Found it. I must be blind.
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by Liecthenbourg » Fri Aug 12, 2016 4:59 pm
by Krugmar » Fri Aug 12, 2016 5:05 pm
Liecthenbourg wrote:Character Development
Character Name: The Tomb-Keeper.
Character Race: Lich.
Character Age: Who knows? I don't.
Character Birth Place: Somewhere, presumably.
Character Physical Description or Image: Here art thou.
Character Biography: The Tomb-King is the God-Sovereign of the Archduchy of the Ever-Realm. He resents the Gods, to a point where he sustains his own immortality in a slight against them. The Ever-Realm is his formation to spite the Gods and their rules. Through death he grants immortality. He is also obsessed with the concepts of Elven magic, being a proficient necromancer himself. He spends much time studying the Elven tomes him can find in his keep - and his thirst for knowledge is mostly what drives his goals. Aside from his hatred towards the Gods, he harbours not much emotion.
The Lineage
Character Dynasty/House/Clan (if applicable): Not really, no.
Family/Dynasty/House Sigil or Banner: The only banner is that of a skull on a field of black, with the words "I Live Eternal" beneath it.,
Origin of the Family/Dynasty/House: None.
Character Dynastic History (History of your family): There is no family.
Personal Effects
Skills: A master necromancer, a skilled and intelligent being whom can speak all the tongues of the world - mostly - and is well versed in Elven lore of magic.,
Magical Proficiency: Focuses immensely on necromancy, with light dabbling into destructive magics and the alteration magic of the elvish.
Equipment/Important personal items: A set of keys to the keep of his, immense black robes that conceal him, his staff.
Acquired Magical Items: The Tomes of Lhoerdor, his staff itself, a crown of undeath.
#356 - Tracker don’t delete this
Character Development
Character Name: The Archduke
Character Race: Lich
Character Age: Unknown
Character Birth Place: Arazghuldarraman
Character Physical Description or Image: Here art thou.
Character Biography: The manifestation of the Tomb-Keeper's desire to be in multiple places at once, the 'Archduke' is but a split of the Tomb-Keeper whom orchestrates the Ever-Realm's forces and more methodical governance whilst the Tomb-Keeper acquires his knowledge. He is exactly the same in all respects, but he shows a much more militaristic aptitude and is thus currently present at the siege of Poldorea.
The Lineage
Character Dynasty/House/Clan (if applicable): None.
Family/Dynasty/House Sigil or Banner: Nope.
Origin of the Family/Dynasty/House: Nope.
Character Dynastic History (History of your family): Nope.
Personal Effects
Skills: A military tactician, immensely strong.
Magical Proficiency: He has the ability to control the undead in his armies, to keep them on their goals of war. Much like all liches. He also possesses minor abilities to raise a few undead at a time, but nothing like the Tomb-Keeper.
Equipment/Important personal items (if applicable): His steed: a felled mare, his old plate armour, several swords.
Acquired Magical Items: A crown of undeath, the mace of unsufferable wrath.
#356 - Tracker don’t delete this
by Krugmar » Fri Aug 12, 2016 5:13 pm
by Reatra » Fri Aug 12, 2016 5:50 pm
by Krugmar » Fri Aug 12, 2016 5:56 pm
Reatra wrote:Nationstates name: Reatra
Nation being reserved: Calzar (the Human city in the north-west)
#357
by The Holy Dominion of Inesea » Fri Aug 12, 2016 5:58 pm
by Reatra » Fri Aug 12, 2016 6:01 pm
Krugmar wrote:Reatra wrote:Nationstates name: Reatra
Nation being reserved: Calzar (the Human city in the north-west)
#357
Noted, though it is actually Calzan. Apologies that the map is smaller than I wanted it to be.
A quick note, it is a colony of Acharnean (aka French) culture, since that isn't clear on the map.
by The Holy Dominion of Inesea » Fri Aug 12, 2016 6:02 pm
Reatra wrote:Krugmar wrote:
Noted, though it is actually Calzan. Apologies that the map is smaller than I wanted it to be.
A quick note, it is a colony of Acharnean (aka French) culture, since that isn't clear on the map.
Oh? Damn. I was hoping for an independent city-state.
Are there any human city-states? Because that one was in the perfect spot, with it's river and bay and farmlands.
by Liecthenbourg » Fri Aug 12, 2016 6:03 pm
Reatra wrote:Krugmar wrote:
Noted, though it is actually Calzan. Apologies that the map is smaller than I wanted it to be.
A quick note, it is a colony of Acharnean (aka French) culture, since that isn't clear on the map.
Oh? Damn. I was hoping for an independent city-state.
Are there any human city-states? Because that one was in the perfect spot, with it's river and bay and farmlands.
by Krugmar » Fri Aug 12, 2016 6:04 pm
Reatra wrote:Krugmar wrote:
Noted, though it is actually Calzan. Apologies that the map is smaller than I wanted it to be.
A quick note, it is a colony of Acharnean (aka French) culture, since that isn't clear on the map.
Oh? Damn. I was hoping for an independent city-state.
Are there any human city-states? Because that one was in the perfect spot, with it's river and bay and farmlands.
by Krugmar » Fri Aug 12, 2016 6:06 pm
The Holy Dominion of Inesea wrote:Nation Name: Confederated Holds of Khar Wohr
Ruler:
Lord Protector- Elected for a decade by the free citizens of all the Confederated Holds who are over 30 years of age. He (or she) is akin to an elected Monarch. The Lord Protector leads the military, controls the Holdsmeet, and has various other powers including over taxation, laws, etc. The Lord Protector is not an absolute ruler and is limited to three terms total.
Prince- The Prince of Khar Wohr is the Eldest Male Member of the House of Wohrorod. Despite the gender equality in the rest of the region, the House of Wohrorod descend from the Ancient Clan Wokutya, which belonged to the patrilineal ancient realm of Khar Dwemeren. The House of Wohrorod fled the fall of the Khar Dwemeren to the Terraik Dharr and fled south to the gender-blind realms of the Kingdom of Ulumir. Ulumir was the southernmost bastion of the Varahk Dharr. While once an absolute monarch, today’s Prince holds far less power than before. He has but one vote in the Holdsmeet. Oftentimes the Prince acts as a diplomat or general, but the most common role he plays is that of philosopher and symbol. He acts as the Spirit of the Holds and is said to be touched by the Heart of the Dharr.
Holdlord- There are four Holdlords, one for each of the four Holds. They, like the Prince, have lost much of their power to the tides of Republicanism. The Holdlord heads the local Holdmeet in each Hold and is the High Magistrate for each Hold’s Court. They are hereditary and open to male and female Dharr. The Holdlord also has one vote on the Holdsmeet where he is represented by one of his kin, knows as the Holdhaur.
Holdstrate- The Holdstrates are the elected leaders of the Holds. Each Hold has 25 Holdstrates. These Dharr represent the people at the Holdmeet and are the core of the leadership of a Hold. They set the local laws, taxes, budget, etc. 15 Holdstrates are elected from the general populace, 2 are appointed by the Holdlord, 2 are appointed by the Academic Society, 2 by the Craftsmen Guild, 2 by the Merchants Association, 1 by the Mountainheart, and one is elected by members of the Miners Guild.
Holdsjarler- The Holdsjarler are those who sit on the Holdsmeet with the Lord Protector. They are powerful Dharr, who craft the laws, taxes budgets, and military appropriations. Each Hold sends 3 Holdsjarler, 2 who are elected and 1 who is appointed by the Holdmeet. The Holdhaur is effectively a Holdsjarler, save that the Dharr must vote according to his Holdlord’s will. The Prince appoints three more Holdsjarler. The Lord Protector appoints two who are retired officers. The Merchant Association, Academic Society, Craftsmen Guild, and Miners Guild all appoint 1 Holdsjarler. The Rangeheart sits on the Holdsmeet and appoint two to it.
Holdsmeet Vote Breakdown-30 Votes
Regional Holdsjarler-12
Holdhaur-4
Ancestral Holdsjarler-2
Martial Holdsjarler-2
Guildsdharr Holdsjarler-4
Princely Holdsjarler-3
Lord Protector-1
Prince-1
Rangeheart-1
Clan Chief-The Clan Chief is the head of a Clan, which is the extended body of at least a dozen Houses. Clans range in size from 300 to 100,000 members. The Clan Chief has no political power, but plenty of influence. It is hereditary, and can be matrilineal, patrilineal, patriarchal, matriarchal, or gender blind.
Rangeheart- The Rangeheart is the head of the Varakh Dharr Ancestral Religion. The Rangeheart is the Speaker for those who have passed and he interprets their will and feelings on current events, as well as seeks them for guidance on what is and what is to come. The Rangeheart is essentially an interpreter for the dead.
Mountainheart-The Mountainheart is the highest clergymen in a Hold. The four Holds have each one Mountainheart. The four Mountainhearts elect the next Rangeheart.
Caveheart-Local clergy
Government Type: Constitutional Monarchic Republic
Government Hierarchy: The Prince and the Lord Protector are the two most powerful men in the realm, with the Lord Protector having more power but the Prince being in power longer. The Holdsmeet is the highest body in the realm and it makes all the national laws, taxes, war, etc. Khar Wohr is broken into 4 Holds. Each Hold is headed by a Holdlord and Holdmeet. Clans have only a limited political power. See above for more detail.
Races: Dharr Varakh with a few small human settlements
Formation: 981 years ago
Succession Laws: Prince is the eldest male in the House of Wohrorod. Other than that, the intricacies are explained above.
Gender Laws: Varies by clan, general gender is not a factor, only seniority.
Population: 1.2 Million
Military Strength: 10,000 Dharr in the Grand Army of Wohr, 500 in each Holdguard for a total of 12,000
Military Info: The Soldeirs of Wohr are among the best equipped and trained in the world. They carry the finest Dharric firearms and use the best Dharric cannons. Unlike the rest of the Dharr, Wohrric craftsmen use Dharric Runic Arts to craft magically enhanced goods. Wohrric guns shoot faster and longer. The cannons do not burst and are light yet fire heavy shot. The Wohrric Dharr have armor inscribed against bullet and arrow. Each Hold is defended by massive fortress and mountains. All this military might is because the Dharr of Wohr have alienated the other Dharr Varakh and must stand alone.
Currency: 1 Krag = 10 Fyordes = 100 Kratiors, 1 Gold = 100 Silver, 1 Silver = 25 Copper
History: The Dharr of the Har Ulumir have inhabited the realms of the Ulu Mountains since the dawn of time. They were largely fragmented into hundreds of clans. By the time the Clan Wokutya arrived from Khar Dwemeren in the north, several clans had grown large enough to try and compete for control of the entire region. The Wokutya used this strife as a means to establish themselves in the region. First they conquered the city of Kim Daqio, which they renamed Kim Wohr in honor of the House that lead the battle. Over the next century, the Wokutya warred and fought to gain control over the entirety of the Ulu Mountains and South Ulu Mountains. By this point House Wohrorod became the dominant House and the head of the house, Prince Jaedik, became the first Prince. This was almost 1000 years ago.
Khar Wohr quickly became caught up in a heresy. Several prominent citizens in all four Holds began to practice a form of magic known as Dharric Runic Arts. At first persecuted, the superior products of the Runic Arts soon convinced the Prince that Runic Arts were something to encourage, not admonish. Khar Wohr was declared heretical by other Dharric nations and mostly cut off.
About 300 years past, a civil war broke out. It was between the commoners, merchants, and miners vs the nobility. The Civil War raged for a decade until a peace was brokered. It laid down the foundation of the Wohr we see today. From the ashes of war rose the child of Republican and Monarchist ideals, the Confederated Holds of Khar Wohr. Due to their heretical practices and isolation from other Dharric peoples, the Wohrric peoples suffered many invasions. This led to the creation of the mighty Ulutiri Fortresses, which today stand guard over the passes into the Ulu Mountains. Outnumbered, the people of Wohr used superior technology and Runic Arts to beat back the hordes. Today the kingdom prospers as its wares are valued worldwide. The newest military tech is banned from export.
#354 - Tracker don’t delete this
The Four Holds-
Kim Wohr
Khenum Ningalir
Mam Ulum
Kilanum
by Reatra » Fri Aug 12, 2016 6:07 pm
by Reatra » Fri Aug 12, 2016 6:08 pm
Krugmar wrote:Reatra wrote:
Oh? Damn. I was hoping for an independent city-state.
Are there any human city-states? Because that one was in the perfect spot, with it's river and bay and farmlands.
For human City-States there are only the Meridian Cities as Inesea stated, or there are the Princedoms of the Outlands (Frystendomme) which are essentially independent city-states, though they are large enough to rule other cities.
If you go elves, each of their realms are city-states.
by Liecthenbourg » Fri Aug 12, 2016 6:08 pm
Reatra wrote:Liecthenbourg wrote:No mountains nearby though - so no Observatory, Machu Picchu or Neuschwanstein.
Funny because literally fifteen minutes ago I was playing Civ and was thinking that exact thing.
Considering the IRL culture I was hoping to emulate, that's an issue.
Speaking of, is it just me or are there never highlands in fantasy maps? Only mountains ranges but never plateaus.
by The Holy Dominion of Inesea » Fri Aug 12, 2016 6:11 pm
Reatra wrote:Krugmar wrote:
For human City-States there are only the Meridian Cities as Inesea stated, or there are the Princedoms of the Outlands (Frystendomme) which are essentially independent city-states, though they are large enough to rule other cities.
If you go elves, each of their realms are city-states.
Elves could be cool, but I'm a human supremacist.
Where are the princedoms? I can't seem to find them.
by Reatra » Fri Aug 12, 2016 6:15 pm
by The Holy Dominion of Inesea » Fri Aug 12, 2016 6:16 pm
Reatra wrote:The Holy Dominion of Inesea wrote:They are on the right, in the center of the vertical axis. There are three. It's on a trident thing I guess
I might be blind because I swear to god I can't see anything. One the right continent, on the right coast too?
OH SHIT ARE THEY THE FYRSTENDOMME?
In that case the svelstrup one looks cool, its capital being on a peninsula at the mouth of a bay is a good sign.
by Reatra » Fri Aug 12, 2016 6:18 pm
The Holy Dominion of Inesea wrote:Reatra wrote:
I might be blind because I swear to god I can't see anything. One the right continent, on the right coast too?
OH SHIT ARE THEY THE FYRSTENDOMME?
In that case the svelstrup one looks cool, its capital being on a peninsula at the mouth of a bay is a good sign.
Yup, thats the middle one
by The Holy Dominion of Inesea » Fri Aug 12, 2016 6:20 pm
by Krugmar » Fri Aug 12, 2016 6:22 pm
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