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BlackBishop

Dungeon Master
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Jun 13, 2012
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  • Crusader Kings II
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Agorath Signup and Dev Thread
Join the plotting on IRC here ~ #Agorath


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“War is not a duel, or a tourney. It is not a game with fair moves and foul. War is a horrible thing, only to be undertaken at the most dire causes. Once engaged, the leader who fails to strike every blow, to use every weapon against the enemy, such a leader is not honorable. In war the honorable thing is to destroy the enemy with the most speed and the least harm to your own people.”
~ Deagrin Wrothiron, King Under High Mountain



Welcome to Agorath, a high fantasy medieval world, and second installment in the series. Our game begins 20 years after the defeat of the Dark One. The purpose of this thread is to get a sense of how many original player will be returning, assigning stats and fleshing out backstories for new and old characters so that when the game does begin, likely around summer, we can jump right in. For a long time I was rather dubious on ever returning here, but some gentle convincing from my co-GM Tapp and recent rereading of the epilogue has renewed my excitement for this game.

For a broad sense of the lore of the world, click here and read the original post for the previous game. Here is a recap of the events of the last game...

The War of Darkness

In the time leading up to the War of Darkness, the all consuming war in which the Dark One attempted to destroy the followers of Light, the Lords of Light were preoccupied with establishing the Old Kingdoms in the wake of the crumbled empire. House Kalare reformed Norseland under his banner, though many contested his rule. House Coamenel established the Kingdom of Galadriel once again. House Krestarii gained the crown of Ecclestius. House Ayyubid reclaimed the sovereignty of the Sultanate of Hroniden. House Deagrin claimed the throne for Highathar and the Dwarves. As these Great Houses rose to lead the old kingdoms, the lands were plagued by war, chiefly the Nord invasion of Galadriel, and the Corpus epidemic of Hroniden.

The hero Ra’Gru of Goi’Orka was trusted with the position of Lord-General, and given command of the forces of Light to crush the Necromancer believed to be the cause of the Corpus nightmare. After the defeat of the Corpus threat, Ra’Gru was crowned King of the Orcs.

The ArchMage of the Order of Light, Qylan the Houseless, decried the evils of Slavery and vowed to end the scourge through war. As the slavery debate threatened to push the kingdoms into a great conflict, House Krestarii, Ayyubid with their vassals, House Rostani, attacked the Golden City in an attempt seize power. The siege was soon lifted and peace restored after pressure from the other Houses.

ArchMage Qylan, proclaiming the interests of peace in the wake of the siege and the ongoing war in Galadriel, gathered the Lords of Light to him within the Hall of Lords in the Golden City. Qylan then revealed himself to be a servant of Darkness, joined by the Lord-General Ra’Gru and Zephfer of Galadriel. Against the power of Darkness, there was little the Lords of Light could do. Many died battling the traitors, until the mercenary Jacob stormed the hall, revealed to be a powerful mage, he drove Qylan and his allies from the former Imperial capital.

The armies of Darkness marshalled under Qylan and his generals, Ra’Gru and Zephfer. However, before an invasion could be waged, the Lords of Light struck first, under the banner of the unlikely leader, Eylinn of Mindrilla. Though the Lady-General discovered a corrupted well of Light, blocking Light magic into the world, she was plagued by defeats and unable to seize the Light Basin. At the crushing defeat upon the Vahamil Steppe, Eylinn made the grim discovery that Qylan was enthralled by the Vampire Lord, the God-General of the Dark One’s forces. She paid the price of that discovery by becoming infected with the malicious disease.

After Eylinn’s defeat, Deagrin Wrothiron, High King of Highathar assumed command of the armies of Light, as Eylinn faded from command in search of a cure. Wrothiron was able to turn the tide at the Battle of Azure’s Ridge and finally send the forces of Darkness into route. With the Basin controlled by the Lords of Light, the temple was cleansed of Darkness, and Light magic flowed back into the world. Despite his victory, Wrothiron was brought down by politics as Sultan Saladin gained favour and usurped command of the armies, and organized a defense of the Basin.

Dreagon, the Vampire Lord took his corporeal form and set about fulfilling the final stages of the Maegi Propecy, the ritual in which The Dark One would once again enter the world and wage His war upon the old bloodlines that stole power from the Gods. By enthralling the ArchMage, Dreagon learned of the last heir of Ecclesiasties, and the pure blood of the ancient hero that could speed the return of the Dark God. The mercenary Jacob and his daughter, unbeknownst to him, were the last heirs. Dreagon enthralled Jacob and learned the location of his daughter, captured her and spilled her blood upon the alter of Darkness.

Though his victory was complete, Dreagon did not count on the trespass of Eylinn of Mindrilla within his inner sanctum. The former Lady-General defeated Dreagon and plunged an enchanted blade, Dreagon’s Bane, into his heart, curing the world of vampirism and destroying the Darkness of Dreagon. Despite this blow to the Dark, it was too little, too late, as Dreagon’s mission was accomplished, and The Dark One returned to the world. However, with the demise of Dreagon, Qylan and Jacob regained their free will, and returned to the East, though Qylan was murdered at the hands of the Celestians, a vassal of House Krestarii.

The loss of the God-General had a profound effect on the Darkness. Ra’Gru betrayed The Dark One and disappeared, later to be discovered to have taken Imperial form as Ares Krestarii, wed Eylinn of Mindrilla and usurped the kingdom of Ecclestius from the dying Asharian Krestarii. The fallen Lord Balthar Birch rose to assume the position of God-General of the Dark One with his commanders, Logain Deftspear, Zephfer, and Koldun.

As the Dark One spread across the continent, taking Hroniden, Highthar and Galadriel, Norsleand was nearly lost until the discovery that King Kvothe of Kalare was a Dark Lord. A coalition force led by Nord rebels, Light Orcs and Elves routed Kalare into the sea. It was at this time that it became known the Golden City had fallen to Darkness, it’s people enthralled by the Dark One. Jacob narrowly escaped the city with the help of the Lords of Light with knowledge of a powerful spell that could banish the Dark One from Agorath.

In one last effort, the Lords of Light launched a final assault upon the Golden City. Gaining entry to the Tower of Light, Jacob was able to call the Dark One to him and begin casting the Ward. The discipline of the Dark One’s generals proved unreliable as they rushed to taint the Ward spell, Birch, Kalare and Zephfer all attempted to gain power at the final battle, to establish themselves as Gods, while Koldun joined forces with the Light and Logain Deftspear remained loyal to the Dark One. The attempts of usurpation of the spell failed, and Jacob cast the Dark One out of the world, sacrificing his own life in the process.

Many great heroes were lost in the war. High King Deagrin Wrothiron perished against the Dark One, as did King Saladin of Hroniden, though their heirs rule their kingdoms still. Ulfrik the Wolf King, who briefly united Norseland against Kalare perished, dooming his country to fall into civil war once again. Koldun, the former Dark Lord who laid claim to the ancient kingdom of Arguad died defending the Lords of Light. The troubled Dwelf (Dwarf/Elf Halfling) Quicksilver, UnderKing of Yurdeast died in battle with Balthar Birch. Countless others died as well, giving their lives to preserve the Light and peace in Agorath.

The villains Birch, Zephfer and Kalare perished in the final battle. Logain Deftspear organized a tactical retreat back to the West, where he rules a kingdom of Fallen Dwarves. Tales were spun during the war of a powerful witch who commanded as well, rumoured to have been executed, others say escaped, her exact whereabouts is unclear, though most assume she has fled to the Black Isle. Though some lesser Dark commanders escaped the final battle, the witch and Deftspear inspire the most fear...

Unlike the first Agorath, where players stats consisted of a simple and equal system, the new game will, while keeping some simplicity, will now allow for geographic, cultural, racial and leadership differences so no two players are exactly the same. Some will have inherit advantages and others disadvantages.

Here is a rundown of the new stat system players can expect...

Narien Mindrilla

Title: None, Adventurer
Race: Human/Elf
Trait: Warrior (Combat Bonus)
Province: Narien's Hall, Ordivantes
Government: Banner
Terrain: Hall (small income)
Supply: 1k (population)
Levy Raised/Lowered: 0/300
Income:
Edicts:
~ Diversify Banner (Increase levy)
~ Sell ale (Increase Income)


The Last Maegi

Title: High Priestess
Race: Drow
Trait: Dark Mage
Province: Dreagar
Government: Dark Theocracy
Prominent Demographic: Drow (Combat Bonus, Income Penalty)
Terrain: Volcanic Waste (gemstones, wasteland)
Supply: 18K (population)
Levy Raised/Lowered: 0/360
Banners: 2k
Income:
Edicts:
~Mandatory prayer. (Lower revolt risk)
~Slave Mines. (Income Modifier)
~Indoctrinate Zealots (Increase Banners)

Here we have two different characters, a ruler and an adventurer. One with titles and another without.

Title: Titles held by the player character, anything from an adventurer/baron/count/duke/king level. Though new players may only start at Count level or lower.

Trait: In the last game players picked from a short list of predetermined traits, such as strategist, diplomat or schemer. In the new game players simply decide the stat bonus they would like and come up with their own trait (ie. a merchant character may have an economic bonus. A schemer a bonus to plot orders etc.)

Province: The lands the player directly controls; not the lands of his/her vassals.

Government: Players may choose their own form of gov't each with their own bonuses and penalties. Suggest a form and possible pros and cons and Tapp and I will approve or request changes. Ie. Fuedalism may provide a boost to levies while include a low revolt risk, while absolute monarchy may give a greater boost to levies, but a greater risk of revolt.

Prominent Demographic: The major race and culture within your lands. Again players are free to submit a pro and con for approval. ie Drows have well honed skills in battle, but a generations living in Ashen wastes have made them inept farmers or miners.

Terrain: The majority land type in your direct holding, each with advantages and disadvantages. A river valley will have bountiful farmlands, and thus gibe a boost to population, whereas a mountainous land will give a boost to income through mines but lack population.

Supply: Total population that can be supported in your lands.

Levy Raised/Lowered: 2% of your supply, able to be mobilized for war.

Banners: Your number of vassal's troops who may or may not support you in times of war, and run the risk of revolting against you.

Income/Expenses: All stats are taken account to give you a base income and expenses.

Edicts: Current orders effecting your stats are listed here. Over time edicts may become stagnant and cause problems, and an order may need to be issued to clear it. ie. increased lumber operations may begin deforesting your land overtime, resulting in a penalty to income.


War Mechanics.
In the last game, player forces were split into flanks and victories were decided by the roll of a die. I have been moving further away from the reliance on dice in my previous games, and in Agorath I may rely on a blend of judgement and chance. Putting more reliance on player's orders to decide the outcome. ie an underpowered player writes a strategy using the terrain to his advantage will still likely lose the battle - but take a hell of a lot of his enemy to the grave with him.

Thus far the war mechanics are still a work in progress and I only have a vague idea of how I want it to work yet. Of course, I am open to suggestions.


There may be plenty I have to fine tune, but what I would like from you is to post a sign up with the stat format quoted above. Write what you think you should have and I will approve or change it.

Here is a quick guide to making your character:

Title: The title you held in the last game : All new players will begin as adventurers, barons or counts.
Race: Your character's race and subculture.
Trait: Pick a bonus to combat, income, diplomacy (manipulating npc's), plot orders or any of the stats below
Province: the name of your directly controlled realm
Government: Your form of gov't and bonuses and penalties. (ie feudalism - low levy bonus, low revolt risk)
Prominent Demographic: Your prominent race and/or subculture (Drow - combat bonus, income penalty)
Terrain: The prominent terrain type in your holding. Here's a list that may be tweaked.
River Valley - High population bonus, low income bonus
Coastal Region - High population bonus, medium income bonus
Grassland - neutral
Ashen Waste - high population penalty, low income penalty, combat bonus
Badlands - low population penalty, low income penalty, combat bonus
Desert - low population penalty, low income penalty, combat bonus
Mountains - Low population, high income
Forest - low population boost, low income boost
Supply: Population base rate of 20k, standing to be increased or decreased depending on terrain, gov't and orders
Levy Raised/Lowered: 2% of population
Banners: Yet to be determined - figure of number of regions, terrain and others to determine
Income: yet to be determined


 
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Agorath, Pre-Prophecy

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Agorath, Post Prophecy


The original Agorath map, a horrible blob of colour created in MS Paint was converted to AutoREALM near the end of the game. Though I seem to have misplaced my source map, here is the more recent version of the continent of Agorath.
 
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Stats Page

Black Bishop

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"I warned them of the doom that would befall, that peace would ever elude them.
In their sin, they heeded me not. So greedy for power they are,
and the vile crimes committed by their fore-bearers present still in their veins.
His time will come again."


The Last Maegi

Title: High Priestess
Trait: Voice of Darkness (Scheme)
Race: Drow
Province: Dreagar
Government: Dark Theocracy (Combat Bonus, Revolt Risk)
Prominent Demographic: Drow (Combat Bonus, Income Penalty)
Terrain: Volcanic Waste (Income bonus, Supply penalty)
Supply: 18K (population)
Levy Raised/Lowered: 0/360
Banners: 2k
Income:
Edicts:


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"By my blood, by my honour, I will defend the Light!"

Narien Mindrilla

Title: None, Adventurer
Trait: Blood of Jacob (Healing ability)
Race: Human/Elf
Province: Narien's Hall, Ordivantes
Government: Banner (combat bonus, income penalty)
Terrain: Hall (Income Bonus, Population penalty )
Supply: 1k (population)
Levy Raised/Lowered: 0/300
Income:
Edicts:


Tapscott
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"Cast from the East, I found succour in the West.
Those who exiled me will pay, their lands will burn.
Soon Agorath will see a new age begin, a new night descend.
We prepare the world for the inevitable return of our beloved master."


Belegûr Arvandul

Title: King
Province: Dreagar
Trait: Silver-Tongued (Diplomacy Bonus)
Government: Absolute Monarchy (Income bonus, levy bonus, Revolt Risk)
Prominent Demographic: Drow (Combat Bonus, Income Penalty)
Terrain: Volcanic Coast (Income bonus, Population penalty)
Supply: 40K (population)
Levy Raised/Lowered: 0/4000
Banners: N/A
Income:
Edicts:

Aedan
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Nasala Veariment

Title: God-General/Arbiter of the Void
Trait: Masterful Schemer
Province: Karmont
Government: Glorious Theocracy (Low population, Combat bonus)
Prominent Demographic: Fallen men/Birchians (Low population, combat bonus)
Terrain: Badlands (population penalty, Combat Bonus)
Supply: 40K
Levy Raised/Unraised: 800
Banners:3k*
Income/Expenses:
Edicts: Zealous Orc Tribe (1k banner)

Iisbroke
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Einir Tudonii

Title: High Chief Ordivantes
Trait: Wilder Chieftain (Combat)
Province: Ordivantes
Government: Tribal Federation (Centralized Tribes, Low Revolt Risk, Low Levy)
Terrain: Mountains (Low population, high income)
Supply: 80K
Levy Raised/Unraised: 1200 (supply x 1.5%)
Banners: 2k
Income/Expenses:
Edicts:

Galren
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"The people of Hroniden have known suffering in the form of the scorching sun.
Plague, war, and famine have struck our people, but we bear it like the sun's heat and press on."


Zaahir Farrah Rostani

Title: Shah of Herasnia
Trait: Legacy of the Rostanis (Diplo)
Province: Herania, Hroniden
Government: Feudal Monarchy (Income Bonus, revolt risk)
Terrain: Savannah (Low population, high income)
Supply: 80K
Levy Raised/Unraised /1600
Banners: 2K
Income/Expenses:
Edicts:
 
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The True Story of the War of the Prophecy

Many lies have been spread about the war that ended twenty years ago. The victors think they can rewrite what has happened to serve their own whims.

The Birch family had been planning vengeance upon the decadent east for centuries. Upon the resurgence of Dark forces, Balthar Birch quickly assumed the role of chief strategist and spymaster for the Dark forces. The Death of Dreagon and betrayal of Ra'Gru merely turned Balthar from De Facto leader to De jure. Birch's plans overran Hrondrian, ravaged Azeritii, and weakened the colossal horde of Light rabble. His plans for the final assault that overran Hrondrian and Highather resulted in the campaign ending with-in a few months. In the final battle Birch personally lead the main dark Army to crush the outer light army, personally slaying Saladin, Ulfrik, and the traitor Koldun with his unstoppable wrath and magic. As he stormed the Golden city with his legions, he implemented a plan that had been laid down years earlier. He would use the power of the Light to banish the Dark One after he had crushed the Light, and used Blood Magic to maintain his magical power. Had this plan succeeded, Birch would've been the unquestioned Supreme-Emperor of Agorath. However the betrayal of Kalare, and the last minute defection of Zephfer led to a long and hard fought battle. Birch personally slew many Lords of light, such as Owain, Quicksilver, Balfour, and the traitorous Zephfer. Their numbers and strength waned, victory was at hand, but alas, at the last second, moments after Birch crippled Ra'Gru, and had the surviving lords at his mercy, the Dark One arrived, and slew the most glorious God-Emperor at his moment of triumph. The Dark One sealed his fate then, giving Jacob enough time to complete the ritual, and saved the decadent lives of the Easterlings. Birches followers withdrew, betrayed by all, with no more strength. Now they watch as the world decays once more, but they are not without hope. For by the magic of the ritual, and sheer force of will, Balthar Birch's spirit was not destroyed, but instead imbued with-in his sword, Aerondight. Since the flight from the Capital, the sword has become a symbol of great reverence, and is wielded by the only one worthy, the first among the Birchians, holding the title 'Arbiter of the Void'.

God-General Balthar Birch the Magnificent, Supreme Emperor of The Dark, King of Ecclestius, Highather, Ashlands, Haunted Forest, Galadrial, Nordland and Hroniden, Duke of Karmont, Shadow of the Golden City, Slayer of the Usurpers, Conqueror of the East, Banisher of the Light, Ravager of the Sands, Master of Magic, Tactician Extraordinaire, Vanguard of Immortality, Nemesis of the Lords of Light, Holiest Among Men, and Our Lord and Savior



Title: God-General.../Arbiter of the Void Nasala Veariment
Trait: Masterful Schemer
Province: Karmont
Government: Glorious Theocracy (Low population, Combat bonus)- Worship of a (supposedly) sentient sword does not attract many converts, or support peaceful development.
Prominent Demographic: Fallen men/Birchians (Low population, combat bonus)- Many died in the campaigns of the Dark One, but those who survived are battle hardened warriors, and this has continued as the Birchians are surrounded by enemies.
Terrain: Ashen wastes



((Glorious Theocracy in a nutshell-

<Aedan> Glory to Birch! Hail the Birchocracy!
<Tapscott> Out of curiousity, does he have any kin left alive?
<Aedan> Define 'alive'
<Tapscott> Having a body would be a good start.
<Aedan> Does a sword count as a body?
<Tapscott> Nope
<Aedan> Then you are close-minded and not worthy of salvation by His Holy Birchiness))
 
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"Everything you’ve ever wanted is on the other side of fear."

Einir Tudonii


Title: High Chief of Ordivantes
Trait: Wilder Chieftain (Combat)
Province: Ordivantes
Government: Tribal Federation (Centralized Tribes, Low Revolt Risk, Low Levy)
Prominent Demographic: Primary culture Wilder - sub culture Ordivantite. (Combat bonus, income penalty)
Terrain: Mountains (Low population, high income)
Supply: 80k
Levy Raised/Unraised: 1200 (supply x 1.5%)
Banners: 2k
Income/Expenses:
Edicts:

Edicts
  • To Come

ICs
 
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"Cast from the East, I found succour in the West.
Those who exiled me will pay, their lands will burn.
Soon Agorath will see a new age begin, a new night descend.
We prepare the world for the inevitable return of our beloved master."


Belegûr Arvandul

Title: King
Race: Drow
Province: Dreagar
Trait: Fiery Demagogue (Diplomacy Bonus)
Government: Absolute Monarchy
Prominent Demographic: Drow (Combat Bonus, Income Penalty)
Terrain: Volcanic Waste (gemstones, wasteland)
Supply: 18K (population)
Levy Raised/Lowered: 0/360
Banners: 2k
Income:
Edicts: None




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"The world is full of cruelties and injustices, so it falls to us with the means to make it a better place."


Cacame Mindrilla

Title: Lord, Heir-Apparent
Race: Deep Elf
Province: Mirrorwater, Galadriel
 
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name: Ghormengst
Title: Adventurer/alchemist
Trait: mixologist (bonus revenue)
Province: Ordivants
Government: ?
Terrain: Mountains
Supply: ?
Levy Raised/Lowered: ?
Income:
 
sMgkUzy.png

"The people of Hroniden have known suffering in the form of the scorching sun.
Plague, war, and famine have struck our people, but we bear it like the sun's heat and press on."


Name: Zaahir Farrah Rostani
Title: Shah (Duke) of Herasnia
Trait: Legacy of the Rostanis (Diplo)
Government: Feudal Monarchy (Sultanate) (Heavily Decentralized)
Prominent Demographic: Hroniden (Combat) Subculture: Herasnian (Trade)
Terrain: Savanna


Supply: ?
Levies Raised/Lowered: ?
Banners: ?


Income: ?

Edicts: ?
 
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“Words can light fires in the minds of men. Words can wring tears from the hardest hearts.”

Queen Nienna Coamenel


Title: Queen of the Elves, Lady of the Forest, and Lord of the Light
Trait: Voice of the Elves (Diplomacy)
Race: Elven
Province: Coamenel
Government: Feudal Monarchy
Prominent Demographic: Elven
Terrain: Coastal Region
Supply: ?
Levy Raised/Lowered: ?
Banners: ?
Income: ?
Edicts: ?

Nienna Bio:


Nienna Coamenel, daughter of Armas and Larien, has ruled the province of Coamenel for twenty-three years, and has been Queen of Galadriel for twenty-two. In her youth, Nienna lived a life typical of the Elven nobility in the city of Coal, sheltered and provided with the best tutors, never wanting for anything. When the Assembly was called she traveled to the Golden City with her father, only to be shocked by its filth and the abundance of foul deeds conducted within its walls, not the least of which was slavery. This experience would stick with her, helping to shape her unshakable belief in the ideals of freedom and justice.

Nienna’s life remained largely the same as it always had been during her stay at the Coamenel estate in the Golden City, aside from the fact that she now took the occasional trip to watch the Assembly with her father. Other than that, the only thing truly of note during this time in her life was a brief engagement to Urist Brockhim, a dwarf lord from neighboring lands, which was called off under uncertain circumstances shortly after being announced.

The Archmage Qylan’s revelation that he was in league with the Dark One, and subsequent murder of Nienna’s father, thrust her into the position of Therain at the tender age of fifteen. The position would have traditionally passed to her brother, given his position as the male heir, but due to his dealings with Eylinn Mindrilla, Armas had made his wish for Nienna to succeed him clear. While her mother aided her in ruling the province and served as her regent until her sixteenth birthday, Nienna did have duties to attend to, including traveling to Azeratii for a conference among the Lords of the Light to deal with the threat of the rising darkness. It was here that she met many of the lords who would become lifelong friends and allies, most notably Eylinn Mindrilla who would be named Commander over the Light’s armies.

The next six months were filled with little more than studying and practicing etiquette as Nienna prepared to enter her seniority while her army and those of the rest of the lords fought the forces of the Dark One. During this time her mother, in her capacity as regent, would deal with many disputes that Nienna was scarcely even aware of, such as the reconquest of Mirrorwater. This pattern would continue throughout much of the early part of Nienna’s reign.

Following her defeat at the Battle of the Basin Eylinn returned to Coal where Nienna insisted on throwing a feast in her honor. It was during this time that Nienna briefly developed a crush on Eylinn, though it was quickly put aside and their friendship remained. Her coronation as Therain followed just weeks later while many lords of the light looked to retrieve an amulet from Wallachia which was said to hold the cure for the vampirism which afflicted Eylinn. The happiness of Nienna’s coronation faded quickly upon hearing of the quests failure and Eylinn’s supposed death. Of course this news was also what lead to Nienna being named queen of Galadriel only weeks later, something she had never expected to happen. While she missed her departed friend dearly, she swore to serve as a just and fair queen in her honor.

As the queen of Galadriel, Nienna quickly received many oaths of fealty, including that of Evhana Mindrilla, the younger sister of Eylinn. Despite being unsure around Evhana at first, if only because of how closely she resembled her sister, Nienna soon developed an attraction to the therain and within a year of her arrival at court the two had begun a secret affair that continues to this day.

The looming threat of the Dark One did not make Nienna’s first year as queen a simple one as many elven lords sought to resist swearing fealty for as long as possible. To secure the loyalty of those close to her Nienna established a variety of positions with the court, from spymaster to marshal, which she quickly distributed. Within months she had masterfully used diplomacy to bring the traditional provinces of Galadriel largely under her control. She also traveled the kingdom, secure the loyalty of the various clans that resided deep within the forests, many of which had even resisted her ancestor, Ëol, the first king of Galadriel. Her skills with diplomacy and simple charm won her many friends during this time and proved to be an example of her future reign.

It was Eylinn’s return from the dead that changed things in Galadriel as she came to lead the elven armies in the Hroniden campaign, in addition to forcing Evhana to marry the dwelf Quicksilver, who she had agreed to produce an heir with. Though furious and Eylinn, Nienna could not blame Evhana, providing her with the province of Mirrorwater as a wedding gift.

Nienna, realizing how little she knew of war, accompanied the campaign, during which time she met Owain Tudonii, Lord of Ordivantes, and land which she came to be fascinated by. While she developed many friendships during the campaign Nienna also found herself beset by forces of the Dark One, Koldun, a Necromancer, and Zephfer, a dark elf. Despite the fear they inflicted neither harmed her by more than a scar on her hand, and the forces of the Light proved to be victorious in their campaign.

At the end of the campaign Nienna joined a group of Lords, as well as Jacob, in an attempt to purify the Light Basin. Without Evhana to support her and fearing for her life Nienna sought comfort in the arms of her guard, Elu, becoming pregnant after their one night together. While she survived her mission to the Light Basin, Elu perished on his. Upon returning Coal and apologizing to Evhana, her lover insisted that the child must be legitimate, forging documents and finding ‘witnesses’, to a marriage between the two.

Her return did not last long before the forces of the Dark One threatened to overwhelm Galadriel, forcing Nienna to call for a mass exodus of the kingdom, urging her people to flee rather than stay and be slaughtered. With that decision her court fled to Azeratii, where months later she would give birth to her son, Armas.

During the final battle between the Light and the Dark in the Golden City Nienna used her skills as a diplomat to call for more men to aid the armies of the Light. All told she brought an additional five thousand Imperials and Nords to the final battle, sailing her flagship at the head of a fleet through the devastation of the Rill Delta to link of with the Light Forces in the Golden City. She helped lead the charge to escort Jacob to the inner sanctum where he would defeat the Dark One, banishing him once again.

With the Dark One banished and those once loyal to him dead or broken, Nienna lead the elven people back into Galadriel. She was the first to enter Coal, and the death and destruction caused by the armies of the Dark One left her haunted by nightmares for months afterwards. Despite this, she proved to be a good queen, and while she was the first to admit that she was not a talented accounted or skilled commander, she was more than willing to delegate the tasks while she focused on diplomacy and watching over her people, ushering in an era of peace that would persist for years.
 
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"As my Father and Grandfather swore before me, I swear that House Loghain shall be vindicated before those that once exiled us.
We shall rise higher, proving ourselves superior to the elites of Highathar and that our outcasting has only strengthened us.
All I do, I do for House Loghain."


Loghain Deftspear

Title: King of Ghullkazid
Province: Ghullkazid
Trait: Archeitect of the Loghain Ascendance (Diplomacy Bonus)
Government: Administrative Monarchy (Absolute monarchy utilizing established laws and regulations over informal decrees, and reliant on appointed bureaucracy rather than landed aristocracy)
Prominent Demographic: Outcast Dwarves
Terrain: Forest
Supply: ?
Levy Raised/Lowered: ?
Banners: ?
Income: ?
Edicts: None
 
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"The Dark God was Weak, our Grandfather was soft, our mothers were Hesitant. IT Is Strong, IT is tough, IT is decisive and IT teach us.
IT is Hungry, IT cannot be satiate, IT must be fed"


Name:
Title: Despot of all the Isles, The Great Priestess of the Shadows, Witch of the deep, First of the Listeners,Head Disciple of the Blood Sisterhood, Daimyo of the Clans, The Reaver of Souls, The Voice of the Darkness.
Province: Kalare
Trait: The Voice of IT(Combat Bonus)
Government: Dark Maritime Dominion (Lower cost of navies)(Lower levy)
Prominent Demographic: Dark men and fallen Nords (Combat Bonus/Higher levy, Lower Income)(maybe i don't know what you decide)
 
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I'm not certain of my ability to muster time and energy, but I intend to try. The Blood of Deabrok the Elder King shall return to lead the dwarves into a new golden age.

Let all hail Deagrin Benthorn, King Under the High Mountain!

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Deagrin Benthorn
Title: King Under the High Mountain, High King of the Dwarves, King of Highathar
Province: Highathar
Trait:The Mountainhome (boost to income)
Government: Not sure what to call it. Feudal I guess, but with each highly autonomous lord ruling over a city-state full of powerful guilds. So maybe a feudal realm of administrative monarchies? Rule of law is critically important.

Prominent Demographic: Dwarves (income bonus, population penalty) Subdivisions would be Mountain Folk (combat + pop -) and City Dwarves (income +, pop -), if we are being detailed. Some autonomous human subjects.
Terrain: Mountain!
Bio:
57 years old (roughly equivalent to 38 for a human), Deagrin Benthorn is the son of the now legendary Wrothiron, who laughed in the face of the darkness and died in single combat with the Dark One itself. Benthorn is nowhere near the warrior his father was. A competent axe-wielder, he excelled as a student of history and The Law. He governed Kogansunan in his father's stead as he led armies in the cause of light. When that mountainhome fell to the darkness, Wrothiron ordered Benthorn to escape with the survivors. He led his people to the Golden City, seeking shelter with the City Dwarves his family had befriended. Just as they arrived, the city fell into the hands of servants of the Dark One. The refugees and city dwarves alike took refuge in the catacombs beneath the city. Benthorn ruled as The King Below from the Secret Court. These were hard days, as the huddled masses of dwarves stretched every resource while emerging from hidden doors and tunnels to strike the servants of evil wherever they could. Formerly an outgoing, genial fellow, Benthorn was hardened by these dark times and became grim and stern.

When the armies of light arrived, The King Below led his people back up into the daylight to fight beside them. Victory brought with it further hardships, as the Golden City was destroyed, with what remained sinking into the sea. Benthorn led the remnant of the dwarves of the city, the refugees of Kogansunan, and other tattered bands of homeless dwarves on the Homeward March. With no place else to turn, this tattered and desperate horde made for Yurdaest, one of the only Underkingdoms to survive intact. The Garholds had first sided with the Dark, but Quicksilver had overthrown his kin and died fighting in the cause of Light. This redeemed the dwarves of Yurdaest from the death sentence pronounced on dwarves who served the darkness by Wrothiron. But that did not mean that they were pleased to find this army of outsiders at their gate. Further complicating things was the arrival of Quicksilver's wife Evhana to press the claim of her son Elu.

After tense negotiations, Evhana and Benthorn reached a compromise. Garhold Elu was accepted as Underking of Yurdaest, despite his mostly elven ancestry. But until he came of age the city would be in the hands of a Warden-Regent of Benthorn's chosing. He selected a faithful sworn shield, Hagan Fistsilver, a former mason. The refugees took up residence in Yurdaest temporarily, but Benthorn was already looking toward resettling the High Mountain.

Over the next 20 years, Benthorn's people drove out the bands of goblins that had occupied the original dwarven Mountainhome. They painstakingly rebuilt the centuries-abandoned halls. In the seventh year of the new age, Benthorn formally moved his court to The Highathar, the Realm Under the High Mountain. Uncovering precious metals, iron, and even fabled adamant, the old capitol grew rapidly. A new generation of children was born. More dwarven clans moved back to the mountain. Benthorn ruled according to The Law, the ancient and immutable traditions laid down by Deabrok the Elder King, from under the same peak where the Seven Fathers and Seven Mothers met to form the first dwarven community.

Benthorn remains a stern, somewhat grim dwarf. It is said that his joy has become so scarce that he must hoard it. He may still smile, or even laugh. But few outside his family have ever seen it.

High Queen Mahakam Żelisława

Bio: 38 years old (roughly equivalent of 25), Żelisława was born into the Mahakam clan. Living in Galadriel at the time, the Mahakam were known for the idiosyncratic religious beliefs and liberal notions, along with the crafting of Dweomer, a magic-resistant metal. She married Benthorn at the uncommonly young age of 18. She remained by his side, not only bearing him an heir, Victor (born on the day of his grandfather's great victory at the light basin), but also serving as one of his closest advisors. The Mahakam clan's history of hardships and trial left her prepared for the dark days of the war, and she is generally credited with keeping both her husband and her people from collapsing into despair. Still beloved, as Queen Under the High Mountain she has taken some moderately controversial actions such as patronizing female historians, singers, and scholars, and in general advocating for female dwarves to take a more active role outside the home.

Prince Master Deagrin Victor

Bio: Having recently turned 21 (roughly equivalent of 14), Deagrin Victor is by dwarven law an adult now. If he were from a family of craftsmen, he would be entitled to try and graduate from Apprentice to Journeymen in his trade. His family trade is ruling, and as such he has just undergone the Rite of Seven Hails to serve as Master of The City Under the High Mountain. Legally he is thus the leader and ruler of the city, though he remains in reality his father's student. Handsome and outgoing, he's received the finest education for a dwarf noble in the Free Trades: Warfare, Scholarship (history, law, and runelore), and Music. In the words of one of his tutors, "the Prince outshines his fellow students in all things-except modesty." Adored and venerated since birth, he has also spent his life laden with high expectations.

Princess Deagrina Agnieszka
Bio: At 16 (roughly equal to 10), Princess Agnieszka is a lively and precocious child. Unlike most girls in previous generation, Agnieszka's education includes learning to use an axe and shield. She likes these more than music. She reads at rather an advanced level for her age, and enjoys building elaborate halls for her dolls to live in.

Prince Deagrin Bronimir
Bio: 14 years old (9), Bronimir has just begun his apprenticeship under his father. Alone of Benthorn's children, Bronimir has the copper-colored hair of his father's family instead of the golden hair of the Mahakam. Though rather large for his age, Bronimir is rather timid when it comes to sparing with the other boys.

Princess Deagrina Nadzieja
Bio: 12 years old (8), Nadzieja is still in the schoolroom learning the basics of math and reading. She's the first of the royal family to actually be born under the High Mountain.
 
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Ordivantes
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Landscape:
Ordivantes is the most northern part of Highathar and Wild Lands, and is sandwiched between the Dark Forest and Galadriel. The region is filled with numerous valleys and fjords each separated by mountain terrain. The northern coast is nearly none existent with the Shattered Banks, a series of closely knit jagged rock out cropping with mountain sides and cliffs for the shore. The eastern half is a large fertile valley surrounded by the Ordivante mountains. The only way into this sub region is through the Forked Pass, north from the port of Gwain’s Fall or east from the Helvita Valley. The Helvita valley comprises the southern and western portions of Ordivantes. This area is too flanked by mountains on all sides, but with a pass leading north to the castle port of Dyfheim through the much wider Ordivante fjord and east past the cliffs of Or’Mara. Both lead straight to the Wild Lands. Helvita is much lower in elevation than Tudonii and the Or’ Mara cliffs emphasize this by acting as a towering wall on the northern part of the valley. The Wild Lands portion is has a small but more forgiving coast than that of the western mountain region, with clan Locllain and Dyfheim dominating fishing in this area. The southeastern portion is nothing but rolling hills and grasslands with the occasional island of trees scattered about. This area is where the more nomadic Ordivantites reside traveling throughout it on a seasonal basis, with the exception of the Heiber who live around one of the aforementioned tree pockets in the sea of grass. Its northwestern sector is blocked by the partially decayed remnants of the great imperial wall, with some of the dark forest having encroached into the area. Here is were the woodland tribes of the Almas reside and collect strong timber for trade with their neighbors.

Agriculture:
While many rivers flow from the Ordivantes into Galadriel there are no large rivers inside the land itself. This limits the people to dry farming were their most common crops are winter wheat, hops, berry fields, and orchards (mainly in Helvita). They also farm large amounts of carrots, turnips, radishes and potatoes; being underground keeps them from being destroyed by feudal and wilder raids.

In terms of livestock the people of the Ordivatnes province use sheep (wool for clothing), pigs (meat and leather), cows (dairy products and meat occasionally), goats (milk and meat), oxen (work animals), donkeys (used to help protect flocks), dogs (hunting, war and herd protection) and finally mussels in canaries near the Shattered Banks. The people here also don’t herd one animal at a time but multiple ones. They keep livestock in one herd because many of them eat different types of plants and grasses so they can peacefully graze together, the numbers help ward off predators and many herders like the pack hounds trained to protect the herd and donkeys fight off predators that do show.

Industry:
The majority of manufacturing is done at home, but there are a few big manufactures in the larger towns like Helvitan’s water powered grain mill, Helgoland’s bee farms, Dyfheim’s fish canaries, Dracona’s Windmill and brewery, and the great smithy in Heiholm.

Economy:
The province isn’t the wealthiest to be sure, but that doesn’t make them poor either. Ordivantes makes an adequate amount of money from taxes, and does very thorough censuses every two years. The valleys in the province mean they can grow crops such as wheat, berries, honey and apples were most neighboring mountain provinces cannot. The province also controls the Forked Pass which is an essential point of access for traders in the region being the quickest and safest route from Coamenel to the inner mountain ranges. A good amount of money is accumulated from adventurers seeking dangers in the Wild Lands who often have to go through the Ordivantes. Dyfheim is also the last port of sanctuary before the darker lands so elves hoping to survey the haunted forests, to research making it a forests of light, must stop in Dyfheim before venturing on. But by far the most lucrative business in the last few centuries was mercenary work. Ordivantes is rather militaristic with knowing how to fight by age 16 mandatory. This combined with the people gaining experience from raids and counter raiding of rival tribes, and along with their disgust at breaking oaths makes them perfect for mercenary work. The problem is this practice as started to die down due to the massive loss of numbers during the overthrow of the emperor and then the Dark War, but they are still used by their neighbors.

Politics
Internal - there are a myriad of tribes that form Ordivantes. These tribes, or families as they're called, exercise a large degree of autonomy but still are subservient to the High Chief. This federation of tribes is divided into eight major tribes, who act like counts; who they themselves have smaller families underneath their own cloud of influence who behave similar to barons. Though there is a primitive law system to prevent conflict often feuds or leisurely raids occur between tribes. While this keeps them experienced fighting it causes divisions amongst the tribes which often act as headaches for whoever lords over them. Most powerful chieftains deal with this these issues by either directly stopping them or instituting the wergild, where the victim of a crime must be paid reparations by the instigator of said crime; if the victim is dead and has no immediate family the government collects the wergild.

External - Ordivantes is an exclave, a portion of a state geographically separated from the main part by surrounding alien territory. It has the Shivering Sea to the north; Ghullkazid dwarves of haunted forest in the far west, who had invaded Ordivatnes in the Dark War; Wildlands in far southwest; disparate haunted forest tribes in the far northwest; Kingdom of Highathar in the south, whose northern province also invaded, and Ordivantes is claimed as part of the kingdom's de jure holdings; finally are the Galadriel elves along the eastern border. It is an exclave of Ecclestius which it had joined under out of necessity during the Dark War. Due to the wide gap in geography, policy, government styles, and culture in general Ordivantes acts like its own sovereign state. Many of the Ordivantite chieftains and Ecclestiun nobles would don't even consider the two apart of the same kingdom. In essence these two peoples are doomed to separate at some point.

Relations:
When it comes to the Ordivantes relations with the other Imperials mixed feelings comes to mind. The province is on the periphery of civilization and many of their customs differ widely from their Imperial brethren, being throw backs to ancient times or borrowing from the barbarians, but they often have kept barbarians from invading Highathar. Once it was clear they had much more incommon but with the uniting of the four tribes and four families into Greater Ordivantes the province has taken a major shift toward being more wilder than imperial. Though if historical patterns are any indicator something will eventually cause them to shift back toward the usual half-way point between barbarian and civilized. Essentially the Ordivantites are imperial and not at the same time.

The elves of Galadriel view them with general indifference except the Coamenel who historically liked to use them as added protection against slavers such as the Crimson Tribe. Some among the elven nobility, Queen Nienna especially, have taken a great interest in learning what they can about their alien neighbors. Beyond that the only real care is that any elf seeking to peer into the haunted forests has to stop at Dyfheim or Locburgh before they reach the Ghost Coast.

Nords are divided on their view of the Ordivantites. Do to general pervasive prejudices and sense of superiorty a lot of Nords look down on them as they do all the other races. Those who do not just give them the general honors one would give for someone who carries a warrior spirit. The last Nordic king Ulfric is said to have respected these wilders so much that he wished to test the power of his clans against them.

Hroniden is so far separated from the Ordivante Province that they are even more indifferent to them than their Ecclestiun and Saxon-Deutsch cousins.

Dwarves once had good relations based off of centuries of trade with the province, honey, apples and ale being the most popular goods exported off to dwarven lands. Lately both parties have grown distaste for one another. Many dwarves wanting to subjugate or drive the humans out so all of Highathar can be theirs. The Ordivantites' honor dictates that they annihilate all the dwarven realms responsible for the sacking of Dracona, and the raping of their land. One of those realms is apart of the kingdom of Highathar, and the other is too far to strike as of now, but wilders can hold a grudge as long as an elf can.

When it comes to Orcs that depends on what type of Orc, the northern Orcs view the Ordivante with respect and vice versa, but there are grudges due to how often they've had to fight one another (northern orc slavers verses ordivantite mercenarires). The Southern orcs view the Ordivante with little regard just as the imperials do. The western orcs only view the Ordivantes as another group of men to kill, while the Ordivatites view the Western Orcs the same as the barbarian tribes they just think the orcs are uglier.

Claims
Wilderana - traditionally a buffer region that was meant to hold off the forces of darkness, it eventually fell due to numerous barbarian assaults. It is perhaps the most culturally varied landscape to this day thanks to this, and remains wild and untamed. This is why it has been named the "Wild Lands'. Its traditional rulers were the Tudoniis who lost their hold on it after a failed war of independence against the empire centuries ago. The constant fighting forced them to flee into the region of Ordivantes where they licked their wounds and slowly regained control over the region and the wilder tribes which had moved in. They still hold onto the belief that their honor can only be fully redeemed upon reforming this kingdom.


((First quarter of a much larger Lore Post for the main thread when it starts.).
 
Did that xamned quarter-dwarf vassal of mine attack you after I stopped playing?
 
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Oruk King of Goi'Orka
Trait: Combat
Province: Goi'Orka, Highathar
Government: Despotic Monarchy
Terrain: Mountains
Demographic: Orcs (though a considerable number of men are also present)

Recent History of the Kingdom of Goi'Orka

During the last great war the greatest and only city belonging to the orcs, Goi'Orka was burned its population massacred and its king slain on the battlefield. However sense then much has changed. In the days immediately following the end of the war things changed. The vestiges of Borguk's once great army returned home and Wreav his last champion seized power over the Urdnots. He went on to be named king and accepted the crown of the orcs as no challengers came forth from among the other clans to dispute his claim. During his reign he used the profits from the sacking of Kalare to rebuild Goi'Orka into a worthy city. He hired dwarves architects to design the 3 layers of walls made of solid stone. He hired men to build him great towers and a slave market in the center of the city and finally he hired orcs Urdnots to build him his palace. warg pens were built across the kingdom and goblins as well as men were enslaved to work the earth for their orcish overlords. During Wreav's reign the only military action to be undertaken were a few probing raids into the wildlands testing the defenses of the orc clans and goblin tribes inhabiting the area. Eventually though eventually Wreav grew old a tired orc and he grew sick. He was soon challenged for the crown by a young orc Oruk he claimed to e the son of Borguk and in the duel fought between the two legendary warriors it was Oruk's war ax which found its mark first splitting the king from head to toe. Oruk took the blood soaked crown off the crown and to the cheers of his supporters placed it on his head. From that point on he was to be King of Goi'Orka and it would be up to him to secure the orcish kingdom for his children and his children's children. Currently the king looks west towards the wilds he hopes to subjugate the goblins and orcs living there and bring them into the fold of the kingdom.

Oruk and his Family

Oruk is a young orc age 24 he is a quarter human and shares the intelligence of his father but not the looks. He loves dueling as his father did and believes in the practice as a way of settling all disputes. He is married to a female orc named Yam'prah (orcish custom allows him to take up to 4 more wives) they have a brood of children however all are young and have yet to come of age. He also has three younger brothers four half brothers five sisters and one half sister. He is well respected by the Urdnots and the other powerful Orcish clans and many share his vision of expanding the kingdom west into the heart of darkness.

Religion if the Kingdom of Goi'Orka

Following Borguk's charge against the forces of the dark one he was revered by the members of clan Urdnot as a god. The statue captured during the siege of Kalare was brought home and as it went a line of followers marched after it stretching back 50 leagues. It found its final resting place on a mountain just 20 leagues outside the of Goi'Orka itself. There every year thousands of pilgrims travel to prey that Borguk gives them victory in their yearly trials and tribulations. And on that mountain about 100 clan mothers (the oldest women in the orc clans) live full year and offer sacrifices to Borguk daily praying that he continues giving his people good fortune. Dueling is the most important part of the religion and every year hundreds of young warriors line up to duel for Borguk's pleasure. Within Goi'Orka itself even the smallest of disputes are settled with a blade and within armies it is encouraged in order to keep the troops fresh and on their toes.
 
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I will make a bagpipe out of your corpse if you cross me, orc! :D

Will post a recent history & politics post later.
 
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Wyna is the eldest of the Aingeal Twins, after her father, Balfour Aingeal, died, the people needed someone else to lead them, even going so far as reinstating the Thaanosian Kingdom. Now, as first Queen of Thaanos she has been ruling the land, preparing for war against a case of uncertainty. Wyna, unlike her sister Malisa, is still convinced the Elves and Ecclestians had something to do with the death of her Father, even though six years have passed, she cannot forget it, or forgive it.


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Title: Wyna Matilda I of Thaanos of House Aingeal, Firstborn of the Twins, First Lady of Thaanos, Queen of Thaanos
Race: Thaanosian Human
Trait: Fiery-instincts (Combat bonus)
Province: Petty Kingdom of Thaanos
Government: Centralized Feudalism (Income bonus, higher revolt risk)
Prominent Demographic: Thaanosian Humans (Population pentalty, Levy Bonus)
Terrain: Mountainside
Supply: - To be determined
Levy Raised/Lowered: - To be determined
Banners: - To be determined
Income: - To be determined
 
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King Varian Krestarii of Ecclestius


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Title(s): King of Ecclestius, Lord of Azeratii, Prince of Varanu, Count of Wallachia, Defender of The South and Lord of the Light
Trait: Absolutist (Diplomat)
Race: Imperial Human
Province(s): Azeratii, Varanu and Wallachia (Higher revolt risk in Wallachia)
Government: Centralized Feudalism (Income bonus, higher revolt risk)
Prominent Demographic: Imperial Humans (Population Boost, Levy decrease)
Terrain: Coastal Farmland, River Farmland, Mountains
Supply: ???
Levy Raised/Lowered: ???
Banners: ???
Income: ???
Edicts:
 
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