Hey guys, I was recently made aware of this RP by Oraculum's cryptic whispers, but as I see, it's kinda full. Said ghastly presence informed me that it may be possible for a player to join with a nomadic force or a refugee wave. Is that still a thing?
Well if you are still interested you can always join us in the chatzy. I'm somewhat busy today, but most days I'm fairly easy to get ahold of there.
Absolute power over the Lands is detained at any given time by the eldest Ironbound then existing, who assumes the title of Fell Overlord. Beyond this premise, there are very few properly defined laws in effect, chief among them being the one decreeing the undisputable and total domination of the Ironbound universally over their Riglir and Korekk subjects. In spite of this, the hierarchy of the Fell Lands' masters is firm and rigid, if somewhat arbitrary. The Overlord typically appoints his advisers and direct lieutenants, who may, in turn, choose their own immediate subordinates, and so forth until the point where every Ironbound in the domain is in someone's service - a process which would be impossible to maintain were their population more numerous, and their rulers to succeed each other more often. The Riglir do not have such luxuries as being individually distinguished from one another, and are therefore largely treated equally; that said, there do exist among them two groups, the magic-wielding Adepts and the armoured infantry, who are accorded certain privileges given their greater usefulness, and possess sufficient prowess to cow others of their kin into recognising them as superior. The Korekk, on the other hand, are sufficiently capable of organising themselves in packs to be trusted with it, and only their leaders usually communicate with the Ironbound, mostly serving as intermediaries between them and their followers.
Geography
The Fell Lands are broadly divided into three major regions, each of them more or less uniform in terms of terrain features:
The tract to the north of the Lake of Sorrow, the great body of water at the heart of the Lands, is a grim, inhospitable tundra, barren save for the occasional thicket of coniferous trees. Its cold, dry earth happens, however, to be rich in metals, and several mines have been dug in it at the command of the merciless Ironbound. Its most notable feature, however, are the numerous dilapidated buildings, and in some cases entire towns, to be found there. Once built by the mysterious race known as the Ancients, who inhabited the Fell Lands in times immemorial, these structures remain, even in their decrepit state, extremely odd, their strange angles combining into complex optical illusions and seemingly impossible shapes if looked at intently. These sites have been declared to be sacred, and "temple-cities" have been founded around several of them to preserve them and learn their secrets. Due to this, the northern region is usually referred to as the Land of Memory.
South of the Lake lie the Lands' most populous provinces. Along its banks, where the soil is most fertile, stretches a vast expanse of fields and pastures, which feed the ever-ravenous Fell-hordes. Further yet, the earth is scorched and desolate, having been stripped of all life; upon it there stand numberless forges, furnaces, arsenals and strongholds, and there is wrought and housed the hideous strength of the Fell Lands. Most notable among these things is the Cauldron, an immense pit along whose sloping walls weaponsmiths toil ceaselessly, and at the core of which blazes an inferno of black enchanted fire. As the region has its heart there, it is named Land of the Black Flame.
Lastly, the two islands, known as the Isles of Sorrow, in the Lake are the domain of the Overlord and his highest servants. On one there stands the Dread Keep, a fortress with walls of black steel, wherein reside the master of the Fell Lands and his cohorts. On the other rises the Balespire, a metallic tower housing the Lands' chief temple. There the Ironbound are forged and brought to life. The ancient magic has tainted the Isles, and their once-vibrant forests have grown empty of wildlife and eerily silent.
Legend:
Black pentagon: the Dread Keep
Red triangle: the Balespire
Orange circle: the Cauldron
Green diamonds: major mining sites (from west to east - Sevarion and Vorol)
Purple diamond: Osserior, largest of the temple-cities
The few creatures capable of dwelling in the harsh environment of the Fell Lands all seem to possess, as a rule, some distinctly unnatural trait or the other. More curious yet, however, is the fact that those features do not serve any obvious purpose, as though they had been arbitrarily added as an afterthought. Theories exist that these abnormalities, or, in some cases, the beasts themselves, were once brought into being by the magic of the Ancients; however, none of those beings' still intact writings substantiate such hypotheses.
Cinderhide Beast: These creatures, as large as a bull and vaguely reptilian in appearance, roam the charred desolation of the southern Fell Lands alone or in small groups, avoiding settlements and convoys but ever ready to ambush the unwary solitary traveller. Their most distinctive feature is the sweltering heat which constantly emanates from beneath their thick, ash-grey hides, and those who have glimpsed the interior of such a beast's mouth and survived affirm that their entrails shine as though they were ablaze.
Waste Terror: The only large form of wildlife inhabiting the forbidding Land of Memory, these colossi, often rivalling buildings in size, appear to be composed of stone and crystals as well as flesh and bone. When they move, their bodies seem to momentarily grow fluid, dripping ichor mingling with living rock in a ghastly spectacle, then solidify once their motion has been completed, whereupon the cycle begins anew until the creature stops to rest. For some inexplicable reason, they have a particular aversion for the Ironbound, and even a single one of the latter can drive a large waste terror away with little effort.
Blight Chimaera: While it is already rather difficult to determine what exactly cinderhide beasts and waste terrors are, doubly so is it for the blight chimaeras, large winged monstrosities nesting in the western mountain ranges. While their shape and somewhat draconic appearance might suggest they are similar to wyverns, their hooved legs, resembling those of a wild boar, indicate otherwise, and their multiple horns outright defy all comparison. Being carrion-eating scavengers, chimaeras have usually little reason to be feared; however, they are infamous for the highly infectious nature of their bites and claw scratches, to which they will resort when perceiving themselves to be threatened.
Culture
What is perhaps most curious about what vestiges of culture there exist in the Fell Lands is that, despite the latter being inhabited by full three races, neither of them is responsible for the foundation of said remnants, and, though they zealously follow their supposed dictates, they have no clear idea of what that culture actually was, or even who exactly were its founders.
The most numerous of the races are the Riglir - foul creatures half as tall as the average human, and of roughly similar shape. Their hunched backs are covered in a segmented layer of brown chitin, and their black limbs and underbellies have an unpleasantly coarse surface. Their squat, elongated heads are graced by two pairs of bulging, entirely black eyes and insectoid mandibles. Riglir are vicious, short-lived and frighteningly prolific thanks to their sex being flexible when necessary (and otherwise absent). Their minds are mostly dim and crude, though they can learn how to perform such comparatively complex tasks as smelting ore or forging metal, and the brightest of them may even prove capable of deciphering the writings of the Ancients and evoke their strange mystical powers.
Far less numerous than the Riglir, but almost incomparably more individually formidable are the Korekk, crustacean-like creatures who easily tower over even the greatest of men. Their pincers have vicious serrated edges, and their bodies are entirely encased in strange plates, whose composition inexplicably resembles a hybrid of chitin and hardened bone to the touch. For all their impressive fortitude, the Korekk are mentally little better than beasts, their most elaborate social structures being pack-like communities and their grasp of language being uncouth at best. Remarkably, however, they appear to have an excellent understanding of discipline, and they often show a propensity for attempting to ape their masters' ritualistic practices.
The Ironbound are suits of armour given life by ancestral rituals, and who must fuel their vital energy with regular sacrifices of sentient beings. Their intellect, though cold and eternally lusting for dominance, is equal, if not, in some cases, superior to that of humans, and they regard mortal races with disdain, scornfully referring to them as "fleshlings". The Ironbound believe the first of them were created by the now-vanished Ancients, and are convinced it is their duty to preserve their precursors' legacy; however, as they themselves know almost nothing of these beings, all they can do is try and reproduce the cryptic rites described in their few remaining written texts, and pay obeisance to gods whose names and guises have been lost to time. Given their innate inclination towards rigidly codified behaviour, these actions inevitably assume a ceremonial guise, regardless of their intent, insofar as it might be stated, without straying far from the truth, that the culture of the Ironbound, and by consequence of the Fell Lands entirely, is fundamentally a vast, if only partially religious cult. Oddly, the Ironbound are incapable of wielding magic, even though it is integral to their nature, and must rely on trained Riglir Adepts to maintain that aspect of the Ancients' heritage alive.
Military
The forces of the Fell Lands are notable in that they lack any form of cavalry or regular ranged combatants. Instead, they exclusively rely on hordes of massed infantry to overwhelm their foes with furious charges, their immense numbers compensating for their lack of organisation and individual skill. That said, it would be dangerous to mistake these swarms for mere chaotic mobs. There is a system to their onslaught: the assault is usually spearheaded by armoured Korekk, who breach enemy formations, whilst the Riglir following them pour in through the gaps, wreaking havoc among the ranks. The flanks are protected from cavalry assaults by more Korekk brutes, fully capable of tearing down mounted enemies, and reinforced by heavy Riglir infantry, ready to close in with a pincer manoeuver should they encounter insufficient resistance. The whole troop is supported from afar by groups of Adepts, who call upon their bizarre magic to lay waste to their foes.
The Fell Lords' armies are often supplemented with heavy elements, including trained beasts and basic siege engines such as catapults and battering rams. The Ironbound themselves typically assume the role of officers, directing their servants as to when and how to attack, and signalling to sound the retreat when necessary. However, when either in dire circumstances or emboldened by the presence of one of their champions, they will occasionally enter the fray themselves, mostly wielding heavy weapons and relentlessly marching into and through enemy lines.
Heroes
The Ironbound are, as known, brought to life by the means of a ritual described upon one of the carved stone tablets remaining after the disappearance of the cryptic Ancients. However, what remained for a time less known was that there exist variants of this ritual, the directions for them inscribed on two other such slabs which had remained, until four years before the present time, buried in the vaults of small ruined structure, whence they were eventually recovered by an exploration party. The writings upon them, which the Ironbound strangely find themselves capable of interpreting, as well as their spoken equivalents, as soon as they are animated, stated that these incantations could bring forth portentous beings; and this the discoverers were eager to put to the test.
In the subterranean forges of the Balespire was wrought a suit of armour greater than any ever before, and a sword to match it; then, setting it upon an altar dripping with the blood of sacrificial victims, the celebrants intoned the ceremonial litany, while the Riglir Adepts wove the life-giving spells. The ritual continued for hours, until the smoke arising from the braziers standing in the hallowed chamber began to writhe unnaturally and transform into a swirling green mist. The mist flowed into the expectant armour, and, as though it were endowed with a bodily power, tore apart its ligaments, holding the pieces of plate aloft distinctly from one another; then, clutching its sword, the unearthly figure stepped down from the altar, and the ground shook under its treads.
The invokers rejoiced, seeing their efforts crowned with success; however, their triumph swiftly turned to fear when the entity, instead of exhibiting the rational, calculated deliberation proper of the Ironbound, turned on them with mindless ferocity. Their dazed attempts at defence were of no obstacle for the being's incredible strength, and many of them fell to its mist-shrouded blade. In desperation, the Adepts called for their shadowy gods to come to their aid. What followed is unclear, and is seldom spoken of; but the Abomination was subdued, and chained to the wall behind the altar where it first arose.
There it has remained until this day, its feral will snared with fragile, but still intact enchantments and satiated with a continuous stream of offerings. However, there is spreading among the Overlord's advisors the thought that, sooner or later, the entity's terrible might could be put to use in battle against the Fell Lands' enemies.
Ever since the current Overlord's ascension, Vorthal has been his highest lieutenant, granted command over the Balespire's garrison and Adept acolytes and appointed high-priest of the faith of the old gods. Second in age and experience only to his superior, the Fell Lord is greatly versed in the lore of the Ancients, and is said to possess the secret of certain enchanted symbols which he has etched into his armour. These symbols supposedly enhance his speed and agility, which indeed is superior to that of the rest of his kin, and enable him to wield two great sabres at one time. Whether this is true, none knows; and, indeed, Vorthal's entire figure is draped in a veil of occult secrecy which he does not think it meet to lift.
As it has been mentioned, the variant animation rituals recently retrieved are two. Following the creation of the Abomination, the Ironbound did not entirely abandon their experimentation with them, but now took greater precautions. The armour forged for the second one was not far larger than the norm, and it was bound to the altar whereupon it lay before the evocation began. This time, the effects were swifter in manifesting: the flames in the braziers spun and wound themselves into strange shapes, then rose up into the air, extending themselves like blazing tendrils, and poured into the bound armour as though they were liquid. Then the braziers sputtered out; but the chamber was not darkened, for a fire suddenly sprung up within the armour itself, which rose from the altar, its bonds - but not it body - melting for the great heat.
To general surprise and relief, the being proved quite tractable, and, indeed, resembled the typical Ironbound in all except its desires - It That Consumes, thus it named itself, had no ambition to conquer and rule, but relished violence and destruction as an end unto itself. This divergence notwithstanding, the fiery creature agreed to take a distinguished place in the Fell Lands' hierarchy, answering to none but the Overlord himself, and remains in that position to this day. Its body and weapon, despite being scorchingly hot at all times, show no sign of weakness or deterioration, and its strength exceeds that of all but the Abomination.
Some hold that Grignil has hoarded all of the Riglir race's luck; others, that he is favoured by the old gods themselves. However that matter may stand, it is undeniable that there are gathered in him a number of attributes seldom found in his fellows individually, let alone in such a concentration. He is more cunning, rapid, strong and dexterous than most other Riglir, and likewise possesses a measure of aptitude for the practice of magic. All of this he exploits to make himself into what he believes to be "the perfect predator": he has trained himself to bolt from cover to cover, delivering rapid blows to whatever enemy stands in the way, then supposedly vanishing from his pursuers' sight. This last point is especially problematic - not only has Grignil no concept of how to actually hide, but his use of his magical abilities is directly counteractive to such an intent. Indeed, what he usually does is distort the perception of those who look towards him, causing his image to be so vague and blurred, even when in plain sight, that gazing directly at it is painful to the eye; however, this extends to his immediate surroundings as well, rendering any hiding-place he might adopt highly conspicuous. Regardless of these failings, Grignil poses a danger not to be underestimated, and is especially prone to appearing where and when one would least expect him.
History
Long ago, beyond the memory of anything now living in eastern Askor, the region now known as the Fell Lands was inhabited by beings whose names have faded into oblivion, remembered simply as the Ancients. Who or what they were is unknown; likewise unknown is the cause of their disappearance. All that is certain is that at one point the Ancients vanished, leaving behind unidentifiable ruins and three races - the Ironbound, Riglir and Korekk - coexisting in relative stability. Centuries went by, and the three races spread to cover the domain of their forerunners, reshaping it into the bleak sight it is now. Hemmed in by the sea on two sides, and mountains and wastes on the other two, they had, for several ages, little contact with the outside world.
Their first relevant interaction with the rest of Askor some three hundred years before the present day, when the Prophetess gathered heroes from throughout the continent to battle some threat in the east. Seeing as the Fell Lands were as far to the east as anything in Askor, their rulers, fearing for their safety, sent their greatest champions along with the expedition. Yet, when none returned, they grew convinced they had been betrayed by the rest of the Legion so that their strength might be culled, and sent their hordes to destroy the survivors. Thus ended the Fell Lands' first contact with the world, and for three more centuries they remained in isolation.
Twenty years ago, however, envoys from Calor Murex ventured into them, bearing word of a singular venture which was being prepared in their land - the summoning of new gods into this world to supplant the old ones, of whom they spoke disparagingly. The envoys were slain for their blasphemy against the Fell Lands' decrepit deities, but their speeches had sparked the flame of curiosity in the minds of the Overlord and his advisors. If something capable of invoking gods into the corporeal world were to be found, the surely it could be put at the service of their own patrons; and, if they were to manifest, they would bring all under their sway, and reward their faithful adherents.
Plans were hatched over the maps and documents the envoys had brought with them, and eventually precipitated fourteen years later, when a Mycaean peasant, captured by Riglir scouts, declared he had heard that the Regent of Calor Murex had created three living vessels of power - who likewise happened to be descendants of the abhorred Prophetess - to assist in his summoning. Growing impatient, the Fell Lords gathered their armies, and made their way into Mycae, with the intent of crossing the entirety of Askor and claiming all that pertained to the ritual as theirs. However, they had underestimated their foes, and were beaten back. The Mycaeans then sealed the only mountain pass wide enough to allow through an army with a wall, trapping the invaders in the Lands.
Over the last six years, the Overlord, filled with wrath at his servants' failure, has been organising the inhabitants of the Fell Lands into a capable fighting force, in preparation for the day of their return. However, unbeknownst to them, an unsuspected peril is approaching from the east...
Relations
Mycae: Alone, the mere fact of Mycae being near the Fell Lands is not reason enough for their denizens to regard it with anything more than neutrality; then again, the latter word is, as far as the Ironbound are concerned, equivalent to hostility. This already unflattering stance is further aggravated by Mycae not only being an obstacle to the Fell Lords' plans of an expedition against Calor Murex, but already having once thwarted an attempt to push westwards and barring the only way out of the Lands in that direction. It is thus little wonder that it is regarded as a hated enemy whose destruction is necessary and inevitable.
Clans of Tarkima: The Fell Lands' only form of contact with the Clans have been the occasional incursions of Fervari raiders along the northern coast, and one failed attempt at mounting an invasion. Though this does not certainly dispose their inhabitants favourably towards the clan, the sporadic nature of the latter's appearances makes them inclined to view it as little more than a nuisance.
Calor Murex: It was news from Calor Murex that first shook the Fell Lands from their centuries-long stasis, and it was a confirmation of them that drove them to turn their gaze to the west. Though the Ironbound know little of the land itself, they are aware that somewhere in it lies the key to establishing the supreme rule of their divine masters over the world, and this suffices to fill them with determination to reach it and ravage it until that key be found - even if it should be necessary to carve a swath through the entire continent to reach that end.
Characters
Fell Overlord Rahkerroth: The master of the Fell Lands and their most ancient inhabitant, Rahkerroth still recalls the time of the Silver Legion, and was among those who instigated its destruction, believing the tale of its betrayal of his fellow Ironbound. Under his rule, the Fell Lands partially recouped from their losses, and, through their former might could not so swiftly be restored, his skilful guidance returned them to the state of a force to be reckoned with. Despite numerous modifications and refashionings having lent his armour a fearsome guise, Rahkerroth is no more physically potent than the average Ironbound. He primarily relies on marshalling his underlings to accomplish his goals, and has, through the years, grown redoubtably capable of doing so in the most effective of manners.
Harbinger Vrathar: A lesser commander in the Fell Lands' armies, Vrathar is not particularly notable for his experience, prowess, brilliance or, indeed, courage, as he tends to be more painfully aware of his mortality than most other Ironbound and thus more prone to withdrawing from battles he believes are taking a turn for the worse. That said, he does possess a measure of tactical skill, and his cautious approach to combat may yet serve him well in the future...
“So tell me again, why did you decide to hire people from the outside?” A soft, feminine voice said. The room, lit by candlelight and filled with the gentle pattering of a light rain, contained a variety of mounts for weaponry and wooden dummies, adorned with gilded armors. The soft voice spoke again, “And why did you fall back to the castle?”
Across from the voice, sat Mycae’s greatest, and only female General, Joannah. “Why must you always question my motives.” Joannah said, strumming her fingers across a wooden desk. Behind her, lightning gently lit the room for moments. “These plebeians are perfect for a task such as this. Expendable. Finite usefulness. I assumed you knew me well enough Numi.”
“You treat these people like simple resources.” Numi said simply before walking over to one of the mannequins. “I guess I’ll go along with this.” She continued, “But I want to pick who we send.”
Joannah nodded, “I’ll take your picks into consideration. There is already some very promising arrivals. People from the far west.” She snickered, “There’s even a Grogar. I think.”
Numi sighed and motioned Joannah to the door. The two ladies didn’t speak as they walked through the imposing fortress. Solid stone steps made no sounds as the women made their way into a small, quiet room with a large clear window facing the east. Inside were an assortment of would-be heroes, people who Joannah had placed a call for nearly three weeks ago.
Numi gazed about the room, before locking onto a rather large figure wearing a solid suit of red armor. She shook her head ever so slightly before leaning towards Joannah, “Is this it? Where’s the knights, where’s the Grogar.”
Joannah was similarly unimpressed, “Ladies and Gentlemen. I am Lord-General Joannah, though you shall refer to me as Lord General.” She began to gently sway side to side, as if nervous, although her commanding voice showed otherwise, “I have summoned you from afar to earn a reward of three-hundred gold, assuming you can survive a simple mission.”
Before anyone could continue, a young male with an Axe strapped to his back interrupted, “What kind of mission is it?”
Joannah sighed, “I do not believe you are right for this job.” and pointed towards the door. His departure was guaranteed by two Mycaean knights, who ‘gently’ nudged him out of the room. “I am going to ask one question before I continue, and this is one for all of you.” She paused, looking all of the applicants over and settling on a girl in the center of the group. “Are you afraid of the shadows?”
“What an oddly peculiar question” The girl not quite answered. “Lord-General are we” She gestured to the other occupants in the room “to assume you do not mean this question to be taken literally?”
“So you presume I am not asking the question literally?” She brought her attention away from the young woman, towards a knight clad in all red. “I’ll give you this opportunity. If you choose to answer my question with a question, then you can all find work elsewhere.”
The voice behind the armor was loud, stalwart and clear, “We have all come here, unafraid of what perils you would pit us against.”
Joannah smirked, “So, you speak for the group?” Her attention was brought back to the young, defiant woman. “Does he speak for you?”
“I am not one to jump at shadows” The woman replied with a smirk of her own, “be they literal or metaphorical.”
Joannah stepped back and softly to Numi, “Those two, we just need one more.” her gaze went around the room before Numi nodded towards one of the men, “That squirrely one in the back, he is a mage.”
“Are you sure?” Joannah said.
Not waiting for an Answer from Numi, Joannah pointed at the man, “You, back there, step forward. Give me your name and what you would bring to this endeavor.”
“Cedric Girard” The man said as he stepped forward and swept into a semi-formal bow. “Perhaps you have heard of me?”
“THE Cedric Girard? From Cormyral? I heard that you were instrumental in the civil- ” Numi interjected.
Joannah quickly quelled the wonder that Numi had, “Well, you being a veteran of a war already puts you in my favor.” She looked to Numi again, “Is this really what you want?”
Numi’s grin spread ear to ear, “This is exactly what I want.” She turned to the others, “There’s twenty gold for each of you at the gates. For your troubles. Make sure to keep available, there could be openings in the future!”
Joannah motioned for the three picks to follow her into the next room. It was far cozier than the last, wooden paneling and a stained glass window, letting in the little rays of light that pushed through the grey clouds above. Numi walked to the window and watched the water droplets slide in random patterns down the window. Joannah took a seat at a large desk in the middle of the room. Laying across the top were three papers, with three ink quills above each. She motioned to them, “These are contracts, basically stating you’re going to put your life on the line for Mycae. And that upon your death, your reward will go to your next of kin.” She then leaned back, and began gently tapping the arms of her chair.
The girl shrugged before taking a quill and signing one of the contracts with the name ‘Soraya Kazemi’. Cedric, with a look that somehow mixed bemusement and indifference, signed his contract as well.
“So” the girl, Soraya, began as she backed away to make room for the red knight, “what are the details of this job?”
Numi spoke up, and tapped on the glass, “You’re going there.” she said softly, looking to the dark clouds in the east.
Joannah nodded, “Yes, I need people to explore the east. In there is a, ‘Prophecy’ that has caught my attention. I cannot send my own men due to..” she cleared her throat, “Restrictions from my king.”
Numi chuckled, “And your rewards are directly from the Lord General's pocket.”
“I see” Cedric stated. “The Lioness has similar concerns and restrictions.”
“Prophecy?” Soraya asked.
“Yes. The final prophecy of that so called ‘Prophetess’.” Cedric answered. “Something about doom and gloom coming from the East.”
“Ah. You are referencing the end of the ‘Legend of the Silver Legion’ as told throughout most of the continent.” Soraya said.
“Uh… yes.” Cedric shifted his attention back to Joannah and Numi. “So the short is go out and look for massive armies, monsters, or plagues that shouldn’t be there and report back?”
Joannah looked at each one of them before drawing the contracts back towards her, “Yes.” She took a dramatic pause, perhaps on purpose, “You’re to leave immediately, so as to not miss the cover of darkness. There is rations and a cache of weaponry in a cart by the castle drawbridge. I would stock up on anything you can. Any other questions?”
“I’m ready to go” Soraya said as she glanced at Cedric and the red knight.
After a moment’s pause Cedric said “I am as well.” The Red Knight was the first to leave, only halted by Joannah’s inquiry, “Erex, you do not talk much do you.”
“I only speak when it is necessary.” he replied clearly.
Joannah watched as the group left and turned to Numi, “I know how badly you wish to go. And you already know I forbid it.”
Numi continued to stare out the window and muttered under her breath, “Yes Master.”
@Isotope Thanks for letting me know. Take your time, just try to get your first post up by friday if at all possible. If not, due to your illness, don't stress about it.
@Poohead189 Give me just a tad more info on military. What is your military good at? If I was to sit down and write one line for what each country's military is famous for/good at what would I write for yours? Also I'd like some basic relations info. If nothing else who is your historic rival? Give me some basic info for at least a few neighbors.
Obviously the other sections are important, but you can move to the character tab before finishing them.
@Ophidian@Isotope Just a reminder guys. I'll be removing the claims of anyone who has not posted their sheet in the character tab or the OOC tomorrow night. If you are still interested in the RP please post your WIP sheets in the OOC, otherwise I'll be removing your claim to make space for other interested parties.
I am currently somewhat busy, which regrettably impairs my writing capabilities, but should be able to resume activity in two or three days at the latest. You may expect both a complete sheet and a post from me by Friday-Saturday (and may remorselessly chastise me if I delay any further).
@Darkspleen Not done yet, but a lot more fleshed out now.
Zi'an Dynasty
Government
The Zi'an Dynasty is ruled by a single blood linage that pass down the right of ruler to their child that proves themselves the most. The current ruler is Empress Kola Zi'an and she has been the ruler for the past fifteen years. The Empress won her right to rule over the rest of her royal brood during the Right of the Sun which is a series of tests and challenges that are undertaken by the entire brood to show who has the right to lead the entire Empire. The Empress or Emperor are viewed by the nation as chosen by the Gods and no one has the right to challenge their word without equal rights of the Gods. Besides the seat of power on the island capital of Tlaloc each of the Temple cities that are hidden within the rainforest are ruled by a governing lord.
Geography
The Miquiztli Forest is a dense and dangerous collection of trees that covers the entire lower half of the continent stretching from the western ocean all the way to the Poctli Mountain Range against the eastern border. The climate of the forest is a humid place with trees climbing sixty to a hundred feet into the air creating a low visibility issues on the ground with the lack of sunlight that can get through the canopy. Most of the forest is covered in perpetual shadows which can be worse with the common rain storms that can rage across the continent creating hazardous swamps which house a variety of dangerous creatures.
There are only six Temple cities located within the Zi'an Dynasty which seem to have been cut out of the forest themselves. Each city is surrounded by a wall with a single large tiered temple standing in the center. The greatest of these cities is also the throne of power and is called Tlaloc. Tlaloc is located in the western part of the continent on an island transforming the entire island into a virtual fortress with a single narrow bridge to the north and a large port on the southern end.
Culture
The Tecoixin is the name given to the reptilian race that dwells deep within the Miquiztli Rainforest. The Tecoixin come in a variety of shapes and sizes with the average one standing near five feet and five inches with their scales ranging in color from a deep green to sandy brown. As a race, they like to wear minimal clothing to stave off the humidity of their region as their simple clothing consists of gold plated armor mixed with light colored cloth.
The Zi'an Dynasty sticks to their ancient pantheon of Gods that have been known since long ago. The representative of the Gods on the planet is who ever is the chosen ruler of their civilization as well as the priests that serve the temples of the Gods.
Xochitl- The Giver of Creation: The Goddess that brought life into the world and created all races that walk upon the earth. She is also the great lizard who created the forest that protects her favorite creations from the dangers and even continues to watch them from above.
Itzli- The Bringer of Fire, Sun and War: The great God that taught the Texoixin the warmth of the sun that would heat their bodies to keep them warm at night and the same that taught them how to wield weapons against their enemies. The only thing that Itzli requires in return for his teachings are ritualistic sacrifices of the spoils of war.
Xolotl- Keeper of the Night and Death: The eternal keeper of the souls of the dead and the one who claims the night and all shadows as his own.
Tlaloc- The Lord of Rain and Forest: The God that lords over the water of the world and the protector of the Miquiztli Forest. He is the bringer of life bringing rain that nourishes his favored race and even watches over them in the forest so that no invader is welcomed. He is also the blessed one that taught the Texoixin how to use their magic to alter the weather around them. In return, he asks for annual ritualistic sacrifices during the festival of the coming rains. He is thought to reside near the capital Tlaloc deep underneath the waters that surround the city,
Yacatecutli- Giver of arts and smiths: The one that taught the Texoixin how to create weapons and the arts. He showed the lizards what music was in ancient times and is said to be constantly improving his art and passing it down to his people.
The Zi'an Dynasty welcome all into their cities so long as they survive the journey to any of the temple cities. They see all the races as children of Xochitl meaning that they should also accept the others to join in their fires. This doesn't mean that there is much variety in their cities as the journey into the forest is not one for the feign of heart and they see anyone that braves the perils worthy to be among them. The Dynasty does not tolerate transgressions against them even with their welcoming view and most prisoners end up as sacrifices as they do not have a slave infrastructure or slave trade.
The people of the Zi'an Dynasty value strength and loyalty of anything else. This view of strength has lead to a constant supply of military recruitment which have to be turned down during times of peace as there is no reason for a large standing army to just sit around. To make use of these restless recruits the Zi'ans came up with the idea that each Temple city is required during the biannual festival of the solstice to put force a small army to compete in mock battles against each other. The winning city gets prestige and glory and the honor that once battle does break out, they are given the position of putting their warriors on the frontline to test their metal first.
The magic of the Tecoixin reflects their environment of survival of the fittest and only the strong are allowed to wield their magic freely in the society.
Beast Mastery Magic- This is the magic that well defines the Tecoixin and the Zi'an Dynasty and can be used by almost all given enough time. It is also one of the hardest magics to be mastered as it requires a true connection and understanding between user and beast to be truly effective. Real masters of the magic can control many different types of creatures to do their bidding at once and since the Miquiztli Forest is filled with creatures that want to kill you there are plenty of beasts to choose from.
Storm Magic- This magic can only be used by those who truly have a master affinity of magic. Users are able to summon vast fog banks and even condense clouds to create rain storms that can cover large areas.
Military
The Zi'an pride themselves on being experts in unconventional warfare. They only have a very small standing army as most of their recruits come from the civilian population during times of war as well as the Festival of the Solstice. All are trained at a young age to wield weapons of war before being sent back to their families to learn a relevant trade for the rest of their lives meaning that around ninety percent of the population knows how to fight. Noble broods of children are instructed in the arts of warfare and are given extensive training in all types of military tactics. The Zi'an Dynasty enjoys a good hard fight given their primal blood thirst at times, but with advances in warfare technology and their defiance to don heavy and restricting armor they have been forced to adapt their tactics to more guerrilla style fighting meaning that they don't like to leave the tactical advantage of the Forest very much.
The military uses a lot of psychological warfare when presented with another army. They like to instill fear into the enemy with war cries and chanting accompanied by large war drums and rattling of banners created by bones of animals. They are known to fight a feinting battle as they lure the enemy into traps as they pretend to retreat before turning around and attacking the enemy again. As they tend to stick to their dense forests, they will draw the enemy into the trees and start to attack from all sides and even from up in the trees.
The main bulk of the Zi'an Dynasty army is made up of tecoixin that wear little to no armor as they rely on their thick hides to protect against damage done by blades and arrows. They are equipped with a Macuahuit as a standard weapon but are given the option to bring others weapons that they can afford such as steel weapons. The macuahuit is mainly used against bare flesh or calvary as the obsidian blades tend to chip and break against metal armor. Another standard weapon seen are wooden spears with steel tips to rip holes in the enemy armor to allow the macuahuit to go to work. The infantry prefers to march in loose formations as each fighter likes to gain their own glory and do not like to share honor as taking another's kill is unforgivable. Smaller tecoixin are given bows to use at range with arrows tipped with obsidian or iron and often are laced in poison to be effective even if the arrow heads shatter against the enemies armor. When their weapons would fail them, there is always the option of wielding their teeth and claws as their weapons on the battlefield.
Magic users are not an uncommon sight on the battlefield for the Zi'an Dynasty, but unlike other nations who may protect their mages the Zi'an mages can be seen on the front line ripping opponents limb from limb. Beast mages often arrive upon the battlefield with either one or a hand full of war beasts under their command to assist them in battle. They coordinate attacks with their beasts using magic links to see through each others eyes. While storm mages are used to help coordinate ambush tactics as they are instructed to cause downpours or raise fog through the forest. Another tactic is to keep groups of spell casters together to combine power to control stronger war beasts and it is not uncommon for these mages to be seen carried on mobile platforms on the open battlefield so that they can concentrate on their chanting. Spell Casters can be recognized from the main infantry by their appearance as they tend to cover themselves in bones of fallen enemies or animals.
Pack Animals that work in groups under two mages. Requires seven mages to control a single one. Rare. Another pack animal that is used by individual mages. A creature that is used only within the forest and is never taken outside onto the open battlefield. Used by the Sky riders as mounts to attack the battlefield from above. Agile creatures that can maneuver between trees.
Heroes
Yaotl The Primal, the strongest beast mage in the Zi'an Dynasty.
Coatl, Lord of the Lightning Struck.
Empress Kola Zi'an, strong storm/lightning magic user.
History
Relations
Characters
Looks good. Add it to the character section when you are ready.
There are two parts to the Scaveni government, at least traditionally in the old lands. One part is the royals and nobility; they own the lands, set the laws of the lands, and are in charge of the military. But governance on a day to day basis largely lies in the hands of the Scaven, the namesake of the kingdom. The Scaven are a democratically elected force layered from the smallest family unit. Every family in the Kingdom chooses one representative to represent them in the local village's branch of the Scaven. The village then selects a representative to elect them in the region, region to province, province to Kingdom, led by the High Judge, who also acted as a direct link to the king. At least, that's how it was before the Invasion. Now, the nobles have taken on a much larger role in governance, and the power of the Scaven has been largely reduced, though the power of the High Judge is largely retained, mostly in a capability as an advisor. The current king is Vorin II, and the High Judge is Rudik Greentree. All members of the Scaven have a special knot in their hair to signify their rank
Geography
Their kingdom was once made of forests and fertile plains. Now, they are landless, and are at the southeastern border of Mycae.
Culture
Though they are now seen in Askor as a warrior people, historically, the Scaveni were wise and cultured, far from the barbarian stereotype they now embody. They are largely one human ethnicity, again known as Scaveni, usually with fairer skin and brown hair, however, around three percent of their population is now Dwarven. Previously, the Dwarves lived in independent settlements within the Kingdom, but during the invasion, the vast majority of the Dwarves died in battle, refusing to uproot themselves from their home and their lands like the Humans. A few thousand of the dwarves lived on, and now live among the Scaveni in the camps, largely working as blacksmiths and pig farmers. Religion is also very important to the Scaveni, and all Scaveni schools of magic are based on what god that magic derives from. Below are some of the more important gods of the Scaveni.
Vascun is the wolf god. What is the god of is a somewhat foreign concept known as Visi, which has no direct translation, but is somewhere between 'power', 'survival', and 'darkness'. Visi is basically the quantity to which someone has a capability of surviving, as well as exerting their power on others. Followers of Vascun believe that to raise one's Visi, they must forsake morality, and instead view the world through a primal and survivalistic view of it. Priests of Vascun have the ability to transform into wolves, as well as the more devoted followers of Vascun. In the days of the Settled Kingdom, worship of Vascun was prohibited, but since the uprooting, the king declared Vascun worship to be legal, and werewolves now fight alongside the other Scaveni. Worship of Vascun often involves sacrifice of animals. While Vascun worship is getting increasingly more popular, enmity towards Vascun worshippers is also high, due to a chunk of them joining the Einherjar. His pendant is a wolf head.
Aea is the goddess of the family, of farming, and of fertility. She is easily one of the most popular goddesses in the Scaveni pantheon, with a huge number of people, especially women, wearing her pendants. Priestesses of Aea have to be female, and are expert healers and physicians. It's largely because of the priestesses of Aea that Scaveni casualties as a result of the Einherjar are much lower than they could be. The Scaveni believe that Aea breathed life into humanity, and it's because of this that her Priestesses are tasked to sustain it. The Temple of Aea once contained large quantities of scrolls about medicine and healing, and while the Temple was lost, its collection was brought with the Kingdom. Her pendant is a figurine of her.
Lodd is the Scaveni god of war, duty, and the forest. He was once a powerful beastman in the forest that surrounded the Kingdom of the Gods. When hunters and loggers reported being attacked by a beastman, the King of the Gods sent a warband to capture him, but he instead captured them and had them guarded by a pack of wolves. The king of the Gods then sent a second warband, which was again captured and guarded by a pack of wild boars. A third warband was sent, which was captured and guarded by a group of panthers. The king of the gods then went into the forest himself and wrestled Lodd into submission. Lodd, amazed to find a being more powerful than himself, swore his undying loyalty to the King of the Gods, who in turn made Lodd a god. The animals also swore loyalty to the King of the Gods, and the wolves were turned into dogs, the panthers into cats, and the boars into pigs. The King asked Lodd why he attacked the men, and Lodd answered that he saw the humans cutting down trees, and were afraid they would cut down what he was guarding, the World Tree. Lodd led the King to the World Tree, and the king climbed it, and found a greater realm higher up the tree. He and the rest of the gods then ascended to rule the whole of the universe, with the humans left to govern our realm. This event is known as the 'Taming of Lodd'. This is also believed to be the origin of Vascun, who, when Lodd was tamed, escaped from him, the embodiment of Lodd's wild spirit.
The magic used by followers of Lodd tends to be focused on the manipulation of nature, such as elemental magic, animal control, and the control of plant growth. Lodd's pendant is a horn.
Wanous is the Scaveni King of the Gods, as well as the god of lighting. It is believed that our realm was once inhabited by a dying race, who, to prevent the realm from being taken over by the Trolls, created four things; Wanous, the perfect warrior and leader, Fasdan, his axe, with which he could control the storms, Taessa, the queen goddess, and the Goddess of fire and wisdom, with whom he could create new life, and the Dragon, to keep the power of Wanous in check. After creating these four creations, the Ancient Race disappeared, but Wanous killed the Trolls with Fasdan. He tried to expand from the realm, but found himself battling with the Dragon, and grew weary of fighting, neither winning nor losing, and withdrew back to the realm, where he fell in love with Taessa, and the two of them birthed Aea and the first generation of gods. Priests of Wanous channel the power of lightning for their form of magic, but also study the stars. His pendant is his axe, Fasdan.
Taessa is the queen of the gods, and the goddess of fire. After she mothered the first gods with Wanous, she grew lonely, and began creating sculptures of figures similar in appearance to the gods. Her daughter, Aea, felt sorry for her mother, and breathed life into the sculptures. Overwhelmed with joy at the humans coming to life, Taessa gave them fire to keep them warm at night, and to cook their food, ensuring that the humans were set apart from beasts. Wanous also found joy in the creation of humans, and became their king. Priests and priestesses of Taessa use fire for the purpose of divination. Whether or not this works is unknown; when a prediction is proven false, the skill of the practitioner is usually blamed, rather than the credibility of the magic itself. Her pendant is a burning fire.
Though not technically a god of any sort, The Dragon is somewhat revered by the Scaveni. One of the four initial creations, The Dragon was made to keep the power of Wanous in check. In the meanwhile, were it not for Wanous, The Dragon would destroy the world tree. Because of this, The Dragon is often seen as a metaphor for the Scaven; making sure the King is never too powerful, while the king maintains order in the land. Many members of the Scaven wear dragon pendants.
Military
Once upon a time, the military of the Scaveni was well organized and disciplined. Now, things have change. It used to be that the nobility would raise an elite warrior class, while the Scaven would raise up a levy to support these warriors. Now, in the hordes, the Scaveni pretty much just fight from battle to battle. The majority of men fight, and the Scaveni military has become extremely adaptable, changing weapons that each individual men fight with battle to battle, depending on the situation. Of course, certain men have specialties, such as archery or horsemanship, but largely, if you're fighting with a pike one day, you might be fighting with a sword or axe the next. Armor wise, the wealthier, more noble warriors wear a heavy scale armor, while the lighter, non-noble troops will wear light mail or leather. Additionally, the various priests of the gods may or may not take part in battle, of course using their magical skills to suit the needs of the army. The Scaveni also have a decent knowledge of military engineering, and even more now with the companionship of the Dwarves, and will build siege engines and equipment to fit what would work best for the battle. Additionally, due to their status as a horde, while Scaveni warriors may be a little weary of battle, they are also extremely battle-hardened and experienced in war.
As far as organization goes, while military procedures were once very well organized, now there's sort of military despotism in the hordes-each horde has a commander who commands the entire horde's military, and all the hordes are commanded by the king. There are four Scaveni hordes, each numbering in a range from the tens to the hundreds of thousands.
The 'capital' horde is lead by King Vorin II. This horde is extremely well guarded, and mostly made up of heavier, defensive troops, and most of the treasures and relics taken with them from their homeland is in this horde. Most of the nobility follows this horde, and their tents are much larger and well insulated.
The largest horde population wise that contains the most civilians is led by the High Judge, Rudik Greentree. This horde has a large number of peasant troops, and is usually kept out of fighting, and instead fortifies near the other hordes during major battles, allowing a place for the main armies to retreat to, and to send their dead and wounded. This horde also has an extremely efficient group of scouts, which allows for it to avoid attacks on Scaveni civilians.
The third horde is commanded by Vorin's brother, Sudd Jorgenson. This is almost exclusively a military horde, with only some healers and other camp followers to account for a civilian population. Sudd largely has vengeance on his mind, the population of the hold he once led, as well as his family, having been massacred. It is also rumored that he is a worshiper of Vascun, and most of the followers of Vascun, including the werewolves, follow his horde.
The fourth and final horde is another military horde, commanded by Wunal Luddsman. Wunal is far less aggressive than Sudd, and rather is a romantic, holding an opinion that most of the other Scaveni don't share; that this is not the end-times. Luddsman is a noble, though not a royal, and is one of the few nobles to also have family connections with members of the Scaven. Most of the dwarves also follow this horde, which is why the fighters in this horde tend to be extremely well equipped, and well fed from the dwarves' extensive knowledge on pig farming. Another portion of this horde's civilian population is made up of writers, poets, and bards, chronicling the current times.
Heroes
Drago Windwalker: Main hero. Drago was in his late teens when the Einherjar invaded, and was the youngest man ever to be elected to the regional Scaven. His family were farmers and military veterans, though Drago preferred to spend his time out in the forest, and became extremely adept at traversing the land, and from a young age was also an adept warrior. His family lived at the eastern edge of the kingdom, and when the Einherjar invaded, his family's land was one of the first to be attacked. He had recently been married, and his wife was pregnant, so rather than stay and fight, he and his family headed west to find refuge in the capital, along the way becoming more and more skilled as a warrior. Eventually the capital wasn't good enough, and the whole of the kingdom took off to the northwest. Now, Drago is one of the most skilled warriors in the Scaveni military, being given the name 'Windwalker' for his swiftness, agility, and stealth. He follows the High Judge's horde, and commands that horde's scouts. His weapon of choice is a hand axe, which he carries with him wherever he goes, and forsakes armor for better speed. He is also a skilled archer, though rarely fights with bows, only using them when hunting or in a guerilla assault. He wears a dragon pendant, partially for his namesake, and partially because he longs for the days when the true power of the Scaven is restored. Due to his skill, as well as the daring guerilla assaults and rescue missions he's performed with his scouts, he's become extremely popular with the Scaveni populous. He also bears the knot of the Scaven, like all members of the Scaven.
Lessik: Lessik is the high priest of Vascun, and follows Sudd's horde. He has little to no moral fiber, but is still for some reason loyal to the Scaveni. Like all priests of Vascun, he is a werewolf, and a powerful one at that. Like all priests of Vascun, he also shaves his head, sharpens his teeth, and puts black face paint around his eyes. He's all around a really scary guy, and wears a wolf head pendant.
Eosia Jorgenson: Eosia is the only daughter of King Vorin, who also has four brothers. Despite reluctance on part of her father, when the Einherjar invaded, she insisted that she fight the enemy when she grew old enough, being around ten years old at the time. To help insure his daughter's safety, he paid for the best warriors in the country to teach her how to fight, and when she turned seventeen, she took to the battlefield, and is now one of the most skilled warriors of all the Scaveni. She is well liked among the populous for her fair and compassionate attitude, while her brothers are seen as corrupt and spoiled. Though she isn't the oldest of the children, many in the hordes wish to see her become the Queen. She travels in her father's horde, and fights with a full set of armor, a sword, and a shield, and leads a group of female fighters known as the Shieldmaidens, much to the dismay of the more traditional nobility. She also is constantly followed by two large war dogs named Hafni and Sam; when the Scaveni first set out from their land, she found two puppies on the side of the road. Her father told her to leave them, but she insisted that she save them. As they grew older, they were found to both be extremely powerful, and it's often thought that the wardogs are servants of the gods. Like most of the royal family, she wears an Axe pendant.
Reimlyk the Younger: When Lodd was tamed by Wanous, he had been fighting with a simple wooden club his whole life. As a gift, the gods made him a mighty and powerful sword. Lodd accepted the gift happily, and went to practice with it, but found that he wasn't used to the weight and balance of it. The rest of the gods gathered around to try and teach Lodd how to use the sword, but he couldn't learn, and in frustration, he threw the sword with such a force that it fell from the realm of the gods to the realm of man, becoming stuck in a large tree stump. The locals of the area, savage, simple-minded gnomes, surrounded the sword. Realizing how powerful it was, the gods put a spell on it, so that only one as dutiful and pure of heart as Lodd could remove it from the stump. While the gnomes were unable to remove it, they looked at the runes on it, studied the craftsmanship and became civilized, turning from gnomes into dwarves. The dwarves, now realizing their savagery, built houses around the stump, and from there built a village, which became a town, which became a city, the dwarf city of Kufnar. When the Einherjar invaded, they besieged Kufnar, which by then had been filled by Dwarven refugees from around the country. They knew they couldn't hold out, and managed to make an escape route for a few thousand to carry on the Dwarves as a species, and they knew that the Sword of Lodd had to go with them, so they gathered every dwarven warrior in the city to try and pull out the sword, but nobody could. Then they gathered the blacksmiths, and none of them could either. Then they tried every single dwarf in the city, but still none of them could pull out the sword. All but one; the son of a pig farmer named Reimlyk, also named Reimlyk. He promised to protect his father's pigs, and when one of them ran off, he went after it, following it far outside the city until he caught it. When he came back to the city, he was ushered to the sword, and, despite having never fought in a war before, miraculously pulled the sword out of the stump, which, while in Lodd's hand was a regular sword, in his was a massive greatsword. While he had no real muscle, he found the sword to be weightless, and he and a few thousand other dwarves escaped through the mines. He was also given a suit of armor made specifically for the bearer of the sword. Now, travelling in Wunal's horde, the hopes of the dwarves are put into him, and by now he's grown skilled as a fighter, and has the looks of one too. The sword itself is indestructible, weightless to Reimlyk, and can easily cleave through the most armored of enemies. He wears a horn pendant, being the bearer of the Sword of Lodd.
History
The Scaveni lived in their lands for at least a millennia. About twenty years ago, a strange and horrific army, the Einherjar, invaded their lands, and the Scaveni were sent to the northwest. Within those years, their reputation as a wise and learned people began to degrade, and a new reputation of hardened warriors started to take over. Now they are finding themselves in a new continent, Askor, in search of a new home.
Relations
The only established relations in Askor at the moment are the Einherjar, which, of course, are the Scaveni's mortal enemies, though, now pouring into Mycaean lands, Mycae is unlikely to be happy about the arrival of the Scaveni hordes.
Characters
King Vorin II is the current King of the Scaveni, and was king when the Einherjar invaded. While some see his current regime as corrupt and dictatorial, his supporters say it is necessary for their people's survival, and that Vorin will give back the power to the Scaven when a new homeland is found. The only member of the Scaven with any real power currently is Rudik Greentree, the High Judge, who leads one of the hordes. Rudik is a good man, if not a little weak. The rest of the scaven resides in his horde, where they have nominally more power. Most people hate Vorin's sons, who have strangely taken advantage of the new situation. Vorin is often seen as emotionless, his queen being brutally killed by the Einherjar, and since then has only really cared about his role as King. His brother, Sudd, leads another horde and may be a sociopath. Wunal was Vorin's friend from childhood, and is probably the most universally liked of the leaders of the hordes. There is also Drago's wife, Vila, who worries for her husband safety, despite her pride in him.
Good to add to the character section and post ICly.
The country is ruled by a Council made up of the most powerful Merchant Houses who each send a representative to Council meetings. These representatives are usually someone highly influential in the Merchant House, either by having the most money, soldiers or ships. The Council has five seats for the most powerful Houses, but the other Merchant Houses may enter the meetings and view what happens and voice there thoughts. The Five main Houses are selected by gaining votes of other Houses, the five with more votes than the other Houses take the seats. Voting for seats takes place every five years. Once put in power, the Big Five as they are called make the big decisions regarding the overall welfare of the Houses, from who to fight, who to ally, who to pay etc. They also decide what percentage each product is marked up by to make a profit, as well as who to sell to.
Geography
The Northern Island between the light green coloured lands and the grey coloured lands. There are four major cities placed on the southern tip, the eastern and western corner, the fourth is placed in the middle of the island. The north side of the island is a sheer cliff and covered in rocks which prevent landing. Each city is connected by large roads. The fourth city is the main one, its where the Council meets and where all the main warehouses sit. There is few trees since most went to making ships, and mines and workshops dot the landscape, with the gem and gold mines concentrating on the north side of the island.
Culture
The country is full of mainly humans, however there are Merchant Houses made up of non-humans who can run for council. For the main part anyone can join a Merchant House or become a citizen, so long as they have the coin for it. There is no standard religion for the people since most come from other nations with their own Gods and customs, but there is a Church in the main city with idols and priests from many different religions. However, anyone who goes against the laws put in place by the ruling Council is either exiled, sent to work the mines are thrown from the cliffs depending on the severity of their crime. If an entire Merchant House is found guilty of a bad enough crime, their House is dissolved, their assets seized and their workforce given to other Houses. Treason, selling drugs, blackmailing or bribing a Council member or considered the worst crimes of all.
Military
The Merchant Houses rely mostly on their Navy and on paid Mercenaries that they hire to protect their convoys, both land and sea ones. Their land caravans are escorted by the Mercenaries and led by the Merchant in charge of the caravan. The strategies employed by the Merchants is mainly simple, if on land they circle the wagons and defend the merchandise until the attacks stop, if on sea they split up the ships, getting the escorts to distract the attackers while the merchant ships flee in different directions, either making it back to their home port or to their destination depending on where they are and how the winds and tide are. Their convoys rely on speed and numbers to push through attacking forces, hitting quickly and in numbers to overwhelm enemies and scatter them as they move past them.
Heroes
Superior Hero: Jacob Mrroant, an Orc Mercenary who started his own Merchant House after fighting for coin for eight years for other Merchant Houses till he had enough coin to build his own Merchant House to fight for. Now, he leads a large band of mercenaries and is known as the Merchant of Blood, mainly because he sells livestock and mercenary services.
1st Hero: Luke Perchant, a Human Merchant known as the Lord of Accounts, he is also from one of the few Merchant Houses who have held a Council seat the most over the years. Perchant is now a representative on the Council and is charged with maintaining a list of numbers on the costs of mercenaries, convoys and prices for merchandise.
2nd Hero: Captain Krack, a Human Merchant who controls the largest Merchant House Fleet, he is renowned as a good sailor and can outrun any pirate or foreign ship.
History
The island was first inhabited by explorers looking for new lands. Later when it was discovered that the island was full of gems, gold ore and the like, merchants from all over flocked to it like a moth to a light. When a foreign Noble tried to claim the island for his country, the more powerful merchants hired mercenaries to fight for them, and they beat him. Since then a few countries tried to take the island from the Merchant Houses with little success, till basically everyone got the message. The island was for coin makers and exiles. After all the civil wars and invasions, the Merchants decided to join together and form a nation under a Council who they vote for.
Relations
For the most part the Merchant Houses trade with anyone who has coin. They export valuable gems, jewellery, metallic ore, some livestock like sheep, cows etc, as well as the services of their fleets for transports and their Mercenary Houses sell their services. They do however have some grudges with their neighbours, The Ogryn Kingdom and the Clans of Tarkima who have raided their convoys and caravans in the past. They would declare war on them, but it would be too costly and may not end in their favour.
Pretty much good to go. The only thing is I'd like to know a bit more about military. Specifically I'd like to know what to expect from you in ground conflicts. Besides that its good. Feel free to post your sheet in the character section.