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Post by Jongluer on Feb 4, 2005 11:00:31 GMT -5
Government and Politics
Theocratic, ruled directly by a Pope like figure called The Grand Clerical Bishop, who is advised by a council of Bishops elected from Priest level Clerics (Clerics who have their own temples). For the most part the country is split up into fiefdoms, fiefdoms are given to Priests who have their own temple, or occassionally valiant Paladins who garner such attention. The country has a universal set of laws, and a Priest and or Paladin is a judge and inquisitor in such disputes. Each fief maintains a small militia, which normally serves as guards in a town. Diggery Doo follows an isolationist policy, if it weren’t for the amount of wealth they accumulate from other countries they would not bother with speaking to them. Foreigners are treated with suspicion by officials, and have very few rights.
Power Groups Church of Kartalaflink-The ruling body of the nation, it has a ranks system as follows: Initiate: Someone learning the basics of the Church, all civilians are considered Initiates. Monk: A Cleric in training, many monks exist, a person who is called a Holy Monk is not a Monk. Cleric: Knights of the Church, they go around the world and country doing what Kartalaflink or the Church commands them. Priest: A Priest is a Cleric who rules a fiefdom. Holy Monks are considered equal to priests but their circle of influence is whatever is within their monastary walls. Bishop: Priest elected to help govern the country. There are 12 at one time. Grand Clerical Bisop: The Head of State and Church.
Paladins of Kartalaflink: These are the Knights and Crusaders of the God, they are affiliated with the Church and are considered to be equivalent to Clerics, and can raise in ranks above Cleric unlike Holy Monks.
Temple Guardians: Temple Guardians are people in charge of matters involving national security, and espionage. Most were once Clerics or Paladins. (A/N: PrC in development)
Religion
Religion is of course the prominent force in Diggery Doo, everyone avidly practices the Churches tenants, as it has been for millennia.
Major Settlements
Derro'Guolbur'Kartal: (1, 500, 000) The City of God has existed for millennia and is very important to Gnomes. It is far more than just a capital city, it is their religious center, their race’s birthplace, people who live here are greatly involved with the church or the history of Gnomes. It is a center of learning and trade.
Grand Fort Dallaya: (865, 000) This is the command station of the Diggery Doo armed forces, and also their major training center. Young cadets brush with top military brass in this fort city. Not much beyond military business occurs here, though a small residential population that thrives off what young soldiers do with off time and of course families dependant on those already in the military (specifically those who permanently work at the Grand Fort).
Important Sites
Frontline: This river is the most important place in all of Diggery Doo. Here constant warfare is waged, as the two Gnomish forces fight their ongoing civil war. Recently the Namfoodle Forces made a bulge onto the Diggery Doo side of the river. The Namfoodle government has been trying to turn the place into an area for peace talks, but Diggery Doo-ers don’t want peace, they want control.
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Post by Jongluer on Feb 4, 2005 17:45:26 GMT -5
As a side note, for those of you who read, you'll have notice that in the Power Groups part of the posts sometimes there are Author Notes stating that a Prestige Class is in development, well all six of the "in development" Prestige Classes are complete, though it'll still read incomplete, and most of you can't qualify for them I still felt a need to tell you about it.
Also since I know you guys don't read, the PrCs are as follows:
^Nature Stalkers: Protecting the world when it can’t protect itself, these people are masters of stealth and combat involving nature.
*People’s Champion of Bazavluk: The Epitome of Communism, these elite fighters uphold the Scriptures, and fight for the state, though their duties outside of combat are vast they excel in a battlefield scenario.
Familiar Master: Using ancient ideas, these people are able to tap into the vast arcane powers within their familiars.
Temple Guardians: Masters of Protection, Knights of the Church, these people specialize in security, and espionage all in the name of their Lord.
*Silver Tongue of Telthina: These wordsmiths are masters of persuasion, bluff, and sneaking about, they are deployed throughout the world to redeem the glory of their ancestors.
*Mind Guard: Telepathic Secret Police, these people are loyal to Frall and will do anything to “protect” those around them.
an * indicates a race or nation requirement and a ^ indicates a special requirement.
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Post by Avi on Feb 4, 2005 18:40:34 GMT -5
Someone should probably read that.
But I woke up at 7pm.
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Post by Jongluer on Feb 5, 2005 16:12:30 GMT -5
Namfoodle
Capital: Doppler Population: 7, 200, 000 (85% Gnome, 8% Human, 6% Halfling, 1% Half-Elf, 1% Mixed) Exports: Technology, Heavy Industry, Manufactured Goods, Scientific Equipment, Literature, and Projectile Weaponry.
A young smith by the name of Doppler would start the rift that would eventually split the people of Diggery Doo, Doppler through his experiments eventually developed the steam engine, of course the events that happened when he revealed his inventions are far different from what Diggery Doo or even Namfoodle say, in reality Doppler was labled a heretic by the Church and forced to flee to the port city of Gorash, once there he allied himself with the Merchant Princes who at this point were on the end of their ropes, since the Church had been keeping them from trading for a few decades now. People like Doppler, smiths who had delved into odd inventions, fled to the city as an army of the Church made a march south. There they made what they assumed would be a last stand, but instead after a very short battle, the Church decided that the inventions were dangerous to people and therefore should be kept in the confines of the city the Engineers had chosen. The Church seeing how quickly the Merchant Princes had been prepared to leave the nation gave them back the right of free trade. At this point the seeds of Civil War had been planted amongst all of the people, and the continuing centuries were a tense time in which the leaders of Diggery Doo continually feared that the Engineers and Merchant Princes would secede.... The following centuries after Doppler were tense, and dangerous, anyone found studying Engineering was charged with crimes against the people and publicly killed. Engineers had to sit by and watch as their brothers and sisters were slaughtered for having the simplest of inventions, even books upon Engineering were enough to put one's head on the chopping block. As time passed, Halflings saw the tension in Diggery Doo as a way to claim back their holy lands, and these attacks are one of the many things that spurred a lone Engineer into action. Faurquar Dilirus Namfoodle was a middle-aged Engineer in the city of Doppler, he was not the most skilled in the laboratory but in a social or political setting the man was considered brilliant. He often pointed out how the "Old Gnomes" (those who followed the Church) lorded ancient rights and magical prowess over the common man, meanwhile they shook in their boots at the guns used by the Merchant Princes' armies, he also pointed out how no Gnome in recent history was truly able to channel the divine power of their god, which often lead him to ask, what had happened to their god? Many people in Doppler saw him as extremely wise, but the "Old Gnomes" saw him as the most dangerous thing since the steam engine itself. It came as no surprise when he was charged with Heresy, he took it in stride and asked for a public trial, it was granted but none of the Bishops could understand why he asked for such, it became evidence in his speech:
“I, stand here charged with Heresy, or as one could refer to it, speaking my mind! I look out and see sad, war weary faces. Does not my being here not prove what I say true? The Church of the Almighty Kartalaflink is stabbing at shadows and ghosts of people long dead with their public executions the Church expends resources that could be better used to fight a war we are losing! They put me here on trial not just because I'm speaking against them, but becuase of the arts that I practice, they hate the Engineers, becuase they know our power is greater than theirs! I ask you Bishops, explain the intent behind your crusade against Engineers, what is the point? *Pause* Your silence speaks far more than you realize! You put me on trial to rid yourselves of my outcries, but I am not the first nor will I ever be the last, if you kill me here all you shall do is dig your own graves!”<br> At that moment people in the courtroom let off explosives made of black powder, the Civil War had begun, Namfoodle was quickly evacuated to the city of Doppler, and soon enough armies were assembled, the city was fortified and prepared, in a week's time, the Siege of Doppler began. The bloody siege that occured was simply put astounding, from within the city shots and explosions flew outward decimating the opposing forces, at one point, the Diggery Doo army broke into the city, but a bulk of their forces were struck down by explosions, and the rest of the invasion force was brought down by gunfire. Over the following years, battles raged all throughout the south, and as time passed new inventions were created. The Airship quickly became the weapon of choice when sieging Diggery Doo encampments, and rockets were also developed allowing for pre-emptive strikes against Diggery Doo. Now both nations are war weary, and await the end to what could most likely be a never-ending conflict.
Industries
The area that is now Namfoodle has always been one of technological advancement after all they had the first engineer. Ever since technology has been one of their major trades, steam engines, gunpowder, automatic looms, mechanical devices (cranes), are all made and sold from Namfoodle. Of course with all this technology, Namfoodle also uses it, they produce a large amount of manufactured goods, and of course industrial goods are also produced. Since Namfoodle is the scientific seat of the world, they of course produce goods used in scientific laboratories, burners, beakers, scales, thermometers and other measuring equipment are all produced in the country. Scientific texts, and literature in general are all produced in the automatic printing presses in the city of Doppler. Being the first to produce gunpowder has also lead the people of Namfoodle to better understand projectiles in general, and allowed them to produce a large amount of projectile weaponry: guns, cannons, and rockets, all of these are sold as much as swords are in most nations.
Life and Society
The people of Namfoodle are quite interesting. For the most part the southern Gnome lands were always far more liberal and advanced than the north. The south had been home to commerce for most of the Gnome’s history, as such it had always been a lively place full of colorful people who brought with them many great ideas which caught on in the south. When engineering was created and exiled to the south, even more ideas flourished here, science was greatly heralded as the best thing ever to be studied. Namfoodle Gnomes put focus on education for most of a person’s life, a man is nothing without education in Namfoodle, this idea has lead to a high intelligence among the people. Most Gnomes live in luxury, freely able to do what they wish, machines allowing for a large amount of free time spent in scholarly pursuits (even the most basic of farmhands can dismantle the machines he uses, tell you what each part is, what it does, and then reassemble the machine). Many people in Namfoodle see themselves as holding a light in a world of darkness, because of their technological prowess, of course they are still not arrogant, they fall under a sort of guide role when dealing with others from outside of their country.
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Post by Jongluer on Feb 5, 2005 16:12:44 GMT -5
Government and Politics
Namfoodle is a democracy, they are ruled by a president who is elected by the people and approved by the Merchant Princes (they have never refused a president). A President serves a 10-year term, and the current leader is Jerome Whistler, the gnome has been in office for 4 terms and will probably be there for longer due to the success in the last 40 years of the war. Namfoodle is seperated into provinces that generally govern themselves, a leader of a province is normally a Merchant Prince, though in Doppler it is the leader of the Engineering Guild. Each town is ruled by an elected Mayor all mayors within a province are able to impeach the Merchant Prince ruling them.
Power Groups
Merchant Princes: These rich traders have been around for centuries, they are greatly respected and most are considered to have a level head. They are leaders among the people, and are quite happy with such a roll. Each Merchant Prince has a small personal army that they normally lease to the national army. The Merchant Prince run a council that looks over economic and international affairs that involve Namfoodle, they surprisingly have official right to do this, and their feelings are greatly considered by the government itself.
Engineering Guild: These bright individuals all work towards a better world where everyone is happy, healthy and intelligent, they do this through their inventions. Many people believe them more deserving of leadership than the Merchant Princes, but the Engineers have no desire to lead, at least not as a whole anyway.
Socialists: Gnomish Communists. These people believe that the civil war is a perfect example of people throwing off the shackles of oppression, and that one day Namfoodle will fulfill Shirai Okina’s wish.
Religion
Religion is as a general rule of thumb not present in Namfoodle, those that are, are normally human religions that deal specifically with that part of the population, though they gladly accept members of all races.
Major Settlements
Doppler: (2, 000, 000) This bustling metropolis, is the center of technology. Here, Engineers practice their craft. Doppler contains the Airship Construction Area and the famous shipyards that build the steam-powered vessels favored by gnomes. Also located here are countless factories dedicated to building anything you can think of.
Important Sites
Frontline: This river is the most important place in all of Namfoodle. Here constant warfare is waged, as the two Gnomish forces fight their ongoing civil war. Recently the Namfoodle Forces made a bulge onto the Diggery Doo side of the river. The Namfoodle government has been trying to turn the place into an area for peace talks, but Diggery Doo-ers are unresponsive.
University of Science and Engineering: This institute of higher learning is run by the esteemed Engineering Guild, and is home to one of the world’s largest libraries. Here anyone can look over designs of steam engines and other such complex machines.
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Nightleo
WOW! You just got your first magical weapon!
![*](//storage.proboards.com/forum/images/stars/star.png)
"Look, that rabbit's got a vicious streak a mile wide! It's a killer!"
Posts: 39
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Post by Nightleo on Feb 13, 2005 23:05:16 GMT -5
Hey, is it possible they we could get some of the advanced technology of the gnomes? Just for the hell of it...
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Post by Jongluer on Feb 21, 2005 13:39:44 GMT -5
Arthuria
Capital: Otheron Population: 4, 200, 000 (86% Human, 10% Half-Elf, 3% Elf, 1% Dwarf) Exports: Crafted Goods, Arms/Armor, Raw Materials, Produce, and Heavy Industry.
The birthplace of humanity, and former seat of power for the Dragon Empire, Arthuria has always been inhabited and has always been part of the grand scheme of the world. In its earliest days, the area of Arthuria was home to dragons, here in these lands Dragons built cities that rose towards the heavens, unraveled the secrets of the world, and began imparting the knowledge to the young races. Eventually Dragons began leaving for unknown shores, and they became more like gods in the eyes of Humanity than as just great beings. Humanity was largely split in between their worship of multiple dragons, and the Dragons wishing to avoid war between themselves and the humans, decided to choose someone to lead humanity in the Dragon’s stead. The person who was chosen went by the name Arthe the Bear (because of his massive bear-like physique), he was the Knight Errant of the gold dragon Otheron, and was admired for his leadership, nobility, intelligence, and of course skill in any realm (he was rumored to not only be an amazing fighter, but he was also well trained in arcane, divine, and psionic trades). With a leader in place the last of the Dragons left, and the humans could finally develop their own culture. For most of its history, humanity had been at peace except for the rare occasions when it had to go to battle with the Dwarves and Elves because peace talks held in Arthuria had failed. The leader of the humans was always a descendant of Arthe, except for the time before the Arthurian Civil War when a council of regents ruled in the stead of the young king and then were removed. After the debacle of the council of regents, Arthuria became a constitutional monarchy, supported by a prime minister and multiple branches of government so as to avoid another problem with kings that were far too young to rule, eventually they became a full fledged republic. The Humans still heavily pray to the draconic gods as they have done for so long.
Industries
Humanity has always been a group interested in trying to perfect something, and though they never reach a level of perfection that other races possess, they do very well. Humans in Arthuria have always been crafters, they believe in passing their crafts through their family this way they will always live on (this is something that comes of their short lifespan). Due to the lush forests, and small ore deposits in Arthuria they are often carpenters and smiths though it masonry is not unfamiliar to them. The few cities that exist in Arthuria have multiple factories that focus on the heavy aspects of industry such as refining metals, and producing alloys such as steel. Finally one of Arthuria’s larger industries (second to hand crafted goods) is farming citrus fruits. Since Arthuria is in the southern reaches of the continent it has a high year round temperature in fact only in the most northern reaches of the country does snow come and even then only in the depths of winter, they can produce a large number of sweet fruits that cannot be grown in colder climates.
Life and Society
Arthurian society has always been staunch and well organized. For most of their history Arthuria had a well defined and strict class system based around feudalism but shortly after the Civil War, the classes were abolished. Of course even now the old style still influences the country, and a large number of things are based upon relationships such as Older to Younger. In Arthuria, the idea of Family bonds is very important this is basically how the crafts have been passed on through the ages from one family member to another. For a large part someone’s ability to contribute to society is based upon their age, a young person is expected to learn and serve their nation in any way, the middle aged are supposed to keep the country running smoothly, and the old or elderly are expected to lead and teach those younger than them. This system is more of an unspoken law than anything and is the product of years of continuity as opposed to mandate by the government. For the most part, Arthurians live in villages that are highly self-sufficient, a sort of throw-back from the days of fiefs and manors. Most villages support multiple craft masters, of different crafts of course, that provide many services for the town, towns also normally have a chapel and a keep, the keep is now used as a meeting place, a barracks for a local militia, and other general government services such as record keeping. Arthurians are not largely involved with learning for the sake of learning though there are a few that do this, overall most people in Arthuria learn what they need in life as opposed to scholarly pursuits, the majority of the population is still literate but few can read very well. Magic and Psionics are equally balanced in Arthuria, since throughout the years both have been highly powerful in the nation in this age the two no longer have large upper hands against each other so they are equal in everything. The largest driving force left is religion, religions thrive in Arthuria for a large number of reasons and Divine Power is still one of the more respected forms of magic or profession in the nation.
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Post by Jongluer on Feb 21, 2005 13:40:09 GMT -5
Government and Politics
For a long time, Arthuria was a Monarchy held together by feudalism, but after the Civil War, things began to change. At first the people made a constitution to gain rights from the King and his Vassals so as to avoid civil war once again, and slowly but surely the Government became heavily more representative. Now the government is run by a Parliament that governs make rules based upon popular vote, the parliament is made up of elected officials from all the nation’s provinces (of which there are thirty), and the Prime Minister makes a tie breaking vote if the need arises. The Parliament is a mixture of Elven and Dwarven government, there are ruling bodies, and councils that sit over multiple different national projects, the Parliament guides the country well and has yet to lead wrong. When dealing with other nations, Arthuria is generally a mediator, and offers up fair compromises as opposed to trying to get their way. Due to this attitude, Arthuria is not on anyone’s black list, except for Scuro and Frall who believe that they must deal with Arthuria for booting them out so many centuries ago.
Power Groups
Arthurian State Department: This is the official name for the Arthurian Parliament, the Prime Minister, Parliament Representatives, Military Officers, Elected Officials, and pretty much anyone involved with the government at some level is considered part of the State Department.
National Security Bureau: The NSB is the modern name for an alliance of Knightly Orders that have protected Arthurian Interests and Borders for many years. The NSB is officially a branch of the State Department but in practice they are more of their own group detached and able to move freely through all parts of Arthuria in the name of protecting the nation.
Arthurian Pantheon: The collection of churches dedicated to Bahamut, and Heironeous, and to a far lesser extent Tiamat and Hextor. This group has been leading Arthurian Society for millennia, they are mainly based upon the ideas of honor, chivalry, and protecting the community. Through the ages they have proven themselves over and over again by healing the sick, preventing diseases from spreading and overall just assisting the country in its time of need.
Chiesan Church: This group has recently been grabbing power in areas that have been victim to Cults, and wars between Arthuria’s neighboring countries and who have generally turned their back on Arthurian Society. Their ideas of self determination and punishing those who do wrong really bolster the people of these regions, giving them a desire to take what they wish. Due to these beliefs, these areas have been pushing for harder punishments and laws, also these groups have been pushing for a national religion, mainly the Chiesan Church.
Religion
Religion is very important in Arthuria, and a large number of Churches now widely worshipped by humans were founded here. For the most part, the Arthurian Pantheon is still widely worshipped in all its forms around the nation. Outside of them, Saint Cuthbert who was a Saint in the Arthurian Pantheon before he turned on his brethren to pass judgment upon them for their immortal sins is widely worshipped mainly for his ideas of punishing the wicked and no frill lifestyle. Along those same lines, The Church of Chiesa is gaining power based upon these same ideas, and the fact that they encourage zealotry has made them a powerful political force as well. Finally, though its power has greatly diminished in the area, the Church of Pelor is still centered in the area where he was first worshipped, the Sun God has always helped the people of Arthuria in times of need, mainly when Necromancers were afoot (Such as the now god Vecna, he was stopped by Servants of Pelor) or when the country was being gripped by epidemics. Overall, religion is an important part of Arthuria, and always will be.
Major Settlements
Arthe: (1, 200, 000) The Capital of Arthuria, this city has stood for millennia and in all its time it has never been breached. The City is important for a large number of reasons, first the government and all of its aspects are centered here, the seat of most Churches worshipped among humans can be found. Also a large number of warehouses are situated here awaiting to be moved to other areas on large caravans.
Drakopor: (520, 000) This close-knit port city, is one of Arthuria’s few ports of call, home to Naval Shipyards and the Naval Academy it is the most important part of Arthuria’s international structure, since it allows for fast travel, and a show of force across the world. Also, Drakopor is one of the larger trading areas because of its accessibility to other nations via water.
Frate`: (360, 000) The industrial center of Arthuria, this area of large factories crammed together is up in the north away from farmland and forests, and closer to mines. The factories here are normally refineries more often than not, and revolve around creating alloys and purifying metals to make them stronger. It is a dirty place and most people consider it’s economic worth the only thing that keeps it still existing.
Important Sites
Bear Bridge: Sometimes called the most important place in Modern Alusterus History, Bear Bridge is the spot where the Regents who ignited the Arthuria Civil War were exiled from the countries and therefore forced to settle in the North. It is a massive stone bridge that runs over an ancient and powerful river that forms part of Arthuria’s border, despite its age, the bridge has yet to show signs of wear.
Olympian Spire: The last truly in tact ruin of the Dragon Empire, this massive tower can be seen for miles around. Inside are old world knowledge years ahead of what is now used, sadly it is written in a language lost to the ages, and the bits that have been translated are so technical that no one does know what to do with it. If anyone were ever able to translate it, a Renaissance of epic proportions would occur.
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Post by Jongluer on Feb 24, 2005 12:54:16 GMT -5
For Avi, more information on Dwarves....
Dwarf Hold Mountains Capital: Farn Kaldr Population: 12, 000, 000 (96% Dwarf, 3% Gnome, 1% Mixed) Exports: Ale, Foodstuff, Unrefined Metals, Refined Metals, Gems, Stone, Alloys, and Arms/Armor.
Not as much a nation as it is a region, outside of them, the Dwarf Hold Mountains are considered a unified country. Though inside them one should be careful of where they are since political boundaries are exist and they are enforced. Still for the most part, the Mountains, are a collective of Clans that generally work to better their society, and to protect their interests as a people. The Dwarves have had a unified front for millennia, the main purpose of their alliance is defensive not economic, the Dwarves are still for the most part separate entities when it comes to culture, and economy but in battle the Dwarves are as strong as the mountains in which they live. Despite their unification, the Dwarves are still heavily divided because of certain clans, mainly those clans that do not live in holds. The No-Holder Dwarves live throughout the mountains and foothills working to mainly bring down the rest of Dwarven society. They are easily the largest threat to Dwarven society, a group that is entirely based around everything the Dwarves do not stand for, and yet they are still Dwarves. Part of the reason for the unification of Dwarves is to provide counter-resistance to the fast moving and dangerous No-Holders. The Dwarves have a large number of enemies, but the most prominent are Goblinoids, Elves, and the Drow. Goblinoids have lived in the mountains for as long as the Dwarves have and their severe behavioral differences have sent the two groups at each other’s throats too many times to count, the Goblinoids are a thorn in most Holds sides since they provide an internal threat just as the No-Holders provide an external. Dwarves and Elves have also been at war for a long time due to their difference in nearly every area possible, these have set the two off at each other for millennia, simply put if not for the Humans, the two would still be at constant war with each other. Finally, the Drow, an ever present reminder of the former rulers of the Mountains (Mind Flayers), these beast have sought many times to wrench the mountains from Dwarf control, and every time they were barely beaten back, both sides being left in shambles. The Drow believe themselves the only beings fit to rule and so they attack the Dwarves in the lowest and sometimes most naturally treacherous areas such as mines and new hold additions, luckily the Dwarves have large amounts of precautions to defend against the Drow.
Industries
The Dwarves use their environment to the best of their ability. In other words, some of their largest money is made via the sell of raw metals, metals they have refined, alloys they have produced, and of course stone it self. In addition their mining of those materials has also brought them to mine gems, though they are not as skilled as Gnomes they produce a larger quantity of gems than the Gnomes or anyone else for that matter. To support their large amounts of people, the Dwarves have learned how to produce large amounts of food over the millennia, of course they often produce enough food to store for years on end. So they have often sold some of their harvests and past storage foods to other nations. People buy Dwarven food because it is filling and has a full bold flavor, often things that are hard to put together. The final and one of the most important Dwarven industries is smithing, mainly weapon smithing and armor smithing. The Dwarves if not at war are at a constant preparation for it, therefore they have had to learn how to produce quality in quantity, so often they are left with large amounts of surplus that they are able to sell for large amounts of gold.
Life and Society
Dwarven Society is a strict place of laws and customs that have been handed down throughout the years. Most Dwarves have few options in life, a Dwarf can follow in his parents footsteps, enter the priesthood, or enter the military. Overall most Dwarves go into the same profession as their ancestors to show that they are deserving of their name, there are some who have a calling for something entirely different from what they may have encountered in their life already. Another important part of Dwarven society are their laws. All Dwarven Holds follow a similar code of laws that are more common sense than anything else, but still they are enforced harshly and even small offenders are punished to the laws full extent. Also, relationships form a major part of Dwarven Society, Dwarves believe in following relationships demonstrated by their Gods, mainly family relationships, a friend is important but not as important as a family member, one should always be ready to assist his family, and if a Dwarf doesn’t then he has disgraced his family entirely. A Dwarf’s life is fairly straightforward, they learn and then they work, this is a Dwarf’s duty and most enjoy. If a Dwarf feels a need to adventure they must get permission from their family and the head of their Hold, with this they are free to leave normally to promise to return at a later time when they have learned things to benefit their people.
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Post by Jongluer on Feb 24, 2005 12:56:41 GMT -5
Once more dedicated to Avi, information on Dwarves...
Government and Politics
For the most part, a Hold is run by an elected Elder who has proven themselves capable to lead on many occasions. As a region though the Dwarves are ruled by a Senate with a ruling council of 5 Clans. Any member of the Senate may propose an idea or request assistance, the members of the Senate are able to vote and if a majority of the Senate agrees then the idea is implemented, if the Senate cannot come to a decision than the five ruling Clans make the decision. When dealing with other nations the Dwarves mainly take a stance that will benefit them, and if they can’t do such then overall they avoid those nations. The Dwarves despise the Nations of Frall and Bazavluk for a number of reasons, mainly because Frall is filled with psionicists something the Dwarves despise, and Bazavluk because they are at a different political view of the Dwarves.
Power Groups
Temples of The Dwarven Pantheon: Temples dedicated to Dwarven Gods can be found in any Hold, and also possess a large amount of sway over Dwarves. These Temples have been an integral part of Dwarven society for years and have no intention of leaving. The group has no intention of taking over Dwarves though, they are quite content in their current position as teachers and guides.
Fongarth Clan: One of the ruling clan, the Fongarth clan has a touch for the Arcane. They proudly use it to benefit Dwarven Society and as such they also stand to make a large amount of money from other Dwarven Clans. The Clan seeks nothing more than their ability to hold their Arcane power over other Clans, and the other Clans not wishing to deal with the Mage’s Guild are more than willing to allow them such.
Deepwardens: These people are the internal guards of Dwarven Society. They live deep in the Underworld watching for signs of attack from below. They hold no true position in the rest of Dwarven Society but they are highly respected by all Dwarves.
Religion
Dwarves pray strictly to the Gods of the Dwarven Pantheon. Religion is important to Dwarves since it has existed for millennia and it is therefore a tradition passed on by their ancestors. Religion is key to Dwarven Society and is always there to guide the Dwarves through dark times.
Major Settlements
Farn Kaldr: (2, 620, 000) One of the most ancient of Dwarven Holds, this is one of the first places where Dwarves settled in the mountains. It is well known for its year round ice, and large temples dedicated to Thundrak, Father of Dwarven Civilization. Farn Kaldr is also home to the Clan Conference Building and therefore the seat of Dwarven power.
Midgard: (3, 000, 000) Possibly the oldest and the original Hold in the mountains. This city was recently rediscovered with the coming of the Morgarth Clan who claim to be the Scions to the Mythical Midgard Empire. The city is truly a marvel, the streets are paved with gold, and every house could be considered a mansion in many lands. This was the last bastion of hope in a war that waged for millennia, and it is truly the pinnacle of Midgard’s former greatness.
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Post by Jongluer on Feb 24, 2005 14:35:36 GMT -5
Well basically those are the main nations/regions there are a few other places but in general nothing truly important. So I'll move on to some new things, such as organizations...
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Post by Jongluer on Feb 24, 2005 14:36:56 GMT -5
Mage’s Guild
The Mage’s Guild was originally founded in Vandalia, during the rule of King Van the Second. Arcane studies had been going on for as long as the Elves could remember but over time they eventually began developing true wizardry and not just probing at The Powers that flowed about them. As time passed the art of magic wielding became more wide spread among the elven people, and it started to become more exact, precise, and standardized. The King seeing a need to unify the Mages in his kingdom under one banner started the Mage’s Guild to help standardize magical use. Over time, the Mage’s Guild spread as the other races in the world discovered its abilities and became sanctioned in other areas and began their monopoly over arcane power that still exists today. In this present day and age, the Mage’s Guild is so widespread, and powerful that they are considered a country in their own right, with their own laws, small military force, and parcels of land that are completely politically neutral despite where they are located. The Mage’s Guild follows a complex system of protocols to do anything. The Mage’s Guild is lead by a Guildmaster normally referred to as The Archmage, this leader is situated in the Caladon Guild Hall. The guild can relay messages to each other through a series of mages specialized in teleportation magic, these people are able to quickly move across the continent, besides their obvious use as messengers they are also used by people for extremely fast (and expensive) travel. The Mage’s Guild is best known for their libraries, which they allow entrance to with an appointment, these libraries contain arcane scrolls, historical texts, and anything that can be roughly called arcane lore. Besides selling knowledge, and magical items, the Mages Guild’s largest business is known as “spell rentals” or a member of the guild casting a spell on someone for a price, because of this, a large number of their mages are diviners and conjurers, capable of calling forth helpful images for the customer or calling forth beings that can operate guards. The Mages Guild has also been known to hire out mages to assist people in different ways evokers and abjurers are often hired the most (for bodyguard work). Mage’s Guild houses are large buildings at least three stories plus a basement. The outside is similar to local architecture, but the inside is quite different. Wide halls made for the pushing of carts filled with spell components, and the wandering of summoned beasts. The entire building permeates with magic no one will ever find a lamp since the walls alone emanate a queer blue glow. Bedrooms, studies, and labs line the halls of the building of course unless someone has an appointment they never get into these areas. The only areas people without appointments are allowed into are the large entrance hall (where one can make appointments), and the basement lab where people can buy spell components and magical items. The Guild works around an odd system when they deal with non-members, the system is as follows: First, one must have an appointment, if you don't have one you must make one for the next available time slot (which is normally right as you're speaking) If you don't show up for your appointment you are fined. An appointment doesn't gurantee you anything but the ability to go somewhere in the Mage's Guildhouse. With your appointment made, you must determine where you wish to go, a Wizard's chamber, Scroll Library, An Arcane Laboratory, etc. One must then go to said area and pay the fees for using said area One must select items for purchase and then pay for both the item and the usage of a Mage's Guild Mage's time. Finally, one must pay taxes on the items purchased, and maybe even purchase a license for the item, depending on what it is.
Of course, Guild membership is available to all with arcane talent, there are multiple tiers of membership, though, here is how they work: Mage’s Guild Member: This constitutes a large number of people who are part of the Guild. They don’t truly have any loyalty to the guild, but receive discounts and are able to move about guild houses without appointments. The Mage’s Guild will also willingly heal members for free (they have even been known to bring them back from the dead), and give such members food and shelter. In return for such things, the Mage’s Guild charges yearly dues, and does expect that such Members willingly assist the Guild when and if they ask for it. Mage of The Guild: These Mages are what people think of when they think of the Guild. These are Mage’s who fully support the Guild, living and working for the Guild, they uphold the laws of the Guild with their entire being. The Mages of The Guild are also charged with defending their region from extraplanar forces if they are called upon or if they detect such forces. Most Mages at this level are those that are hired out for a fee, and those that produce magical items. Arcanist of the Guild: Mages who do experiment under Guild supervision fall into this category. Arcanists work completely for the Guild, they are dispatched to deal with anything the Mage’s Guild encounters. They also delve into arcane secrets for the Guild. A small group of Arcanists always resides at a Guildhouse, and depending on the size of the complex, the group could be larger. Guild Steward: These people watch over Guildhouses, they make business deals, and decide when to call in other mages for assitance. Overall they are the leaders of the Guild and are treated with respect by those under their guidance. Guildmaster/High Mage/Archmage: The leader of the Mage’s Guild. There is only one such mage at a time, they deal with all major guild business and are charged with protecting arcane secrets from the world, some say that the Mage’s Guild Guildmaster is privy to nearly all, major secrets of the world. It is widely believed that the Archmage is also in charge of world security from extraplanar forces this has never been proven of course. The current Archmage is Alphard Lurien, a half-elf of amazing arcane skill.
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Post by Jongluer on Feb 24, 2005 15:08:05 GMT -5
Guild of Psionicists: A group formed to protect psionicists from the common people, to educate the common people on psionics, to find and teach those with Psionic gifts. Created in the human land of Arthuria during a time in history known as, “The Awakening” in which the Psionic gift appeared in the populace as a whole, groups banded together and eventually due to their large numbers (during this age and shortly after, Psions were more common than wizards) were instated as a guild by the crown and often consulted on public affairs. Still fate is a fickle mistress, and it eventually took its light away from psionics and both arcane magic and psionics were balanced with each other. Psionics spread among the other races during “The Awakening” as well, and eventually Guild members were spanning the continent. The guild itself offers services that parallel the Mages Guild the only difference is that theirs are based upon Psionics. They do offer one specific service that is not seen in the Mages Guild, since a large number of Psionics dabble in telepathy, the Guild offers the services of mind readers to the public, a mind reader will often be used to tell if someone harbors intent to harm another, if someone is lying, or to run background checks via the person’s memories, besides the obvious private advantage this is, many guard forces use it to catch criminals. This unique service provides a large amount of revenue to the Guild. A Guild of Psionicists building is often a wealthy member’s house. The inside is lit with glowing crystals, giving the home a beautiful myriad of colors. The entire place is open to people, so one can always find someone or something that is useful, and get it for a price. The only areas that are shared by all guild buildings are libraries, though not as big as Mages Guild libraries, they hold more information on forbidden topics, though getting this costs money. The guild currently makes its headquarters in the island city of Dream World a place bustling with Psionic activity. The Guild is far freer than its rivals in the Mage’s Guild. A Guildhouse typically only charges a bit extra than should be required for the item to keep itself running, otherwise it is far cheaper than the Mage’s Guild. Of course, the Guild has far less concerns on their hands, besides occasionally being contracted to assist in investigations the Guild generally stays out of world safety and world politics. Membership with the Guild of Psionicists is very different from the Mage’s Guild, though there are tiers of membership they are different. Guild Sanctioned Psionicist: This person is someone who has registered with the guild, once this is done a person is considered part of the guild, they are expected to provide the guild with a skill normally in item construction or as a contractible Psionicist. Guild Psionicist: These people are the foot soldiers of the guild, they can be deployed throughout the world to provide their powers to a paying customer or to another guildhouse, they stay with the Guild all year round producing items and providing their services. In return for this they are given free room and board along with a stripend. Head of House: These are people who run a Guildhouse, generally they are too involved with business to do any work such as constructing items. They also receive a stripend for their services. Guild Master: The leader of the Guild of Psionicists. This person is often in charge of coordinating large action taken by the guild, and deals with all of their businesses. His major job is to make sure all of those with Psionic powers are found and if they are unable to learn by themselves they are trained by a Guild Psionicist. The current leader is a former member of the Frall Mind Guard, a human Psion named Baljak Dero.
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Post by Jongluer on May 2, 2005 19:56:39 GMT -5
Holy shit, a new post...
Adventurer’s Union: Not as specified or as widespread as the mage or psionics guild, the adventurer’s union is a group that helps many adventurer’s deal with the business aspect of adventuring such as payment, finding work, and selling items that adventurer’s do not have a use for. While they are not as focused in their services as other guilds, or groups they are a very useful group to be on good terms with if one is an adventurer. As mentioned, they help many adventurers with the business area of adventuring. They often are a place where one can find work, and even, contacts, if someone needs something done you can normally find someone to do it for you at the adventurer’s union, and if you need work, you can find it there as well. Also, many beasts that adventurers kill might horde things that people might need but that adventurer doesn’t, so the adventurer may sell it here for a fair amount, and then the items are sent to merchants or sold directly to common people. Besides finding work, and being a fence for items that are found (and according to rumor those that are stolen), the union also operates inns and contains a myriad of craftsmen that offer services to adventurers exclusively. A majority of these crafters are blacksmiths, but even carpenters, woodworkers, tailors, and book salesmen can find customers among the adventurer population. Adventurer’s Unions can be found in Caladon, Van, Forn Kaldr, Altongrad, and the Gnome port city of Doppler. For the most part, the Adventurer’s Union is free form and laid back, and will allow anyone sporting items gotten while adventuring to come in, and they will allow any to come in and purchase general goods from their stores, and most crafters affiliated with the union allow this as well. There are several types of membership within the Union, most people never bother to look into this, but besides the basic customer, there are Union Crafters, Union Explorers, and Union Heads, a crafter is a vendor affiliated with the Union, an Explorer is one of their mercenaries that can only be hired through the Union, and Heads are the Union’s personal adventurers only employed by the Union normally to watch out for Union Interests.
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Post by TheBigCheese on May 2, 2005 20:09:40 GMT -5
This adventurer has read the word adventure far to many times on the adventure of reading about the Adventurers Guild.
im sorry....
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