
Human, Male / 5'8" / clean shaven, fair-skinned, clothed only in modest monastic robes / 27 years old
Aspects: Reflexes (5/4), Physical Endurance (5/4), Martial Arts (5/4), Defensive Spiritual Magics (4/3)
Inventory: Just his robes.
Current Location: Tepchu, a village at the western base of Mt. Ulesdi
Original Proposal
Wotep was born near Mt. Ulesdi. At a young age, he was miraculously picked up by a bird and carried to the monastic order of the Muchit atop the frigid Mount Ulesdi. He was taught the Muchit way from a young age, becoming an exceptional disciple of that order, mastering his body and mind at a remarkable speed. After having a powerful revelation regarding the lives of the weak and suffering, Wotep now sets out to explore the world and himself.


Non-Player Characters

[ coming soon ]
 
Atlas

Map

The Year 1000 III
Spoiler :
sekai1000.png


Note: Towns and villages, and even some cities not part of major polities, are not shown. These are up for you, the player, to discover and even write about. Players can write about a town at the mouth of X river, or a cave in the X mountains. If it becomes a significant site in our story, I will place it on the map.

Terrain Map
Spoiler :
sekaiterrain.png


Demographics

Note: Racial indications are not pertaining to the people living in the city, but to the type of architecture or "feeling" of the city in general.

All numbers are, of course, approximations.

Spoiler :
Ajama: ~5 million people; ~70/square mile; densely forested; complex, centralized cities; hundreds of woodland villages
*Si-drahal: 67,000; bustling trade hub; densely wooded; traditional Elvish with some human elements
Trigizala: 56,000; bustling; somewhat wooded; separated between traditional Elvish in the woods and traditional Human in the grasses
Nalaman: 22,000; densely wooded; traditional Elvish
Haraz: 41,000; densely wooded; traditional Elvish with some Human elements
Kidaj: 12,000; densely wooded frontier; traditional Elvish
Pin: 8,000; lightly wooded frontier; traditional Human with some Elvish elements

Ka'elkannah: ~850,000 people; ~100/square mile; hilly and rocky; main city is extremely urban, centralized, and developed; other territories have suitable amounts of arable land; slave-driving
*Ka'elkannah (main city): 149,000; bustling; trade hub; meshing of seafaring Orcish and Human
(~180,000 on main island altogether; greater metro area would be this entire population)

Ainbridge Commonwealth: ~330,000 people; lower density in the Greater Ainbridge forests; hilly and rocky; main city is urban and slightly centralized; some areas of the main island are farmlands or open land
*Rivetwood (main city): 87,000; bustling; trade hub; seafaring Human
(~128,000 on main island altogether; greater metro area would be this entire population)

Fyirmenedd: ~3 million people; ~40/square mile; magical elements and exceptional architecture support underground civilization; extremely mountainous; complex, centralized cities; hundreds of inner-hall villages and towns
*Gryddfyir: 42,000; bustling; highly mountainous; traditional Dwarvish
Sectreffyn: 16,000; highly mountainous; coniferous; traditional Dwarvish
Dolenn: 20,000; low mountainous; coniferous; traditional Dwarvish
Caerfyir: 12,000; high mountainous; coniferous; traditional Dwarvish
Gennwyddyir: 10,000; low mountainous; coniferous; traditional Dwarvish
Cadfenn: 31,000; bustling; low mountainous; coniferous; traditional Dwarvish
Yoacwerr: 8,000; icy frontier; low mountainous; traditional Dwarvish

Madraga: ~1 million people; ~70/square mile; densely forested; complex, centralized cities; many woodland villages
*Madraga: 30,000; bustling; densely forested; traditional Elvish
Juil: 12,000; densely forested; traditional Elvish
Aiel: 15,000; densely forested; traditional Elvish

Ufalmu-aw-Hanajj: ~1.7 million people / ~300,000 in the desert regions / ~1.4 million people in the Bearsong River and Akkal Ridge regions; spread-out cities with little urban feel; atypical, desert-dwelling Human; "Arabic" Human; hundreds of desert hamlets
*Kalligu: 9,000; spread-out desert frontier; Arabic-desert Human
Hazmar: 17,000; spread-out desert with some urban centers; Arabic-desert Human
Galush: 12,000; spread-out desert; Arabic-desert Human
Uking-wa-mto: 10,000; spread-out desert frontier; Arabic-desert Human
Zambar: 53,000; bustling; urban trade hub; semi-arid Human
Kallimar: 31,000; bustling urban minor trade hub; semi-arid Human

Oagramakandi: ~11.5 million people; ~90/square mile; large amounts of arable land; low-mountain peoples with moderate amounts of forests; suitable river systems; ideal growing climate (not too dry); complex, centralized cities; hundreds of towns and villages; some "hidden" Elvish enclaves
*Mokaka: 102,000; bustling urban trade hub, with some spread-out districts; low mountainous, lowland, and moderately forested; traditional Orcish with some Goblin and Human elements
Zargat: 52,000; bustling urban, with some spread-out districts; low mountainous forested; traditional Orcish with some Goblin elements
Morain: 67,000; bustling urban, with some spread-out districts; low mountainous forested; coastal, lake harbors; traditional Orcish with some Goblin elements
Kandia: 82,000; bustling urban trade hub, with some spread-out districts; low mountainous forested; traditional Orcish with some Goblin elements
Izkili: 41,000; bustling, but mostly spread-out; lowlands; traditional Goblin with some Orcish and Human elements
Dhirum: 49,000; bustling frontier, spread-out with some urban centers; lowland riverside; meshing of traditional Orcish and Human

Luxavo: ~325,000 people; ~50/square mile; exceptional architecture supports underground civilization; low mountainous; complex, centralized main city with most of the population living in inner-hall towns and villages
*Luxavo (main city): 82,000; bustling minor trade hub; regional passage; traditional Dwarvish

Tavastara-Zai: ~560,000 people; ~60/square mile; exceptional architecture supports underground civilization, but meshed with over-land elements; low mountainous; complex, centralized main city with supporting inner-cave towns and villages, and hilly, mountainous towns and villages
*Tavastara-Zai (main city): 123,000; bustling trade hub; regional passage; traditional Goblin with some "spartan" Elvish elements

Kertus: ~170,000 people; ~40/square mile; massive urban area on a rocky, coastal region with supporting farmlands; often-rainy climate
*Kertus (main city): 160,000; bustling urban, over-crowded trade hub; mostly traditional and seafaring Human, with several diverse districts sporting a boiling pot of other racial styles; immensely overwhelming urban environment

Kayuga: ~776,000 people; ~30/square mile; low to mid-mountain society; largely tribal, spread-out populations; "cities" are congregated, spread-out tribal areas connected by winding pathways; majority of population lives in tribal towns and villages
*Moak: 23,000; spread-out mountain-side; tribal Orcish
Wyam: 16,000; spread-out mountain-side; tribal Orcish
Kawami: 9,000; spread-out mountain-side; tribal Orcish

Nalahorah: ~900,000 people; ~60/square mile; low mountain society; spread-out cities with hundreds of supporting villages and towns; rocky; dry weather
*Ahragoe: 25,000; spread-out; low mountainous; traditional Orc with some "African" Human elements
Goen: 14,000; spread-out; low mountainous; traditional Orc with some "African" Human elements
Kin Sahae: 22,000; spread-out; low mountainous; traditional Orc with some "African" Human elements
Lanah: 9,000; spread-out; low mountainous; traditional Orc

Dindisma: ~1.2 million people; ~90/square mile; centralized cities with hundreds of supporting villages and towns; little arable land; somewhat dry
*Fenixal: 39,000; bustling urban with some spread-out districts; "Arabic" Human with some Orcish elements
Triston: 32,000; bustling urban with some spread-out districts; seafaring "Arabic" Human with some seafaring Orcish elements
Comas: 19,000; bustling urban with some spread-out districts; seafaring "Arabic" Human with some seafaring Orcish elements
Minalix: 15,000; spread-out; "Arabic" Human

Yali al-Telat: ~1.6 million people; ~90/square mile; complex, centralized cities with hundreds of supporting villages and towns; plains/semi-arid lifestyle; plenty of arable land; somewhat dry
*Riyabah: 47,000; bustling urban trade hub; "Arabic" Human with some "Arabic" Orcish elements
Sedi: 21,000; bustling urban; "Arabic" Human with some "Arabic" Orcish and "Arabic" Elvish elements
Tela Telir: 23,000; bustling urban; "Arabic" Human with some "Arabic" Orcish elements
Hamenji: 36,000; bustling urban minor trade hub; "Arabic" Human
Fiyadin: 31,000; bustling urban; "Arabic" seafaring Human
Na-ab-Thulir: 16,000; bustling urban; "Arabic" Human

Qanaqar: ~350,000 people; ~90/square mile; complex, centralized cities with hundreds of supporting villages and towns; plains/semi-arid lifestyle; plenty of arable land; somewhat dry
Taghdar: 42,000; bustling urban trade hub; "Arabic" Human with some "Arabic" Goblin elements
Dar Kordina: 24,000; bustling urban; "Arabic" Human with a smattering of "Arabic" Goblin elements

Cala: ~240,000 people; ~90/square mile; single main city with hundreds of supporting villages and towns; Baltic/northern lifestyle; suitable amount of arable land
*Dertre: 32,000; bustling urban; north-seafaring Human

Lorenathia: ~2.5 million people; ~100/square mile; complex, centralized cities with hundreds of supporting villages and towns; plenty of arable land
*Senathia: 97,000; bustling urban trade hub; traditional Human
Nalen: 49,000; bustling urban; traditional Human
Pilind: 64,000; bustling urban; traditional Human with some Elvish elements
Gerovin: 32,000; bustling urban; traditional Human with some Elvish elements
Wineria: 58,000; bustling urban; traditional Human with some Elvish elements
Hana Flena: 23,000; bustling urban; traditional Human with some Elvish elements

Enorti: ~645,000 people; ~100/square mile; complex, centralized cities with hundreds of supporting villages and towns; plenty of arable land
*Hareden: 72,000; bustling urban trade hub; traditional Human with some Elvish elements
Ienelia: 63,000; bustling urban; traditional Human with heavy Elvish elements
Forden: 41,000; bustling urban; traditional Human with some Elvish elements

Arrek: ~500,000 people; ~30/square mile; spread-out, intricate mountain-cave and mountain-side cities with supporting similarly-designed villages and towns
*Gorgelak: 23,000; bustling, spread-out with some urban centers; traditional Goblin
Hrek: 11,000; spread-out with some urban centers; traditional Goblin
Norrechn: 15,000; bustling, spread-out with some urban centers; traditional Goblin
Shindarik: 9,000; spread-out; traditional Goblin

Mulund: ~170,000 people; ~40/square mile; exceptional architecture supports underground civilization; complex, centralized main city with most of the population living in inner-hall towns and villages
*Byrand: 12,000; bustling, centralized urban; traditional Dwarvish

Heras-Fel: ~1.8 million people [living] ?; ~80/square mile ?; estimates; summoning necromancers; skeleton slaves building massive citadels
*Kendas-Minar: 135,000 [living]; bustling, dark, centralized urban; several lakeside docks; atypical necromantic Human and Elf; slave skeletons
Havirnel: 18,000 [living]; ruins of a great, once-bustling, centralized city; atypical necromantic Human and Elf; slave skeletons
Kelen: 25,000 [living]; ruins of a great, once-bustling, centralized city; atypical necromantic Human and Elf; slave skeletons
Tena: 34,000 [living]; ruins of a great, once-bustling, centralized city; atypical necromantic Human and Elf; slave skeletons

Wyldra: ~1.4 million people; ~100/square mile; complex, centralized cities with hundreds of supporting villages and towns; plenty of arable land; mix of urban Elvish with traditional Elvish
*Anuvyl: 57,000; bustling, centralized urban; trade hub; cliffside; seafaring Elvish with seafaring Human and Dwarvish elements
Naliria: 14,000; bustling; somewhat urban; traditional Elvish
Hollymi: 11,000; bustling; somewhat urban; traditional Elvish with some Human elements
Teynir: 31,000; bustling; centralized urban; minor trade hub; cliffside; seafaring Elvish with seafaring Human and Dwarvish elements
Aston: 37,000; bustling; centralized urban; minor trade hub; cliffside; seafaring Elvish with seafaring Human and Dwarvish elements

Halde: ~2.1 million people; complex, centralized cities with hundreds of supporting villages and towns; plenty of arable land
*Aswarol: 51,000 people; bustling urban trade hub; Byzantine Human with some Dwarvish and Elvish elements
Walensy: 15,000 people; bustling urban; Byzantine Human with some Elvish elements
Cocuvy: 39,000 people; bustling urban; Byzantine Human with some Dwarvish and Elvish elements
Tolo: 31,000 people; bustling urban; Byzantine Human with some Dwarvish and Elvish elements
Birnidre: 23,000 people; bustling urban; Byzantine Human with some Elvish elements

[incomplete - more coming soon]


Regional Details

Spoiler :
Boranyr Sea

Koalir Mountains (cold)
Koalir Mountains (warmer)

The Northwild (cold)
The Northwild (warmer)

Yoa Islands

Isle of Helena, Isle of Vyale, and Binelur Island

The Woodwall (the western region, before it becomes impassable)
The Woodwall (moving further east)
The Woodwall (moving further east)

Endioch Mountains, Diedric's Skyhorns

The Agadans, Peaks of Ulum

Suruli Forest

Suruli Forest, Mira's Glen

Halomere Grove, other forests of the southwest

Amula, Lendri, and Shidrelir Mountains

Coralcrane Cliffs

Sunleaf Woods

Eltalon Forest, Owleye Glen

Palerise Forest (foggy state)
Palerise Forest (late spring state)
Palerise (another view)

The Lakairs, Senadrid Isle

The Akkal Ridge

Hanajj Dunes

Hedreki Highlands
Hedreki Highlands

Desert of Xas
Desert of Xas

The Koalir Mountains are the frosty mountains of the north. They are not only home to Dwarves, Gnomes, and Goblins, but also to nomadic, barbarian humans. The more civilized of these tribes trickle down into the western end of the Northwild. While the Koalir Mountains are not the highest in Sekai, they are certainly the coldest. In summer, the hills around the mountains can be pleasant. Yet year-round, the mountains themselves and the upper realms of the range present bitter temperatures. In many parts of Koalir, there is constant snowfall. The peoples living in the Koalir have thus had to adapt to such conditions. The Dwarves, Goblins, etc. of Koalir often don large fur coats and their caverns are usually warm, glowing fireplaces in the middle of cold, snowy heights. While Koalir is cold, it is certainly not barren. Life exists throughout the range, adapted to the temperatures. This can be as common as a wolf, or as rare as a frost giant. Streams trickle down into the northern reaches of the Northwild during summer, yet they quickly freeze and, further south, turn to marshes, before they can become viable river systems.

The Northwild is one of Sekai's most infamous regions. The forests of the Northwild range from extremely cold in the northern reaches, to foggy, mysterious, and marsh-like in the southern reaches (only during summer). The whole of the Northwild is tangled, filled with brambles, spiked branches, and dense, gargantuan thickets. The trees grow tall, yet the region is not impassable. A few well-known and well-traveled roads exist through the Northwild, yet taking these during winter is a fool's errand. The peoples of the Northwild are scattered and do not group into polities. There are villages and towns for lodging, but other than that, a traveler often must rely on his or her wits to survive the Northwild. Barbarians roam freely and often launch assaults on some of the larger polities of Sekai. The central region of the Northwild is by far the most dangerous. Many tales of ferocious creatures and evils have been woven about that place.

The Suruli Forest ranges from a dense wood in the mid and south spots, and a lighter grove in the southern spots, near the forested steppes. The Suruli Forest is home to a wide variety of Elves, many of which do not get along at all. The various temperaments of Elves in the Suruli have led to a variety of polities, some of which have warred or squabbled with each other for centuries now. A large variety of critters and monsters inhabit the Suruli, yet amidst the Elvish polities, they are elusive. Barbarians from the Northwild often encroach into the Suruli. They succeed in these raids due to the fractured nature of the scattered polities. Yet the larger Elvish polities of the region are not impressed.

The Peaks of Ulum are, essentially, a northern extension of the Agadans. Yet unlike the Agadans, Ulum is not as high and features more vegetation. Being in such close proximity to Suruli has lent the various polities of Ulum a healthy amount of trade with Elves.

Dimwood is a dense forest which receives little sunlight, hence its name. It is home to many strange plants and fungi which do not need much sunlight to grow. The civilized peoples of Dimwood are few. There are some towns of Elves and Humans, but little in the name of a kingdom or a larger presence. However, rumors abound about a "secret kingdom" which lies in the shadows of this mysterious wood.

Diedric's Skyhorns are named after a legendary blacksmith from the High Wars, a Dwarf who supposedly crafted hammers with the goal of repelling invaders from both Tyurial and Kandora. These peaks feature mountains almost as high as the Agadans, yet significantly more forested. Streams and high-mountain ponds are plentiful, and many types of creatures and polities have found ways to survive here for the last several centuries. Dwarves are perhaps the most numerous of humanoids to live in the Skyhorns, yet a significant Goblin and even Human presence thrives.

Midgrove is the name of a thick forest which essentially serves as an adequate crossroads between the realms north of the Agadans and those occupying the south, near the Akkal Ridge. As such, economically successful polities dot the Midgrove region and encompass several different races, including mountain races that have expanded their hegemony from the Endioch Mountains or the Agadans themselves.

The Agadans are the highest mountains of Sekai. The higher these mountains reach, the less plants can be found and only cold stone appears. Despite this, mountainfolk once chiseled out empires from the Agadans, ancient realms that once dominated the Anokan Sea from their high abodes. Now, a few city-states dot the mountains, remnants of the long-dead empires that once ruled from Mount Ulesdi and other high peaks.

The Woodwall begins as any other deciduous forest in the western reaches, but as one moves eastward they will quickly notice the sharp rise in the heights, and girths, of the trees. Eventually, the Woodwall becomes impassable, thus giving the massive forest its ancient name. The Woodwall did not always exist as impassable, though. A large pass was once carved through the forest. But any attempts to do so again have been met with failure. There are many stories and legends regarding the Woodwall and "The Winged", the strange flying creatures which inhabit the deepest depths of the forest. Surely, the Woodwall is a dangerous place.

Terrormine Isle is a place considered a mecca for necromancers. Many necromancers throughout Sekai take a pilgrimage to Terrormine every year. The island is obviously said to be haunted, and features a plethora of dead vegetation and rotting trees.

The Absent Sea hosts Terrormine, and the name "Sea" might be a misnomer. This expanse of water is thick, murky, and features an olive hue.

The Endioch Mountains are peaks rising up to separate the Koani Forest and the Aiakal Forest. These peaks are home to standard mountain fare, yet their position is rather strategic. Towns and cities of the Endioch region benefit from easy access to the mines. Compared to many other ranges on mainland Sekai, the Endioch Mountains are quite passable all-around and do not feature nearly as many perilous obstacles (except for the cliffs bordering Lake Selund).

The Sunleaf Woods is a place teaming with towns, cities, and even a kingdom or two. The woods benefit from a downpour of steams from the western Agadans, yet no massive river systems. The grasses around the Sunleaf are fertile lands. Elves, Humans, and even Orcs are found in large numbers throughout and around the Sunleaf region.

The Palerise Forest is dense and dangerous forest located in southern Sekai. Much of the forest borders the coast, where beaches quickly give way to tall and enchanted forests.

The Eltalon Forest is a glorious and green forest which quickly gives way to a fertile grassland basin, bordering the coast of the Anokan Sea. The Wyas River is abundant with fish, despite its rather violent current. The Eltalon Forest features a variety of giant birds and bears, so it is not exactly the safest place in Sekai (though really, there is no such place any way).

[ incomplete - feel free to tell me what you would like added ]
 
Chapters

Chapter I: The Month of Amin-Ichir
Summary

CURRENT CHAPTER: The Months of Amin-Nelachir and Amin-Sakir
 
Also reserved somewhat.

OOC thread

Please post in the OOC thread if you have any problems, questions, or concerns. Please re-read your profiles, as something likely changed (though nothing significant).
 
May our story begin.

There is Amin, the Winter. Talenin, the Spring. Qinalin, the Summer. And Kyin, the Fall.


The current Chapter is:

The first month of the year 1000 III. This month is called Amin-Ichir.
 
Ainbridge merchants are ready to make a steal... literally... err.. I mean figureative...

Whatever, touch the boat and forget this conversation. *sleep pollen*
 
There is Amin, the Winter. Talenin, the Spring. Qinalin, the Summer. And Kyin, the Fall.

It is the Year of the Lizard, year 1000 of this, the Third Age. On this day, many know how old this land is. They walk ancient pathways that once held the bodies of fallen soldiers or slaves, now covered with flowers and moss. They speak of the grace of kings and the fierceness of dragons... but in the north, something far more interesting stirs.

You know what I speak of. Every evening, a screeching voice can be heard along the Wilerioch River. It speaks to all who would dwell in the border-lands of the Orc-nation, and it tells them about their new life that awaits them. It breaths darkness into the ears of peasants, who in turn flee in droves into the eastern Koani. There, believing they are safe, they start a fire and tell stories of their escape from the Hiradon Kingdom. They fall asleep there, feeling secure in numbers. This life is better than life in the Orc-nation, they think. Perhaps one man speaks up, But no, our prince is alive, and he has found refuge there. Perhaps we should go? No matter. By morning, they will all be dead, and born again, walking with blackened eyes and pale faces and under the protection of dark cloaks.

The Cult is growing, using the eastern Koani as a place to pick brave refugees for service...

Heras-Fel raise two types: the long-deceased, in the form of zombies and skeletons, and the recently-deceased, in the form of black-eyed zealots. Both are terrifying, but the doctrine has been fiercely implanted in the black-eyes. Beware of their magic.
 
Checking in.
 
Gargel, the Rambling, Part I:
First couple of words.


The noisy moving and pushing of commonfolk hummed between the gnarled trees. The loud bartering was echoing; elvish ears listening to underbids and bickering between merchants, well-clothed malelves of prominence wandering between gold exchangers and femelves giggling over jewelry, although with a grace and beauty far beyond their young age.

The elvish marketplace was a curios one in human eyes. Away was the smell, the fish traders, whores and tall walls with guards around it; rather, it was an open breezy clearing in the forest, trees randomly sprouting between trade wagons and bankers resting on wooden tables with exotic birds flying around them, yelling out rental offers. And in between the elegance of it all, a mushy black shortage of a figure with dirt on his feet appeared in between the crowd. The man was cloaked and of human height; his long beak poked an unsuspecting femelf in the back of her head. Putting her hand to it, she turned at the strange man. His wild, jumpy walk was even more estranging than his outfit; she felt that something was wrong about him.

The stranger, pulling out a moldy stool, rose onto it, raised a stick into the air and bellowed in violent words to the shocked crowd:

"People of trade! Harazians! Wildsmen! Desperate in my sight, I call to you tidings of darkness! Not the daemonic myth of Arc'a has imagined the terror our world is to become! Were the Elf-Thing not a forested creature, showered in growth and nourishing her kin? Such shall we all be taken away in nurture of the damned! Our fleshly remains will feed the coming of His people! For I have seen the stars and the earth spoke to me in its old tongue: Voice, voice, yell out my end; I wish to eternally remain. And such I stand in front of you, reader of the stars and soils, and I foretell: Fear the Coming of the Going! Call the bloodline of the Horaseans, elves, only the true heir of the ninth moon will bring us a peaceful end! He will come, the Bloodeyed Devourer! See to yourself the safety of your house; thus at night, he will devour the last who looks away from me!"

Action: Do this. And if guards show up, run for it.

EDIT: I just realized that I should run for it only if you say guards show up. Sorry. No "IF GUARDS SHOW UP". I realize Ifs should be avoided.
 
OOC: Checking in as well
 
Gargel, the Rambling in Haraz, Ajama

OOC: You don't have to label actions. Make it seamless and just be natural. I will read your actions. :) Also, yes, "ifs" are not useful for me. I will let Ninja Dude make a major reply, but I can add in a bit for now.

IC:

The Harazian marketplace kept about its business as Gargel stood on his stool, speaking madness about some "Bloodeyed Devourer". His voice and accent were clearly northern, yet he lacked the raspy lack of intellect of the Melgothi-folk from the Northwild. His feet were covered in dirt, but there was something sincere and even educated about his words. While everyone went about their business, a small group of Elvish nobles in expensive furs stopped to listen to his ramblings. They stood for a while, listening to every word and staring at the strange figure on a stool. One began to chuckle. Gargel readjusted his beak and gathered his balance after his rambling became so intense he almost fell. Another noble chuckled. Soon, they were all laughing. One belted out, "Aren't you cold, sir?!" And the whole group could not contain their laughter. They walked away, and a startled Gargel looked around. The marketplace was slowly winding down, the morning rush hour coming to a close.

A few Humanfolk came out of their service-shops and began to sweep the area around Gargel's stool. One of them looked up at Gargel:

"I am listening, sir. Please continue."
 
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