[h2] The Different Settings [/h2] [hider=Sriverton] [img]http://www.arteria-gaming.net/unitymedpack/promo2.jpg[/img] Religion~The Humans residing in Sriverton are Catholic. But half of them are supporters of the Elvish and Angelic troops. They are very devout followers and believers of the faiths. The City of Sriverton is tiny, with only 60 people of population. Only 10 of the 60 people are mortals. The rest of the population in Sriverton is mostly Angels and Elves who are the guardians of the city. Sriverton is not ruled by anyone at the present time. The tiny population of the city work together to keep it up and running. It has been like that, since the City first got founded in 400BC. They carried on the traditions since then. Enemies/Alliances~Yet to be decided. Education Systems~ The people of Sriverton mostly teach each other. They do not have a highly well formed education system. They just learn the basics, of how to speak. Most of them can't read or write properly; only a few are gifted when it comes to writing. Defense Systems/Weapons~ The Angelic and Elvish Magic keeps the city of Sriverton protected from danger and enemies.It makes it hard for any opposing team to enter the city. The Warriors of Sriverton use swords, bows and arrows and knives in self defense, and are highly skilled when it comes to combat. They are highly agile and skilled in many forms of combat. Land Marks/Special Information~ The only land mark found in Sriverton are statues of an Angel. It's supposed to symbolize peace and purity for the people living in the city. Sriverton also runs a local and highly recommended market. People sell local produce, arts and crafts there; it's more popular around Summer and Winter time. [/hider] [Hider=Valhalley of the Dolls] Name~Valhalley of the Dolls Valkyries of the Valhalla are lesser Deities; they choose who may die in battle and pick from those who may live. They then bring the slain one’s to Valhalla: One half will go to the goddess Freya’s afterlife field Folkvangr. Freya always has the first pick, of the fallen Vikings. Odin allows some of the maidens to take the form of beautiful white swans, but if a Valkyrie is seen by a human without her swanlike disguise, she will become an ordinary mortal and can never again return to Valhalla. They help train the slain in Valhalla for the final battle, when it comes to Good Vs. Evil. The Valhalla is not known to many races and species; they have no way to enter. Unless they posses a special Pendant that the Valkyries wear around their neck. It’s their way to open up a portal to a new world. [Hider=Valkyries] [img]http://vignette2.wikia.nocookie.net/charmed/images/5/5e/The_Valkyries.jpg/revision/latest?cb=20120130050603[/img] [img]http://img2.wikia.nocookie.net/__cb20110307210917/charmedlegacy/images/d/df/Kara_Valkyries2.jpg[/img] [/hider] Religion~ The Valkyries of the Valhalla are not religious in any way. However, they are loyal to any upper God or Deity above them. Ruled by~ The Valhalla is seed over by the Deities known by the group name of Valkyries. The True leader of the Valhalla is the God Odin, he oversees everything and makes sure that the Valkyries do their job properly.. Valkyries are considered to be of lower status than most. Enemies/Alliances~ To be Determined Education System~ The only Education system in the Valhalla relates to combat and how to become a better trained warrior in battle. Their skills improve with the training, as it progresses until each warrior is finally ready. The Valkyries over-see this. Defense/Weapons~ The Valhalla is sacred, and people cannot enter unless they have the Pendant. (It’s one of their main defence systems, to keep unwanted people out, or others escaping) The Valkyries possess many powers that help create their Defence System. The Warriors also protect the Valhalla, against enemies and unwanted citizens. They use any bladed weapons such as Knives, Swords and have an Armour and shield when in battle. Any Landmarks/special information about the Kingdom~ Hall of the Slain: Those who do not get picked by the Goddess Freya, end up being taken to the Hall of the Slain; where their intensive training will begin. Folkvangr: After-life field where the Goddess Freya looks after the Slain one’s in battle. The rest of the Valhalla is rather beautiful and picturesque, with it’s beautiful nature and wildlife that can be found outside of the Hall of the Slain. It looks rather peaceful, and helps bring peace and calm to the Fallen after their deaths. [/hider] [b][u]Made by Haley:[/u][/b] [hider=Red River Valley] [img]http://i684.photobucket.com/albums/vv208/mejserr29/Vampires/MoA___Vampire_Castle_by_ATArts.jpg[/img] [b]Name:[/b] Red River Valley [b]Religion:[/b] There is really no set religion in this kingdom, due to the species being what they are. If anyone here does have a religion, it is by choice, not set upon them like a burden. [b]Ruled by:[/b] The kingdom is ruled by one of the eldest vampire's around, her coven doing her tasks mainly for her, however she has the final decision. With a iron fist the women has lived her fair share of years on this earth, always making a wise decision for her and her kingdom. [b]Enemies/Alliances:[/b] This has yet to be decided. Anyone that wishes to be friendly with this kingdom, may be treated the same as well as the ones that prefer to start a war. [b]Education System:[/b] The Education System in Red River Valley is that everyone teach's the others. The elders teach the little ones in the comfort of their homes, basically, like home-schooling. [b]Defense/Weapons:[/b] Here in the Red River Valley Kingdom, we have no fire power. We have a very large group of Warriors that are made up of the species of Demons, Vampires, Wizards/Warlocks/Witches, and a small amount of [i]very[/i] highly trained humans. [b]Any Landmarks/special information about the Kingdom:[/b] A few side notes about the Red Kingdom that you may need to know is: •Anyone is allowed here, though the main population is indeed Vampire. •The village part of this Kingdom surrounds a large, modernized and sophisticated looking castle and the only way to get to the castle is by walking over a very long bridge. No one is allowed in the castle except the Queen, her coven and the people that the Queen has ordered there on very important business. •The Kingdom is surrounded by large mountains, a Valley in the middle of them where the sophisticated society lays. Also around the Kingdom on the inside ridge of the mountains that surrounds it, there is a river that looks red in the moonlight, thus creating the name. [/hider] [hider=The Kingdom of Asnea] [img]http://www.tour.com.bd/data/frontImages/tours/tours_image/1416831779_bangkok.jpg[/img] Name: This Kingdom's name is Asnea. Pronounced: Ahs-ne-ah. Religion: Asnea has the belief of greek gods and goddesses, worshiping both minor and major deity's. The locals preform religious ceremonies at least once a week and actually enjoy themselves doing such things. Ruled by: There is no set ruler of the The Asnea Kingdom as they find their true leaders in the gods. They prefer to make decisions themselves, with the co-operation of the elders in the kingdom. Enemies/Alliances: This is yet to be determined. Education System: Everyone is placed in a education system until the age of 13 in the Kingdom, being taught in a small building in the east of the village as the population is never over the number 100. The children are taught by volunteer's that are ages 25-45. Defense/Weapons: As Half-lings, Mage's and Shape-shifter's make up Asneas' population with 1 or 2 humans, the defense is mainly made up of highly skilled Mages. Any Landmarks/special information about the Kingdom: The things that you need to know about Asnea: •The are peaceful •The Kingdom is colorful •Everyone tries there best to live in harmony •The temperature here is always perfect, never being to hot or cold. •There sacred animal is the Eagle. •They grow there own food.[/hider] [u][b]Made by Inlaa:[/b][/u] [hider=The Ogdaren-Torvelli Commonwealth] [center][h1][color=OliveDrab]The Ogdaren-Torvelli Commonwealth[/color][/h1][/center] [center][img]http://i.imgur.com/sSBbk32.png[/img][/center] Ogdaren and Torvell are two distinct city-states, one dwarven and one human, located in the mountainous region known as The Daggers. While the dwarves have built a massive fortress in the mountains themselves, the humans of Torvell have settled in the foothills, enjoying the privilege of being the main "gateway" to Ahn-Karag. A third city, the dwarven port city of Kaloch, is a vassal to Ogdaren and serves as the second entryway into this dwarven realm. Approximately seventy years ago, the two city-states found themselves beset by invaders on all sides. After managing to repel those invaders, they have since chosen to form a Commonwealth, the better to pool their resources for defense, industry and trade. [hider=Dwarf Commoner][img]https://s-media-cache-ak0.pinimg.com/736x/58/d1/98/58d198adc00d6045d3c1288433460a34.jpg[/img][/hider] [b][u]Religion:[/u][/b] The dwarves of the Commonwealth worship Bruen, the god of writing, law, runic magic and trade. They tout him as the father of the dwarven race, though non-dwarven sects of the religion often disagree. The dwarves use a runic writing system based around this religion. Most humans worship the Traveler's Star, a star that serves as a guide to any traveler at night. Their legends say that the star shows the way to their homeland, long since conquered by all manner of beasts, and they will one day reclaim it. Many humans have started worshiping Bruen, however, as the years of not returning home pass on by and their homeland becomes a distant memory. [b][u]Ruled By:[/u][/b] [i]Merchant Republic[/i] - The bourgeois wield great power in both city-states, especially in the human land, but power ultimately rests in the hands of a number of Merchant Princes. These Merchant Princes elect a Crowned Prince, who by law must be "of dwarven blood," to rule the Commonwealth for thirty years. Thus far, two Crowned Princes have ruled the cities, one ruling for fifty years until death and the second, present ruler, Crowned Prince Amglam Forisen, is still in the midst of his rule. [b][u]Enemies/Alliances:[/u][/b]To Be Determined [b][u]Education System:[/u][/b] As trade comes first and foremost in the Commonwealth, the studies of mathematics, writing and foreign cultures comes first and foremost. Astronomy, calligraphy and cartography are highly valued as well, and are the subject of several higher education institutes (which, of course, are by and large only accessible to those with wealthy backgrounds). Thus, among the populations of Torvell and Ogdaren, literacy is rather high (roughly 60-70%). The port city of Kaloch is comparably uneducated (roughly 20-30% literate); fishing and hard labor come before schooling there. [b][u]Defense/Weapons:[/u][/b] The first defensive advantage of the Commonwealth is its natural barriers. With mountainous terrain and an ocean as natural barriers, most invaders would be hard pressed to find a good foothold. Furthermore, dwarven stonework being what it is, the walls that protect the three cities of the Commonwealth are mighty and firm. Even more damning for any would-be conquerors: there are enough ranches, vineyards and mushroom farms behind the walls to keep the defenders sustained for a long time. The real weakness lies in the defenders. While the troops are well-equipped to hold the walls for a long time, most of the professional soldiers are mercenaries whose loyalties lie with their coinpurse and their families, not to the Crowned Prince. Assassins-for-hire are also plentiful. Invading forces, therefore, might be able to exploit this lack of unity in the professional ranks and turn some of them against the city itself. Still, the mercenaries and militiamen of the Commonwealth are not to be underestimated. Dwarven crossbowmen are said to be impressive sharpshooters, and human militia mixed with dwarven Houseguards - those who protect the wealthy merchant houses - made for a sturdy frontline. One of the unique weapons used by the soldiers of Ogdaren is the Wyrmfire: a magical tube with a dragon's head that spews fire from its jaws when its trigger is pulled. Coupled with burning oil, ballistae, and runic enchantments along the walls, this merchant's realm is prepared for a siege. Caravans originating from the Commonwealth typically have crossbowmen and spearmen in their employ as guards. [hider=Commonwealth Crossbowman][img]http://fc03.deviantart.net/fs71/f/2014/132/0/8/dwarven_assassin_by_seraph777-d7i54t3.jpg[/img][/hider] [hider=Commonwealth Spearman][img]http://www.wesnoth.org/units/trunk/pics/core$images$portraits$humans$transparent$spearman.png[/img][/hider] [hider=Houseguard][img]http://fc02.deviantart.net/fs70/i/2011/269/5/f/dwarf_soldier_turn_arround_by_justaman78-d4b1hni.jpg[/img][/hider] [hider=Runepriest][img]http://cdn.obsidianportal.com/assets/55333/Dwarf_Wizard2.jpg[/img][/hider] [b][u]Landmarks:[/u][/b] [i]Ogdaren[/i] - An impregnable fortress-city dug into a mountain in the mountain range known as the Daggers. The populace is chiefly dwarven, though some humans and a rare few half-dwarves (derogatorily called "Halfmen") are among the populace. Its outer walls protect the ranches and vinyards this place is famous for. [i]Torvell[/i] - A walled, hilly human city at the base of the mountain. Streams of water from the mountain peaks flow together to form a river which sidles between the hills and down toward the forest below. [i]Kaloth[/i] - A rather poor port city known for its pubs and for being a mercenary hub. It has a higher crime rate than the other two cities in the Commonwealth. Surrounded by mountains and the ocean on all sides, this small, coastal port is connected to Ogdaren thanks to a well-constructed tunnel network; it is impossible to walk from Kaloth to either of the other cities without using the tunnels. [i]Blackfire Peak[/i] - Scorched black by dragonfire, this mountain is home to the terrible wyrm known as Vraul. Over two centuries ago, this black-scaled dragon came to the region and destroyed another dwarven city-state, a kingdom as Ulrund, and plundered it for everything it had. He has been a menace to the region ever since, burning farmlands, stealing cattle, killing peasants and plundering manors; only regular tributes of gold can stay his wrath. The Crowned Prince awaits the coming of heroes to slay this terrible beast and promises to reward such warriors handsomely. [b][u]Special Information:[/u][/b] The politics within the Commonwealth are perhaps the deadliest within the world. There is even a saying based around this: "Never shake hands with a smiling dwarf lord." Great disputes are sometimes settled by duels, but assassinations, poisoned wine and strange "accidents" are much more common. Even the duels often have a dash of devilry to them; duelists have a habit of poisoning their swords and axes, the better to assure their victory. This may be the reason why dwarves are so resistant to poison. Thankfully, most disputes do not require such overt acts of murder. Most are settled in the courts or with bribes and blackmail. Some Princes are prone to kidnapping the family of their rivals and using them as leverage to make another Prince vote in a way that is favorable to them. Wealthy families have adapted to this over time; kidnapping is not as traumatic to the people of the Commonwealth as it is for other peoples, and some view being kidnapped as a sort of vacation from the drudgery of day-to-day life. There is a sort of formal air to it, and the prisoners are often given reasonable quarters and a servant to assist them. Nevertheless, angering a rival may lead to the summary execution of these souls in gilded cages. Assassins are honored members of dwarven society. These individuals do not dress in black leather and wear clothes that belong to men of the night; rather, they dress like ordinary citizens of the Commonwealth, the better to blend in with the people and go unnoticed. They are trained in the use of poison, explosives, and various forms of weaponry, especially the crossbow. Some are trained in runic or illusion magics. While their identities are secret, stories of an assassin's endeavors are spun everywhere, and it's a well known fact that the Merchant Princes employ assassins regularly. Still, some of these assassins tire of their work and become adventurers - a profession just as honored among the dwarven people, and one that lets the former assassin be adored by the public. The bear is a favorite animal of the Commonwealth and is depicted in a great many of their works of art. They also have a fascination with keeping bears as pets and wearing bearskin cloaks. Dwarves have three names: a given name, a last name, and a family name. Family names are carefully hidden from outsiders, and dwarves never introduce themselves to anyone but family with it. Their last name is usually a reference to their father. For example, Amglam Forisen's last name, Forisen, means "Son of Fori." His family name, which is unknown to outsiders, is a reference to the history of the family. [/hider] [u][b]Made by Capra:[/b][/u] [hider=Enoch] [center][b]ENOCH: the Wandering City[/b] [i]Raise the dagger, Abraham, And slit the throat ov thy only son.[/i][/center] [b]History:[/b] the early history of Enoch has been, for the most part, lost in the abyss of time, and what remains is shrouded in myth and legend: the earliest tales narrate of a city founded upon the corpse of a bloody sacrifice, and of ancient malediction bestowed upon a fallen king, still haunting the halls of Enoch. The first records come from an age when the clans and tribes of old were already well estabilished, and the Giants dragging the city forward in its ceaseless motion had long started their restless toil. For endless ages, the hundreds of petty clans and warlords fought over the ruins of the already long fallen Enoch, as it wandered land after land, bringing its curse with it. From the bloodshed, eleven cabals emerged victorious, and saved the city from oblivion by creating the Council of the Eleven, thus giving Enoch a semblance of internal peace. Then, the city looked outwards to sustain itself, as many of the Giants dragging it forward had already died or were about to do so, and thus the warriors of Enoch rode out for the first time to give the city what it desperately needed: slaves, and sacrifices. Hundreds of thousands of slaves, taken from the populations of the land where Enoch was roaming, were yoked together with what remained of the Giants, and the city kept moving, as it endlessly shall; and many others were slain on the altars of the ruined temples, to feed the ancient Heart that keeps the city from being destroyed by divine wrath. [b]General Description:[/b] Enoch is a city kept in motion by the perpetual work of an immense population of slaves, among which are the mourning Giants of the ancient past, dragging it forward; an horrendous curse looms perpetually over Enoch, and to stave off its end the inhabitants believe that they have to perform human sacrifice in order to feed the only thing, referred to as the Heart, that does not allow Enoch to fall under the wrathful gaze of God. The nature of the Heart is unknown, as it was lost to memory a long time ago: many believe it to be an immensely powerful demon, while some think it as an ancient contraption devised in an ancient past. Yet, all agree that it must be fed blood and souls. Thus, as the city wanders around ceaselessly, cursed by divine fury, its inhabitants ride out from its gates, to enslave the local population either to add it to the Yokes, or to sacrifice one on its decrepit shrines. Enoch is immense, and much of it lies in ruin: in fact, only a small part of it is inhabited and explored, while the deeper parts of it, known as Sitra Achra, are uncharted, and none knows what horrors lurk there. [b]Places of Enoch:[/b] the known region of Enoch hosts some buildings of great importance to the city. [i]The Hall of Bones:[/i] in this large hall, the Council of the Eleven meets, to govern the city and direct its movements. It is ancient custom that dead council members are left to die alone in here, when nearing the end of their life, and once found dead, their bodies are never moved from where they fell: thus, much of the hall is covered in crumbling bones. [i]The Throne of the Forgotten King:[/i] a vast, ancient room, with a great stone throne at its centre. Once, a great king sat here, and it is said that as a king longs for its lost throne, so a throne longs for the lost king. [i]The Ashen Tower:[/i] in this ancient iron tower, those citizens who were found guilty of a crime are locked up, awaiting their sentence. Each year, the tower is set ablaze in a great ritual, and thus the souls of the guilty find redemption. Their screams echo ceaselessly in the nearby corridors. [i]The Black Sun Gate:[/i] the eastern gate of the city, used only during solar eclipses. Such events are foretold with great precision by the Cocytus cabal, and are believed to be a time when the acts of man are hidden from the eye of God. Thus, the warriors of Enoch ride out in huge numbers and commit acts of inhuman atrocity: they also say that in these times the beat of the Heart can be heard distinctly in silence, but the few who tried to listen to it went mad after a few moments. [i]The Shrine of the Evil Eye:[/i] a dark and almost forgotten room, where a bound demon, in the form of a great eye, restlessly searches for those who betrayed him. To this day, it writhes, and writhes... [b]The Eleven Cabals:[/b] the society of Enoch is divided between eleven cabals, each ruling over a different aspect of the city's life. They are: [i]Abaddon:[/i] the most numerous and powerful of cabals, and the one counting the most warriors among its ranks. Its insigna are a black banner and a red inverted pentagram. Highly martial in nature, its members are taught that death in battle is the only way to escape the curse of Enoch: their representative in the Council, ruling the clan with the title of Dark Lord, obtains his position by slaying his predecessor in duel. [i]Gehinnom:[/i] the second most numerous cabal, Gehinnom is composed of scouts and riders, who sally forth from the city's gates to neighboring lands, in order to find places ripe with slaves to capture. They also oversee the Yokes, and are entrusted with quelling eventual slave revolts. Their insigna is a red horned skull, and their representative, the Silent Lord, is named after the death of his predecessor: he is never allowed to touch another mount in his life, other than the one he personally created, sewing together the bodies of captured slaves in a twisted shape. [i]Babalon:[/i] composed mostly of females, the Babalon cabal rules over the social aspects of Enoch, and administers the inns, taverns, brothels and whorehouses of the city. Its insigna are a red crescent moon on a white banner. Their representative, the Great Whore, has been ruling over the cabal for longer than recollection, and is said to perform horrendous rites to mantain her facade of eternal beauty and youth. [i]Sulphur:[/i] made up of the city's magicians and alchemists, the Sulphur cabal's mansions are to provide the warriors of Enoch with chemical concotions such as explosives, healing potions, poisons, and the like. Its insigna is a black leviathan cross. The leader of the Sulphur cabal, the Highest Magus, is perenially awake and vigilant, his twisted, mutated body aching and bleeding at every movement: such is the price of meddling with posions and cursed potions for a lifetime. [i]Cocytus:[/i] the smallest of the eleven cabals, Cocytus is made up solely of priests and prophets, tending to the city's many temples and shrines, and overseeing the sacrifices. Its insigna is a red inverted cross. Its representative in the Council is the Second Hierophant, gifted with immortal life: yet, there was a first, but few know what happened to him. [i]Behemoth:[/i] a relatively small cabal, Behemoth is another predominantly martial clan: however, its members are rarely seen on the field of battle, and only ride out in full force when Enoch itself is directly threatened. In fact, the warriors of the Behemoth cabal manage the vast gunpowder arsenal of the city, built long ago, and often mounted on great beasts of burden, capable of shaking the Earth with pillars of fire. Its insigna is a red flame in a circle, and its representative in the council is the Lord of the Pit, forever surrounded by an aura of brimstone and flames. [i]Tzalmavet:[/i] the Tzalmavet cabal, the numbers of which are unknown, is made up of assassins and spies operating in the shadows when brute force isn't the only thing needed to achieve Enoch's goals. It is by far the most secretive of the cabals, and its insigna is simply a plain black banner. The Death Shadow, representative of the cabal in the Council, is a very mysterious figure: some theorize that a different Tzalmavet member takes up the mantle of the Death Shadow every time the Council meets. [i]Tartaros:[/i] Tartaros is the cabal which is tasked with the creation and mantainance of all things made of metal in Enoch, from simple tools to weapons, armors, and mechanic contraptions. Sometimes, the Tartaros smiths go to battle to test their own creations, often appearing as warriors clad in towering warmachines, crushing their foes beneath their metallic limbs, saws, claws, and whatever their cruel creativity manages to attach to their children of metal. Its insigna is a black hand coming from a flame, and its leader is the Forged One, who devised arcane means to replace his flesh with iron, achieving immortality. [i]Hekate:[/i] a medium sized cabal, Hekate is composed of the magicians and wizards of the city, often seen in battle with other soldiers. The magicians of Enoch are divided in two cabals: the priests of Cocytus, who worship the Heart and the demonic pantheon, and the wizards of Hekate, who seek to understand and dominate them. This pursuit led to many tensions between the two clans, and to the madness of many Hekate magicians, who tried to dabble with powers far beyond their understanding. The banner of Hekate is an open book, and its representative, the Abyssdweller, is a mysterious figure even to Hekate members. [i]Usiel:[/i] the Usiel cabal is another rather small one, but has a very important task: to patrol the outer borders between the known region of the city and Sitra Achra, the uncharted ruins, and stop whatever might attempt to cross them. Many Usiel veterans have seen things that have caused the death of many, and the madness of many more. Its insigna is a white sword, and its leader, the Solemn Vigilant, is the oldest of the Usiel warriors. [i]Therion:[/i] the Therion cabal, together with Abaddon and Gehinnom, forms the backbone of Enoch's armies, taking the role of heavy cavalry. In fact, it is their task to breed and tame the wild beasts (mainly Hellhounds and Titans, and occasionally Wyverns) which will be later used as mounts in battle: those who fail or show cowardice are usually employed as feed for these animanls. The insigna of the Therion is a black raised talon, and its leader is the Blood Knight: all those who tried to contest his authority were added to the collection of bones hanging from his massive Hellhound. [i]Sh'ol:[/i] the many who die before choosing a cabal are symbolically added to the ranks of the Sh'ol cabal, composed only of dead people. It has no insigna, and its leader is the Effigy: a statue of stone and ash sitting since ancient times at the Council Table, without uttering a word. Yet, sometimes strange scribblings and signs appear on the statue's empty face, almost as if it wanted to speak... It should be noted that male citizens of Enoch only choose a cabal well into their adulthood, and some even do not pick one for their whole lives. Females, on the other hand, usually either remain without a cabal or join the Babalon, but there are a few exceptions. Joining a cabal is an event usually marked by some kind of initiation ritual or test: for example, new Gehinnom members have to wear the still bloody skull of their first captured prisoner, to keep it as a mask for whenever they ride into battle, while Tartaros members have to sever one finger of their choice to be replaced by a piece of red-hot iron, deeply burrowing into their flesh. [b]The Beasts of Enoch:[/b] in ancient times, the city's people domesticated a few species of hellish animals, apart from more common ones like horses and dogs, and the Giants of old. They are Hellhounds, huge canine beasts that easily surpass a man in height and can be used as mounts in battle, Titans, degenerate Giants, often used by the Behemoth as walking platforms for their massive cannons, and Wyverns, ancient dragons currently counting less then a dozen living specimens, ridden only by the greatest of warriors.[/hider] [b][u]Made by Prip:[/u][/b] [Hider=Ordos Dominion] [h2][color=662d91][b][u]The Ordos Dominion[/u][/b][/color][/h2] [h3][color=bc8dbf]'Ordom'[/color] [/h3] [center][hider=Basic Info][b][color=fff200]Religion[/color][/b] Ones of Iron - Hephistes Worshippers. [b][color=ed1c24]Ruled by[/color][/b] [u]Superior Forged Huldox[/u][Hider=Huldox][img]http://media-cache-ak0.pinimg.com/236x/cd/e6/f8/cde6f8ebb0b4bec1e80882b2509e7f35.jpg[/img][/hider] As a Superior-Forged, Huldox is exactly that - superior. A long line of 'Supers' have trailed off from the ancient ones and become the leaders of the majority of Warforged that remain. Standing 5 times taller than many tall humanoid races , such as Orcs, the supers are a race of Warforged who share the ancient ones coding. With superior intelligence, strength and awareness there is no doubt that they are the rightful leaders. Huldox is the 9th super after his anvil mother Gordox and her forge father Wedox before her. [b][color=f26522]Enemies/Alliances[/color][/b] To be determined. [/hider] [hider=Education&Military][b][color=00a651]Education System[/color][/b] The Ordos Dominion teach their children ( new forged ) to fight and forge at a very young age. As the inheritance of skills is almost directly passed down from parents to the offspring, they can usually go into either the profession of their forge fathers or their anvils (mothers) when they come of age. Other than this the Warforged have formal educations in history, mathematics, engineering and art. These subjects are taught simultaneously throughout the new forged life up until around 18 years old (average lifespan being 160) when they then follow an educational path of their choice, these could include foreign cultures and histories, religious studies, warfare and tactics and many more. After 5 years of such courses mixed in with mandatory jobs that change every few months, the Warforged are aptly prepared for any position in their society of their choice. [b][color=2e3192]Defence/Weapons[/color][/b] Warforged defences are the very earth that its enemies walk upon. As most of their major cities are built upon great mechanical burrowers, they are constantly moving, as well as this the natural armour they possess is durable and strong. Warforged weapons are usually spears and crossbows but they do utilise shields and morning stars with deadly effect. As a whole their greatest weapon is their ability to Forge. While any one anvil mother can only give her essence to two or less new forged, forge father can imbue their essence into their creations of war - giant constructs, charge Warforged hounds. Vast armies of pint sized warriors that can sneak behind enemy lines. If they can make it they can fight with it.[/hider] [hider=Landmarks][b][color=6ecff6]Any Landmarks/special information about the Kingdom[/color][/b] The five darks: Most of the kingdom above ground is forest and mountains, with the occasional village or small town that mines or lumbers. The 5 darks are 5 deep passages that lead down into the 'Burrow Trail'. The Burrow Trail is the path that the three major cities take, stopping for a matter of hours at each dark before moving on again. It is not unusual for a dark to remain empty of a burrowed for a day or two, but this is a rare occurrence as a burrower usually comes along every 6-9 hours. [/hider] [hider=Other Info][h3] [i][u]Other:[/u][/i] [/h3] [b]Population dispersal[/b] The population of the kingdom is around 700,000 as the Warforged like to keep their population at a level of which they can sustain. Only around 100,000 of these live on the surface, the rest living below ground in the burrower cities of 'Forgent', 'Hamma' and 'Andivil' as well as the various towns that are static beneath the earth in great caverns of stone and metal. These towns are also stops for the burrower cities as they make their way from dark to dark. [b]Landscape[/b] The land Ordom is mainly towering mountains and steep slopes, with the occasional flatland that has been eroded away through time. Here you will find large lakes, constantly being fuelled by the hundreds of streams and rivers that flow from the steeps surrounding it. Only around these lakes will you find trees and the colour green. The Grey Arms is the primary mountain range of Ordom and covers several hundred miles of land. [b]Wildlife[/b] While the trees are predominantly Oak, the flora around Ordom is renowned for its diversity, boasting the largest variety of red petal flowers anywhere. Due to this fact, many informal residents of Ordom (Non-Warforged) are apothecaries and mages, travelling here to practice alchemy and various rituals that use flora as there main components. [b]Creatures and Enemies of law[/b] The Warforged of Ordom are at constant battle with the mountain trolls of the land, brutish giants who occasionally stumbled down a dark and try and enter a city as well as lead assaults on above land settlements with followers of goblins and the like. Other creatures common the Ordom are: ([u]Mountains[/u]) Bugbears Goblins Hobgoblins Giants (Stone and Troll variety) Kobolds ([u]Forests and grassland[/u]) Bears Wolves Ogres Bandits Giant spiders (Sea life) Crocodile Naga Slaughter Fish Black-claw Crabs [/hider] [hider=Flag of Ordom][img]http://flag-designer.appspot.com/gwtflags/SvgFileService?d=0&c1=0&c2=1&c3=7&o=3&c4=5&s=14&c5=2[/img][/hider] [hider=Average male and female Warforged][hider=Male][img]http://dungeonsmaster.com/wp-content/uploads/2011/03/warforged-01.jpg [/img][/hider] [hider=Female] [img]http://fc01.deviantart.net/fs13/i/2007/088/d/7/Female_Warforged_by_Nny2.jpg[/img][/hider] [/hider] [/center] [/hider] [b][u]Made by Orcus:[/u][/b] [Hider=Dead Empire] [img]http://pre08.deviantart.net/d4f6/th/pre/f/2013/220/d/4/d474cb38c3db1b0c247a046afa557cb1-d6h6yi1.jpg[/img] Name:The Dead Empire Religion:The Cult of undeath, It is the worship of the Lich Lord that rules over the undead, only the smart undead practice this religion while the other ones have no choice due to having no intelligence of their own. Ruled by:The Dead Court-A variety of intelligent undead under the command of the lich lord. Everyone has a voice but the Lich Lord's is loudest. It is made up of Liches, death knights, necromancers, and vampires. Enemies/Alliances:They are the enemy of just about anything that lives, and any undead that have a affiliation with the living. Education System:None, they lesser undead have no intelligence and exist only to serve their masters and consume the living. Defense/Weapons:They believe in swarm tactics whole waves of lesser undead will chase down and consume the enemy, they don't tire, they don't feel pain, they only feel hunger. They use weapons of all types, and when they kill and reanimate someone they bring that knowledge into the empire to be used, so it's very possible to see undead using all types of weapons and magics. Any Landmarks/special information about the Kingdom: History:There used to be a time where The Dead Empire used to be well a great empire of the living, a empire that sought knowledge and above all else power. This led to a string of petty tyrants taking power, and the formation of the great obsidian spire that stands in the capital of Straggrad the libarium a source of knowledge that could be accessed by anyone in the world and it was here where a frail old man by the name of Thomas Spindle found a book. It spoke of immortality, and great power. In the hands of a great mage like Spindle. He practiced what the book spoke of, performing odd rituals under the light of the moon. Unknown to him and others this was the start of necromancy incredibly evil and dark magic. Thomas started with reanimating rats before moving onto entire graveyards and before the old empire could stop him it was crawling in the dead and those who joined Spindle wanting the power they craved, only one thing remained for him to do and that was to practice a incredibly complex but very powerful ritual that would give him immortality and the power he craved, the path of the lich. As one could guess the ritual was a success, and he became the lich lord of the Dead Empire, those who joined him were allowed to do as they please and were given power over their own little wedge of the empire, where the undead they turned were their servants and they became the dead court. The humans that resisted were pushed out of their former homes, or forced into hiding where they became a active group of guerrilla's within the empire but for each one that falls they join their enemies. The Dead Court: [Hider=Thomas Spindle] Name:Thomas Spindle (Formerly), Now known as Lord Valencrux Age:600 Appearance:[img]http://t05.deviantart.net/2ZJa8yTUexbECK9YUN9MlrRQW3Q=/300x200/filters:fixed_height(100,100):origin()/pre11/e9c1/th/pre/f/2007/358/7/9/lich_by_slipgatecentral.jpg[/img] [/hider] [hider=The Queen of the Court] Name:Giselle Valencrux The Wraith Queen. Age:120 Appearance:[img]http://orig06.deviantart.net/c5fd/f/2014/182/e/a/wraith_by_mikrob-d7oqgbl.jpg[/img][/hider] [hider=The Warlord of the court] Name:Larue Von Drakengard Age:64 Appearance:[img]http://vignette4.wikia.nocookie.net/warhammerfantasybattle/images/2/22/M1037820_VampireCounts_cover.jpg/revision/latest/scale-to-width/261?cb=20110610053143[/img] [/hider] [hider=The Court Fool] Name:The Shade Age:Unknown, the being within is a bigger mystery than even the lich lord himself Appearance:[img]http://orig10.deviantart.net/700f/f/2012/025/9/2/undead_thief_by_imortis-d4nkcim.jpg[/img][/hider] [hider=Champion of the court] Name:Hias of Blackwall Age:26 Appearance:[img]http://vignette2.wikia.nocookie.net/warhammerfb/images/e/e0/GPZANG-3.jpg/revision/latest?cb=20140610035916[/img][/hider] [Hider=Court Librarian] Name:Thandril Age:300 Appearance:[img]http://orig06.deviantart.net/7c29/f/2007/095/8/b/lich_by_vikingmyke.jpg[/img][/hider] [hider=Court Noble] Name:Varghas Von Drakenguard Age:210 Appearance:[img]http://orig03.deviantart.net/63c9/f/2008/173/a/0/vampire_lord_by_faxtar.jpg[/img][/hider] [/hider]