The year is 395 of the Second Empire. The Mithraleenean Empire, once a great and noble kingdom, is struggling. Years of rebellion and disaster have weakened the very infrastructure of the organisation. Now a new threat looms over it, ready to destroy the weak empire. That threat is the Fledging Hegemony. The world hangs in the balance as the two fight for survival and struggle for power. Who will win? The Lords and Ladies of the Empire or the Ael'uvah and their Menagi vassals?
Setting
World:
This RP takes place in Cerceres. Cerceres is both the world and the only mortal realm. It is in the middle of two magical planes, the terrible Void and the celestial Hanaria. Hanaria is a majestic realm, the home of the Gods. It is believed that all souls pass onto Hanaria when their mortal shells are too damaged. The Void is a twisted and warped world. It is an ironic place and a place where all metaphors and similies come true. Waves of pain are truly waves of pain and when it snows, tiny, icy daggers hit you causing great pain. Cerceres is neither terrible nor greatly majestic. However, it is a place where many races live, in peace and in war.
Eusiac
Eusiac is the smallest continent in Cerceres. Despite this, it is the most advanced and populated place in the world.
North-West

South-West

East
[/quote]Gods:
"Our actions are governed by a set of predisposed orders made by Lokve so in order to follow Lokve's bidding, we must simply exist." ~ Glesaria Halias, Al'uvahian Philosopher
Cerceres is a very religious place. Its peoples worship many gods, some less false than others. The many deities live in Hanaria.
By far the most commonly worshipped god is Lokve. He was the first of the First-Comers to take shape at the creation of the universe. He is the God of Might, Magic, Charity and Freedom. He is the Champion of Good. His most common form is a dragon, however the Ael'uvah believe him to be an elf, a great elf of unstoppable power. This form is actually taken by Lokvre, a god that is extremely similar to Lokve yet unbelievably different. Lokve is married to Pentilia. Pentilia is described as being unimaginably beautiful. She is the Goddess of Love and Fertility. They have two children, Thos and Belita. Thos is the Patron of Soldiers. He watches over them as they fight. He is also the God of Anger. Belita is the Goddess of Lust, Pleasure and Art. She is just as beautiful as her mother. Together, they make up the Lokvian Pantheon, the Gods of the Mithraleenean Empire.
Lokve has many other "aspects". Lokanus and Lokvia are among them. The Menagi worship Lokve under the name of Laekvae. He is also a female and isn't the head of the pantheon.
The Ael'uvah worship Lokve. He is the God of Magic, Might and Faith. He is also the Champion of Elves. His brother is Laurmek, his warrior. Laurmek is the God of Power and War. He defends Lokve from dangers. Lokve is married to Niara. Niaria is similar to Pentilia in many ways and they are both the Goddesses of Love and Fertility. Nevertheless, Niara is vain while Pentilia is humble.
Each race has their own pantheon, however most of them have either accepted the Empire-endorsed Lokvian Pantheon or the Ael'uvahian gods.
Timeline
371 S.E - Riots take place in the Ael'uvahian island of Gil-Galad. They are quickly put down by the 13th Legion. The head rioters flee into the jungle.
372 S.E - Support gathers for the rioters and some soldiers join the leaders in the jungle.
375 S.E - The Elven Rebellions begin. Villages near the naval capital of Sangéth are raided and captured. Some members of the 13th Legion assist the rebels. Civil War declared.
376 S.E - The city of Gíl is assaulted by the rebels. The Siege of Gíl begins.
377 S.E - The 13th Legion are forced to give up the city and concentrate on defending Gil-Gotham, Gil-Galad and Sangéth. Gíl is captured by the rebels. Sadré, Físros and Zorés are attacked.
378 S.E - Over half of the population support the rebels. Sangéth is attacked. After months of gruelling fighting, the rebels conquer the city. The 10th Legion is drafted from the Havessé Islands to help in the counter-attack.
379 S.E - For a few months, the Mithraleenean Empire capture and hold Sangéth but that is retaken. Gil-Gotham is besieged.
381 S.E - The city falls and all Imperial forces pull back to the capital.
382 S.E - Gil-Galad is attacked from the inside and the outside. On the 14th of Maiy, Lord Alamaric is forced to sign a treaty recognising Gil-Galad's independence. Imperial forces withdraw to the Havessé Islands.
383 S.E - The Lost Two, a group of heretical Afrikian tribes, break off from the Empire and begin attacking the other tribes.
389 S.E - A large fleet is assembled in Gil-Galad. It sails over to the Empire-controlled Havessé Islands and invades. Havessé is captured in the first year. The two Houses are forced to pay homage to the Ael'uvah.
390 S.E - The island of Haver is then attacked. The remenants of the Tenth and 13th Legions, along with Menagi soldiers, repel the invasion force.
391 S.E - The island is eventually captured. All forces return to Lír-Haver. The Sixth Legion is deployed from Vitae. The fleet carrying it is destroyed by the Ael'uvahian fleet. Lír-Haver is conquered. All Imperial forces that didn't withdraw are killed.
393 S.E - The Fledging Hegemony, consisting of the Ael'uvah of Gil-Galad and the Menagi of the Havessé Islands, is formed. Vitae is invaded. Empress Maiy dies whilst holding off the Ael'uvahian army so that the civilains can escape. This sparks outrage across the Empire. Emperor Alfred, the husband of Empress Maiy and an Ael'uvah, is crowned. The Mithraleenean Empire prepares for war.
Factions
There are three playable factions in the RP. They are the Mithraleenean Empire, the Morassi aen Haedon and the Fledging Hegemony. You control a county in either one of these factions. You can operate with near-autonomy, however the player who goes your faction's capital is allowed to tell you what to do. You can war against non-playable factions but you might not receive help from your allies.
The factions of the Mithraleenean Empire are:
Mithraleen
Capital, Emperor, Most Buildings, Mithraleenean Knights
Starting Units: 1st Legion, Mithraleenean Knights, Galleys
Starting Buildings: Crofts, Crofts, Farms, Mining Camp, Logging Camp, Docks, Blacksmith, Houses, Houses, Houses, Shops, Inns, Large Fort, Cathedral
Starting Resources: 4000 Food, 3000 Metals, 4000 Wood, 3000 Minerals
Population: 50,000,000 c.
Mithraleeth
Military Capital, Most Minerals, Best Soldiers, Hardeteelean Soldiers, Hardeteelean Crossbowmen, Hardeteelean Battlemasters, Timorium Knights, Crimson Blades
Starting Units: 5th Legion, Hardeteelean Soldiers, Hardeteelean Battlemasters, Crimson Blades, Galleys
Starting Buildings: Crofts, Farms, Mining Camp, Logging Camp, Blacksmith, Refinery, Siege Workshop, Houses, Shops, Inns, Small Fort, Castle, Shrine, Shrine
Starting Resources: 2000 Food, 4000 Metals, 4000 Wood, 5000 Minerals
Population: 5,000,000 c.
Fjorr
Metal Capital, Most Metal, Fjorrian Refinery, Fjorrian Blacksmith
Starting Units: 8th Legion, Triremes
Starting Buildings: Crofts, Mining Camp, Mining Camp, Blacksmith, Refinery, Houses, Inns, Large Fort, Shrine
Starting Resources: 2000 Food, 5000 Metals, 4000 Wood, 4000 Minerals
Population: 2,000,000 c.
Donton
Wood Capital, Most Wood, Donton Lumberjacks, Trawler Boats
Starting Units: 10th Legion, Trawler Boats, Galleys
Starting Buildings: Crofts, Logging Camp, Logging Camp, Port, Houses, Inns, Small Fort, Small Fort, Church
Starting Resources: 4000 Food, 2000 Metals, 5000 Wood, 2000 Minerals
Population: 10,000,000 c.
Dír
Stone Capital, Most Minerals, Dwarven Mines, Dwarven Soldiers
Starting Units: Dwarven Soldiers, Dwarven Soldiers, Galleys
Starting Buildings: Crofts, Dwarven Mines, Houses, Houses, Castle, Shrine
Starting Resources: 3000 Food, 4000 Metals, 2000 Wood, 5000 Minerals
Population: 10,000,000 c.
Nargd'Hcthud
Agricultural Capital, Most Food, Better Soldiers, Nargdoc Warriors, Nargdoc Axemen
Starting Units: Nargdoc Axemen, Nargdoc Warriors, Galleys
Starting Buildings: Crofts, Crofts, Farms, Farms, Mining Camp, Logging Camp, Houses, Inns, Small Fort, Medium Fort, Medium Fort, Shrine
Starting Resources: 5000 Food, 3000 Metals, 3000 Wood, 3000 Minerals
Population: 20,000,000 c.
Miraleen
Piracy Capital, Best Boats, Pirates' Cove, Pirate Ships, Pirates, Miraleenean Galleys
Starting Units: Pirates, Pirates, Pirate Ships, Pirate Ships, Triremes
Starting Buildings: Crofts, Mining Camp, Logging Camp, Pirates' Cove, Houses, Small Fort, Church
Starting Resources: 3000 Food, 3000 Metals, 3000 Wood, 3000 Minerals, 500 Refined
Population: 7,000,000 c.
Heneth
Magic Capital, Henethean Mages
Starting Units: Henethean Mages, Iberian Mages, Galleys
Starting Buildings: Farms, Guild of Heneth, Houses, Houses, Medium Fort, Church, Shrine
Starting Resources: 2000 Food, 2000 Metals, 2000 Wood, 2000 Minerals, 1000 Refined
Population: 1,000,000 c.
The Mithraleenean Empire is a huge kingdom. It encompasses most of Eusiac, large parts of Afrik and most of western Mesicarid. It has a population of over 150,000,000. It has a varied terrain. It has been around for over two thousand years. It is known for its legions and its tactical dominance. Many races inhabit the empire. They range from the tiny Vrôkûn of the Dirich Mountains to the nomadic Ael'nonuvah.
Anthem of the Mithraleenean Empire:
Founded on the ashes of war, in the flames of battle, in the fires of pain,
The Empire stands strong, stands mighty, the correcter of wrong,
The conquerer of evil, the defender of the poor, the Empire of Lokve,
Made in the vision of Empress Bekar, crafted by her beauty.
We shall reign victorious, we shall reign forever, the Empire will never fall,
Never fall, never fall, never fall.
Though the elves of Gil-Galad kill us, the Empire will never fall,
Never fall, never fall, never fall.
The Emperor reigns supreme, Lokve's servant on Cerceres,
He is mighty, he is strong, he is smart and will never fall,
All his people are supreme, Lokve's children on Cerceres,
They are mighty, they are strong, they are smart and will never fall.
We shall reign victorious, we shall reign forever, the Empire will never fall,
Never fall, never fall, never fall.
Though the elves of Gil-Galad kill us, the Empire will never fall,
Never fall, never fall, never fall.
Lokve, supports us,
While we are on hid side, we shall never falter, never falter,
It shall protect us against the Daemons, against the elves of Gil-Galad, against the Void,
Lokve supports us, supports us, supports us forever.
We shall reign victorious, we shall reign forever, the Empire will never fall,
Never fall, never fall, never fall.
Though the elves of Gil-Galad kill us, the Empire will never fall,
Never fall, never fall, never fall.
The factions in the Fledging Hegemony are:
Gil-Galad
Capital, Arch-Chancellor, Most Wood/Stone, Honour Guard, Gladiators
Starting Units: Elven Guards, Elven Guards, Honour Guard, Ael'uvahian Mages, Ael'uvahian Mages, Ael'uvahian Galleys
Starting Buildings: Farms, Mining Camp, Logging Camp, Docks, Blacksmith, Hodal du Magus, Houses, Houses, Inns, Shops, Large Fort, Cathedral
Starting Resources: 2000 Food, 2000 Metals, 3000 Wood, 3000 Stone, 50 Refined
Population: 2,536,000
Sangéth
Port Hub, Strongest Boats, Ael'uvahian Galleons
Starting Units: Elven Guards, Elven Guards, Elven Guards, Ael'uvahian Galleons, Ael'uvahian Galleons, Flagships
Starting Buildings: Farms, Mining Camp, Logging Camp, Port, Blacksmith, Houses, Houses, Inns, Shops, Medium Fort, Church, Church
Starting Resources: 2500 Food, 2500 Metals, 2500 Wood, 2500 Minerals, 50 Refined
Population: 3,121,000
Gil-Gotham
Military Hub, Most Metal, Strongest Soldiers, Gothamic Knights, Slave Spearmen
Starting Units: Gothamic Knights, Ael'uvahian Swordsmen, Slave Spearmen, Elven Guards, Elven Guards, Ael'uvahian Galleys
Starting Buildings: Farms, Minining Camp, Logging Camp, Blacksmith, Siege Workshop, Houses, Houses, Inns, Large Fort, Castle, Shrine, Shrine, Shrine
Starting Resources: 2000 Food, 3000 Metals, 2000 Wood, 2000 Stone, 25 Refined
Population: 1,540,000
Físros + Sadré
Agricultural Capital, Most Food, Banana Farm, Slave Stone Throwers
Starting Units: Slave Stone Throwers, Slave Stone Throwers, Elven Guards, Ael'uvahian Galleys
Starting Buildings: Farms, Banana Farm, Banana Farm, Docks, Houses, Houses, Small Fort, Small Fort, Church
Starting Resources: 4000 Food, 1000 Metals, 3000 Wood, 1000 Minerals, 25 Refined
Population: 986,050
Zorés
Fishing Capital, Most Food, Trawler Boats, Slave Swordsmen
Starting Units: Slave Swordsmen, Slave Swordsmen, Trawler Boats, Ael'uvahian Galleys
Starting Buildings: Farms, Mining Camp, Logging Camp, Docks, Houses, Houses, Small Fort, Church
Starting Resources: 4000 Food, 2000 Metals, 2000 Wood, 2000 Minerals, 25 Refined
Population: 1,789,000
Havessé Islands
Home of the Menagi, Menagi Soldiers, Slave Javeliners
Starting Units: Menagi Soldiers, Menagi Soldiers, Slave Javeliners, Ael'uvahian Galleys, Ael'uvahian Galleys
Starting Buildings: Farms, Mining Camp, Logging Camp, Blacksmith, Docks, Houses, Houses, Small Fort, Large Fort, Shrine, Shrine
Starting Resources: 3000 Food, 3000 Metals, 3000 Wood, 3000 Minerals
Population: 12,424,000
The Fledging Hegemony is a relatively recent organisation, however it has its roots in King Temaril's Empire (250 F.E -961 F.E). It comprises of the Ael'uvah of Gil-Galad, the Menagi of the Havessé Islands and the Barabs from the Lost Two Tribes of Afrik. It is a "defender of elven rights". It wishes to conquer the Mithraleenean Empire and enslave its people.
Anthem of the Fledging Hegemony:
Ael a hanethar, ho vos nonfussi du lokvius,
Han, ael a motiarethar vos Iber, aelu nonfussi,
Hoy, oel ruvasta kabars, vos kabars da vo vold.
Ael, vos ael'uvah, ruvasta Lokvius' nopies,
Vos Ruvs, Vos Ruvs, Vos Ruvs,
Ael, vos ael'uvah, ruvasta Lokvius' nopies,
Vos Ruvs, Vos Ruvs, Vos Ruvs.
Vo lokas du vos iberi a motethar,
motethar bi ael, bi ael, bi ael, bi ael,
Vos Iberi oel non hosethar, on aelu vold.
Hoy, oel ruvasta kabars, vos kabars da vo vold.
Ael, vos ael'uvah, ruvasta Lokvius' nopies,
Vos Ruvs, Vos Ruvs, Vos Ruvs,
Ael, vos ael'uvah, ruvasta Lokvius' nopies,
Vos Ruvs, Vos Ruvs, Vos Ruvs.
The Morassi aen Haedon faction only has one sub-faction:
The Government in Exile (Sortír)
Capital, Menagi Rebels
Starting Units: Menagi Rebellion Militia, Menagi Rebellion Militia, Magusicarg, Trigress, Trigress, Ballistae
Starting Buildings: Farms, Mining Camp, Mining Camp, Logging Camp, Logging Camp, Docks, Blacksmith, Siege Workshop, Refinery, Houses, Houses, Inns, Shops, Small Fort, Medium Fort, Castle, Church, Shrine
Starting Resources: 2000 Food, 2000 Metals, 2000 Wood, 2000 Minerals
Population: 7,800,000
Following the Ael'uvahian invasion of the Havessé Islands, the remains of the Menagi government fled to the safety of Sortír. They have joined the Empire in an effort to recapture their homeland.
Non-Playable Factions
Factions exist in the RP that aren't the Mithraleenean Empire or the Fledging Hegemony. They can't be played. Despite this, they still affect the game. These factions can trade with you, attack you and help you in times of need. These actions will depend on their relationship with you.
0 = Dire
25 = Terrible
50 = Bad
75 = Poor
100 = Okay
125 = Good
150 = Nice
175 = Fantastic
200 = Excellent
Canids -
Ael'uvah: 75
Empire: 100
Barabs -
Ael'uvah: 50
Empire: 150
Agluh Hghdal -
Ael'uvah - 150
Empire: 150
The Lost Two -
Ael'uvah: 125
Empire: 25
The Holy Church of Lokve -
Ael'uvah: 100
Empire: 125
Mechanics:
What is a War RP?
A War RP functions similarly to a normal RP in the way that you control one or a number of characters, the leaders. You also control a nation, the nation's army and the nation's people. You can communicate with, war with and trade with other nations. In this RP, your nation is ruled by the faction's leading nation (either Gil-Galad or Mithraleen (The Morassi aen Haedon are an exception as there is only one sub-faction)). This does not mean that the leader can force you to do something that you do not want to do but he (or she) holds the most power.
How to Increase Relations
Relations can be increased in a number of ways. The easiest method is by giving resources to a faction. This can raise their perception of you. Another way to improve their stance on your faction is by assisting them to put down a rebellion or supply troops to help them carry out a war. You can also recognise their independence from the enemy faction. Alternatively, they can be decreased by insulting them or disagreeing with their views.
Morale and Civil Unrest
Morale and Civil Unrest can affect your troops and your general population. If you have a High Civil Unrest, riots and rebellions are more likely to happen. It is affected by the amount of food you have for your citizens, how high your morale is and how religious your faction is. If you lose a lot of battles, your civil unrest can begin to rise. It can be lowered by increasing the amount of food you have and by parading through the cities. Speeches will also lower unrest.
Morale affects how well your troops perform in battle. It also changes the chance that they will desert or rout in battle. It can be risen by winning battles and by rallying your troops. Having your generals and leaders tour the army outposts will have the same effect.
Resources
Resources are a main part of the RP. There are five resources. Food, wood, minerals, metals and refined minerals. They do different jobs. Food is used in the creation of new units and it is needed to prevent your people from starving. Wood is used in construction and in the making of units. Minerals are used in building and the creation of troops. Metals is mainly used to build troops. Refined minerals are needed to make buildings/units of magical origins. All of the above, excluding refined minerals, are given at the end of each turn. More can be made by buildings mining camps, quarries, logging camps ect. Refined minerals are made by using minerals in refineries.
Turns
The RP operates in turns. Each turn is the equivalent of three months. Each turn, you are allowed to move your units, make them fight and create more units and buildings. Within the turns, you can also go on diplomatic missions to other factions. At the end of each turn, a summary is posted and you are given the resources that you generated in that turn. When you move a unit, you must PM me to verify the move and to keep your troop movements secret. This will not apply if your enemy has spies in your cities or you are near to enemy territory.
Religion
Religion is a key part of this RP. A main cause of the racial rift between the races of the Empire and the Ael'uvah of the Fledging Hegemony is religion. Both sides worship the same Gods, however the penultimate difference is that they believe Lokve to be an Elf and the Mithraleenean Empire believe Lokve to be of draconic nature. Both factions are very religious. Failure to provide your citizens with the means to worship their religion can increase civil unrest adn decrease morale.
The main religious body is the Holy Church of Lokve. The Holy Church of Lokve supports the belief that Lokve is a dragon, however they can easily be persuaded to change their views. The home of the Church is located in Crusada, in the Seminary of Tranquility. Whoever is allied with this body will have an advantage.
Assassinations and Sabotage
In this RP, you can hire assassins to murder enemy leaders or destroy buildings. The outcome of both of these actions are dependant on a dice roll.
Population
Population plays a large part in the RP. The more citizens you have, the more resources you will get each turn. The number of citizens is affected by the size of your cities, the amount of unrest and religion. The population can decrease if your settlements are attacked, struck by a plague or witness a large disaster. If they rebel, the rebels will flee to the countryside. Larger populations will need more food each turn.
Leaders
You start off with five leaders. Two main leaders and three sub-leaders. The main leaders control your kingdom. They are normally regarded as irreplacable. If you lose one, your morale, economy and civil unrest will suffer. The three sub-leaders, although important, have less of an impact. If your leaders command an army, the army gains a morale boost. They can also be placed in cities to lower civil unrest. More leaders can be recruited as the RP advances.
Main leaders can start with two special abilities. Sub-leaders start with one. The abilities are:
Inspiring Commander - Famous and strong, this leader is an inspiration to all who stand near him (Morale boost to all troops and civilians with leader).
Great Tactician - Years of warfare have increased the tactical brilliance of this leader (Daring moves are more likely to succeed).
Escort - This leader is rarely seen without a contingent of guards (30 specially-trained soldiers guard the leader).
Great Fighter - Mentally fit and physically fit, this leader can easily take on ten men (Leader gains an attack, defence and health bonus).
Economist - Years of studying the economy has paid off and this leader is now a monetary genius (If placed in a settlement, this leader will increase its productivity but the soldiers will be worse at fighting).
Master Magician - Years of arcane training has made this leader a force to be reckoned with (When using magic, the leader gains an attack, defence and health bonus but, as a result, the leader is terrible at fighting without magic).
Butcher - A mastermind of slaughter and torture has made this leader feared (Enemy units are more likely to flee when attacked by a unit under the control of the leader. Morale is lower for units under the command of the leader).
One with Nature - Walks through the forest have given this leader an unrivalled grasp of the natural world (Units under the command of the leader receive an attack, defence and health bonus when in forests but perform worse in plains. There is also a chance that animals will come to your leaders aid).
Bandit Lord - Past workings with bandits and brigands has allowed this leader to become recognised by the illegal world (Bandits and pirates bought by a settlement housing the leader receive attack, defence and health bonuses and are cost 250 refined minerals less to buy).
Werewolf - Either forced or voluntary, this leader has become a werewolf (Excellent at fighting and enemy troops are likely to flee, however troops under the command of the leader are also more likely to flee).
Vampire - Either forced or voluntary, this leader has become a werewolf (More attack, defence and health and enemy troops are more likely to flee, however troops under the command of the leader are also more likely to flee).
Vanne, the Jumbo Potato Man - Born a green thumb, this leader has passed everything he knows onto his people (All farms and crofts provide double the resources).
Miner Man - Said to be half-dwarf and born with a pickaxe as an arm, this leader has passed everything he knows onto his people (All mining camps and quarries provide double the resources).
Fighting
The outcome of a fight is decided by me, the DM. A number of factors are taken into account. They are number of units, type of units, experience of units (are they new or veterans), terrain and strategy. Against all odds, a good commander can win. There are a few kinds of fights.
Sieges
The aim of a siege is to defeat an opponent who is locked in a city, castle or other settlement. They can be starved out or attacked. Siege engines, battering rams and ladders can be built for this purpose. Reinforcements can be brought in to help break a siege.
Skirmish
Skirmishes are when two armies meet. The aim is to defeat the opposing army, cause their troops to rout or force them to surrender.
Raids
Raids are when a small amount of units are sent out to harass and attack enemy villages.
Units
Units are instrumental to the RP. Without them, you cannot capture enemy cities, defend your own settlements or put down rebellions. They come in a few different types. Ranged, Melee, Mounted, Magic and Naval. Some units are unique to each faction. Some units can only be built if you are a certain county.
Mithraleenean Empire -
Mith Militia Men (x500)
Food: 250 Metals: 250
Wood: 250 Minerals: 250
Iberian Militia Archers (x300)
Food: 250 Metals: 250
Wood: 1000
Nargdoc Warriors (x150)
Food: 500 Metals: 1000
Wood: 500 Minerals: 500
Hardeteelean Soldiers (x250)
Food: 1000 Metals: 1500
Wood: 1000 Minerals: 1500
Mithraleenean Knights (x50)
Food: 1000 Metals: 2500
Wood: 500 Minerals: 500
Crimson Blades (x25)
Food: 2000 Metals: 2000
Wood: 1000 Minerals: 1000
Pirates (x75)
Food: 1000 Metals: 750
Wood: 500 Minerals: 500
Catapults (x6)
Food: 250 Metals 1500
Wood: 2500 Minerals: 1500
Trebuchets (x4)
Food: 250 Metals: 1500
Wood: 3500 Minerals: 2000
Ael'nonuvahian Archers (x250)
Food: 1500 Metals: 1500
Wood: 2500 Minerals: 1500
Ael'nonuvahian Swordsmen (x500)
Food: 3000 Metals: 3000
Wood: 1000 Minerals: 1000
Ael'nonuvahian Horsemen (x1000)
Food: 5000 Metals: 3000
Wood: 3000 Minerals: 2500
Henethean Mages (x20)
Food: 500 Metals: 500
Wood: 1000 Refined: 150
Iberian Mages (x100)
Food: 1000 Metals: 1000
Wood: 1000 Refined: 75
Nargdoc Axemen (x300)
Food: 1000 Metals: 1500
Wood: 2500 Minerals: 1500
Spearmen (x300)
Food: 1000 Metals: 1000
Wood: 1500 Minerals: 2500
Iberian Footsoldiers (x300)
Food: 1000 Metals: 1500
Wood: 1500 Minerals: 2500
Pikemen (x150)
Food: 1500 Metals: 2000
Wood: 2500 Minerals: 2000
Javeliners (x50)
Food: 500 Metals: 500
Wood: 1000 Minerals: 500
Bandits (x500)
Refined: 250
Cavalry (x250)
Food: 2500 Metals: 2500
Wood: 1000 Minerals: 1000
Hardeteelean Crossbowmen (x50)
Food: 1000 Metals: 1000
Wood: 2000 Minerals: 2000
Hardeteelean Battlemasters (x25)
Food: 1000 Metals: 2500
Wood: 1500 Minerals: 1500
Dwarven Soldiers (x250)
Food: 3500 Metals: 3500
Wood: 500 Refined: 100
Liburnians (x15)
Food: 100 Metals: 250
Wood: 250 Minerals: 250
Galleys (x12)
Food: 250 Metals: 500
Wood: 500 Minerals: 500
Biremes (x9)
Food: 500 Metals: 1000
Wood: 1000 Minerals: 1000
Miraleenean Galleys (x15)
Food: 1500 Metals: 2000
Wood: 2000 Minerals: 2000
Triremes (x7)
Food: 1500 Metals: 2500
Wood: 2000 Minerals: 2500
Quinquereme (x3)
Food: 2000 Metals: 3500
Wood: 3000 Minerals: 2500
Iberian Battlemages (x50)
Food: 1500 Metals: 1500
Wood: 1500 Minerals: 1500
Refined: 250
Mithraleenean Legionaries (x5830)
Food: 15000 Metals: 15000
Wood: 10000 Minerals: 15000
Ugluhian Swordsmen (x150)
Food: 2000 Metals: 2000
Wood: 1000 Minerals: 1000
X'azzeeri Shocktroops (x1000)
Food: 10000 Metals: 7500
Wood: 1000 Minerals: 5000
Timorium Knights (x50)
Food: 2500 Metals: 2500
Wood: 500 Minerals: 500
Fledging Hegemony -
Elven Guards (x75)
Food: 250 Metals: 250
Wood: 250 Minerals: 250
Ael'uvahian Longbowmen (x150)
Food: 500 Metals: 500
Wood: 1250 Minerals: 500
Mounted Lancers (x150)
Food: 1000 Metals: 2500
Wood: 1000 Minerals: 2500
Menagi Soldiers (x300)
Food: 1000 Metals: 500
Wood: 1000 Minerals: 500
Slave Spearmen (x500)
Food: 500 Metals: 500
Wood: 500 Minerals: 500
Ael'uvahian Swordsmen (x250)
Food: 2000 Metals: 2000
Wood: 1000 Minerals: 2000
Gothamic Knights (x150)
Food: 3000 Metals: 3000
Wood: 2000 Minerals: 2000
Slave Javeliners (x250)
Food: 750 Metals: 750
Wood: 1000 Minerals: 500
Ael'uvahian Mages (x7)
Food: 500 Metals: 500
Wood: 2500 Refined: 200
Slave Stone Throwers (x1000)
Food: 4000
Wood: 1000 Minerals: 2500
Magical Siege Engines (x2)
Food: 500 Metals: 3500
Wood: 4500 Refined: 1000
Menagi Cavalry (x150)
Food: 1500 Metals: 2000
Wood: 1000 Minerals: 3500
Ael'uvahain Pikemen (x150)
Food: 2500 Metals: 2000
Wood: 2500 Minerals: 2000
Gladiators (x250)
Food: 1000 Metals: 2500
Wood: 2000 Minerals: 2500
Elven Longboats (x15)
Food: 150 Metals: 250
Wood: 250 Minerals: 150
Ael'uvahian Galleys (x9)
Food: 750 Metals: 2000
Wood: 2000 Minerals: 2000
Ael'uvahian Galleons (x5)
Food: 1000 Metals: 2500
Wood: 4000 Minerals: 2500
Flagships (x3)
Food: 1500 Metals: 3500
Wood: 6000 Minerals: 2500
Honour Guard (x25)
Food: 2500 Metals: 5000
Wood: 1500 Minerals: 1500
Slave Swordsmen (x1000)
Food: 2000 Metals: 2500
Wood: 1000 Minerals: 1000
Spectral Summonings (x5)
Metals: 2500
Refined: 500
Ancient Phantoms (x50)
Refined: 750
Spectral Dragons (x2)
Refined: 1000
Morassi aen Haedon-
Menagi Rebellion Militia (x500)
Food: 500 Metals: 500
Wood: 500 Minerals: 500
Menagi Rebellion Swordmasters (x150)
Food: 1000 Metals: 1000
Wood: 500 Minerals: 500
Menagi Rebellion Archers (x250)
Food: 1500 Metals: 1000
Wood: 2000 Minerals: 1000
Menagi Rebellion Pikemen (x500)
Food: 2000 Metals: 1500
Wood: 2000 Minerals: 1500
Magusicarg (x50)
Food: 500 Metals: 1500
Wood: 1500 Refined: 200
Menagi Rebellion Horsemen (x250)
Food: 2500 Metals: 3000
Wood: 2500 Minerals: 1500
Trokagharg (x5)
Food: 250 Metals: 2500
Wood: 3500 Minerals: 3500
Morassi Officers (x10)
Food: 500 Metals: 1000
Wood: 500 Minerals: 500
Menagi Trigess (x12)
Food: 500 Metals: 1000
Wood: 3000 Minerals: 1500
Ballistae Trigress (x12)
Food: 1000 Metals: 2000
Wood: 4000 Minerals: 2000
Menagi Capital Ships (x1)
Food: 500 Metals: 1000
Wood: 4500 Minerals: 1500
Ballistae (x4)
Food: 250 Metals: 500
Wood: 2500 Minerals: 500
All -
Trawler Boats (x2)
Food: 500 Metals: 500
Wood: 1000 Minerals: 1000
Ladders (x4)
Metals: 500
Wood: 1000 Minerals: 500
Battering Rams (x1)
Metals: 1000
Wood: 1000 Minerals: 1000
Spy
Refined: 100
Assassin
Refined: 150
Buildings
Buildings are also necessary in this RP. You need them to get more resources each turn, defend your land and to increase the number of units you can have.
Croft (+250 Food)(Empire only)
Wood: 250 Minerals: 250
Farm (+1000 Food)
Wood: 1000 Minerals: 1000
Banana Farm (+1000 Food)(Físros + Sadré only)
Wood: 1500 Minerals: 1000
Mining Camp (+750 Minerals, +250 Metals)
Wood: 750 Minerals: 500
Quarry (+2000 Minerals, +500 Metals)
Wood: 2000 Minerals: 2000
Dwarven Mines (+2500 Minerals, +1000 Metals)(Dír only)
Wood: 500 Minerals: 2500 Metals: 500
Logging Camp (+750 Wood)
Wood: 1000 Minerals: 250
Forester's Camp (+2000 Wood)
Wood: 2000 Minerals: 1000
Donton Lumberjacks (+3000 Wood)(Donton Only)
Wood: 3500 Minerals: 1000
Docks (+500 Minerals, +500 Metals, +10 Refined)
Wood: 3500 Minerals: 1500 Metals: 500
Port (+1000 Minerals, +1000 Metals, +10 Refined)(Allows construction of larger boats)
Wood: 5500 Minerals: 4000 Metals: 1000
Fishing Camp (+500 Food)
Wood: 500 Minerals: 500
Blacksmith (Units require 500 less metal)
Wood: 1500 Minerals: 1500 Metals: 1500
Fjorrian Blacksmith (Units require 1000 less metal)(Fjorr only)
Wood: 1500 Minerals: 1500 Metals: 3000
Refinery (Converts 10 minerals into 1 refined mineral)
Wood: 1000 Minerals: 2500 Metals: 2500
Fjorrian Refinery (Converts 10 minerals into 10 refined minerals)(Fjorr Only)
Wood: 1000 Minerals: 3000 Metals: 3000
Pirate Cove (Allows the construction of pirate units)(Miraleen Only)
Wood: 2000 Minerals: 2000 Metals: 2000
Hodal du Magus or Guild of Heneth (Allows the construction of magical units)
Wood: 2500 Minerals: 2500 Metals: 500 Refined: 1000
Siege Workshop (Allows the construction of siege engines)
Wood: 3000 Minerals: 3000 Metals: 1000
Stables (Allows the construction of mounted units)
Wood: 5000 Minerals: 1000 Metals: 2500
Small Fort
Wood: 2500 Minerals: 2500 Metals: 500
Medium Fort
Wood: 4000 Minerals: 5000 Metals: 1000
Large Fort
Wood: 6000 Minerals: 6000 Metals: 2500
Castle
Wood: 7500 Minerals: 10000 Metals: 5000
Shops (x4)
Wood: 4000 Minerals: 2500 Metals: 1000
Inns (x2)(Allows the construction of spies)
Wood: 1500 Minerals: 1500 Metals: 250
Guild of Caravaneering (+500 everything except refined minerals)
Wood: 2500 Minerals: 2500 Metals: 500
Houses (x10)
Wood: 7500 Minerals: 7500 Metals: 1000
Shrine
Minerals: 500 Refined: 25
Church
Wood: 1000 Minerals: 2500 Metals: 1000 Refined: 100
Cathedral
Wood: 1500 Minerals: 7500 Metals: 2500 Refined: 500
Dark Ash Assassins' Chapter House (Allows construction of Assassins)
Wood: 2000 Minerals: 2000 Metals: 2000 Refined: 250
Character Sheet
"Fighters fight and leaders lead, but when it comes to war, everyone is a leader." ~ Emperor Alfred
Faction Name (Gil-Gotham, Miraleen etc.):
Leaders of the Faction (Must have 5(Two main, three sub):
Race:
Age:
History:
Personality:
Appearance:
Special Ability:
Faction Name (Gil-Gotham, Miraleen etc.): Mithraleen
Leaders of the Faction: Emperor Alfred I (Main)
Race: Ael'uvah
Age: 237 (23 in Iberian years)
History: Emperor Alfred was brought up in a family of elven supremacists on the Ael'uvahian island of Gil-Galad. His parents owned a large mansion outside Sangéth. He hated his childhood, he despised his parents' ways. His father was a well-known lord. Alfred was glad when he was sent away on a diplomatic mission to Mithraleen. It was there when he met Empress Maiy, whom he would later marry. Alfred didn't do much as "Emperor". It was only a title and had no power. He occassionally went on diplomatic meetings but that was the limit of his functions. However, in 393 S.E, Maiy was killed by the Fledging Hegemony, the Ael'uvah, his own people. The heir to the throne, his daughter Bekar, was only two years old, too young to rule. Alfred's title now had power, which he used to begin fighting the Fledging Hegemony.
Personality: Alfred is unlike many Ael'uvah in the way he is not vain. He sees good in all races. In fact, he sees more bad in his own race than he does in any race of men or dwarf. He is kind, caring and compassionate, however the war has made him ever-so-slightly more vengeful.
Appearance: Alfred is about 7ft tall. He has long, blond hair which he usually ties in a ponytail. He is not too well-built, however he is not weak either. His ears are slightly more rounded than a normal elf, a trait given to him by an Iberius relative who married into the family many centuries ago.
Special Abilities: Escort, Inspiring Commander
General Palagus (Main)
Race: Hardeteel
Age: 47
History: General Palagus Brae was born in the year 346 S.E, in the Fjorrian city of Bjorf. Like his father, Palagus joined the Mithraleenean Legions at the ripe young age of 15. He was a talented soldier, more so than his father, who only got up to the rank of decanus. By the age of 27, Palagus was the Centurion of the First Cohort of the First Legion, the most decorated legion in the Empire. For his skill in battle and his talent in leadership, he was promoted to Legate of the First Legion in 380 FO.E. He was soon promoted to General of the Legions.
Personality: Palagus is a conservative general. He believes in rigorous, testing training. He is grumpy and mean at the best of times but he has a nice streak. He is noble and is willing to die for the empire and the emperor. He prefers to fight with his men than sitting in a tent away from battle.
Appearance: Palagus has brown eyes and short, brown hair. He also has a small beard. He has many scars that twist around his body and is very muscular. At 6ft 6in, he is an imposing figure.
Special Abilities: Great Tactician , Inspiring Commander
Elder Alundad (Sub)
Race: Al'nonuvah
Age: 2147 (214 in Iberian years)
History: Alundad was born during the waning years of the First Empire. She was born as part of one of the roaming tribes of the Ael'nonuvah. Her mother, however, was from Byli-Galad. Such unions were normally forbidden so Alundad was passed from mother to father every few years in secret. When she turned 200, he was given the choice to either go with her father or stay with his mother. She chose to remain in the Ruvahian Forest. He quickly ascended to the rank of Priest. For many years, she travelled the forest, helping people, teaching them the ways of Lokve. On her 500th birthday, she had a vision. In the vision, she was instructed by Lokve to become an Elder. Sh traded her rank as Priest for the rank of Vristag. For hundreds of years, she remained as the head of the Galiia Vrougi. On her 1738th birthday, the current male Elder died. Alundad and his partner, Allashia, a male Al'nonuvah from her Vrougi, were elected as Elders of the Ruvahian Forest.
Personality: Alundad is mentally-strong and slow to anger. The war worries her. She does not gladly send her people off to die but she knows that she must prevent the Ael'uvah from taking over Eusiac.
Appearance: Alundad has long, white hair which she keeps braided. She has sparkling blue eyes that glow. In her old age, she is wrinkled and frail, but she makes up for it in mental capacity. He stands at a height of 7ft.
Special Abilities: Economist
Concilumend Hgrug Brutarios (Sub)
Race: Ugluh
Age: 311 (60 in Iberian years)
History: Hgrug was the third son of Concilumend Lggerus Brutarios of Arctictas and Lady Joanne of Miraleen. He grew up in an estate outside the city of Brutarios. As a boy, Hgrug was taught how to fight with a sword, shoot a bow with great accuracy and manipulate magic like a mage. Being the youngest of three boys, Hgrug was the "runt of the litter". Nevertheless, his father saw great promise in him. At the age of fifty, he became a Concilar, one of the lower ranks in Ugluhian leadership. He was placed in charge of the county of Hregax, home to five thousand Ugluh. He was noted for his efforts and promoted to Concellaggd. For one hundred years, he remained as this rank, not seeing a promotion until his father died. His father was the only representative of Brutarios on the Councilumendum and Hgruh, after much discussing, was elected Councilumend Hgrug on his 193rd birthday. After Gil-Galad and the Havessé separated from the Empire and became the Fledging Hegemony, Hgrug rallied the other Councilmend and prepared an army for Alfred.
Personality: Hgrug is smart and calculating. Like many other Ugluh, he dislikes the Nargds and the Hardeteels, however that has not stopped him becoming firm friends with the likes of General Palagus and other human members of the Mithraleenean Empire.
Appearance: Hgrug has white hair and a short, white beard. Despite his old age, he is strong with broad shoulders. He has a few scars on his face. He is 6ft tall.
Special Abilities: Butcherer
Druid Lord Vidictus Vedarus (Sub)
Race: Iberius
Age: 101
History: Vidictus was born in 292 S.E, in the Miraleenean city Broaden. At the age of three, he showed magical promise. He could cast complicated spells and the age of 9 and by 13 he had mastered Extirpation. In 305 S.E, he was spotted by a High Druid called Leseriad. Leseriad was stunned by Vidictus' aptitude. He immediately requested that he be given a space in the secluded Idruidi Order. The current Druid Lord rejected the demand as there were already too many people in the Order. Leseriad took Vidictus anyway. In a few years, Vidictus had out-performed his fellow Apprentices and was a full-blown Druid. The rules were forced to be changed just to facilitate Vidictus' rapid advancement. By the age of 30, a time when people would have normally become Druids, Vidictus was promoted to the rank of High Druid, along with Leseriad and another High Druid. When the Druid Lord passed away, he named Vidictus as his heir. Vidictus was, at the age of 50, the youngest Druid Lord ever.
Personality: Vidictus is humble, intelligent and dedicated to teaching magic to younger users. He is calm and kind. He prefers diplomacy over fighting but agrees that this war cannot be ended through the use of tongue alone.
Appearance: Vidictus has long white hair and a clean shaven face. His eyes are bright green. His nose in long and crooked. He is a weak figure but he could easily defeat an opponent with his magic.
Special Abilities: Master Magician
Leaders for Hire
These are leaders that can be bought for a price. The price varies based on a few factors. You can also receives leaders randomly.
Name: Admiral Horrus Madaroc
Race: Iberius
Age: 49
History: Horrus grew up in the port city of Broaden, in Miraleen. His father was a leading figure in the merchants' navy. Horrus wished to follow in his father's footsteps, however he wanted to do more than strengthen imperial coffers, he wanted to protect its citizens from pirates and invaders. On his eighteenth birthday, he enlisted in the Mithraleenean Navy. His first sea battle was the Battle of the Heged Channel. The Broaden Fleet of the Navy was attacked by Eorlarian raiders. His captain was killed. The ship was sailing straight into a trap. Horrus steered the ship to safety and also captured two Eorlarian. He was given the rank of Captain for his quick-thinking. He led the Broaden Fleet to victory numerous times over Eorlar. He devasted the Supreme Eorlarian Navy and ended their status as a naval power for many years. He was promoted to Admiral rank.
Personality: Horrus is proud and arrogant, however he doesn't let this get in his way. He knows his weaknesses and strengthens them accordingly. He is also very tactical.
Appearance: Horrus is bald and has no beard. He has a slight moustache. He is muscular, a reward for all the time spend unlaoding ships as a boy.
Special Ability: Great Tactician
Price: 1500 Refined Minerals
Name: Loressa Hellesi
Race: Al'uvah
Age: 292 (29 in Iberian years)
History: Loressa was born into the same family as Alfred. She was his cousin. Despite this family tie, the two couldn't have been any more different. By the age of 140 (roughly 15 in Iberian years), Loressa had formed a street gang dedicated to harrassing non-elven citizens in Gil-Galad. Her father, Duke Gilledar, encouraged this practice, saying that more elves should be like her. When she was old enough, she joined a rebel group dedicated to overthrowing the Empire and establishing Ael'uvahian independence. She hated how the group did not act and was little more than a club. She formed her own and began the riots that took place in the cities. She fled to the forest when the legion began cracking down on the rioters. When she had ammassed a small army of one thousand rebels, she attacked the areas around Sangéth. She personally led the army that besieged Gíl. Once she had achieved her goal of independence, she oversaw the invasion of the Havessé Islands. She also personally slew the Empress at the Battle of Vitae.
Personality: Loressa is evil and twisted. She is the elven version of hate and racism. She despises non-elves, even if they are loyal to her.
Appearance: Loressa is beautiful. She has long blonde hair and a perfect face. Like many elves, she has blue eyes.
Special Ability: Butcher
Price: 1500 Refined Minerals
Name: Taegrad Maro
Race: Menagi
Age: 302 (50 in Iberian years)
History: Taegrad grew up in the influential Maro family of Haver. His father was one of the Morassi of Caras. On turning eighteen, Taegrad joined the Military Sect of the Carasian military. His skills were noted by the Mithraleenean Legions. He was offered to join them. Taegrad, who wasn't a fan of the Empire, rejected their proposal. By the age of 30, he was a Car-Captaen. Although owned by the Emire, the Menagi were allowed to keep some sovereignty. They wre permitted to keep colonies and have their own army. Taegrad's most known success was at the Battle of Phipherias-Kadet. Phipherias-Kadet was a city in Northern Afrik owned by the House of Caras. There was an uprising (started by an Al'uvah) in 201 S.E. In charge of only two hundred men, Taegrad successfully recaptured and held the city until more reinforcements arrived. When war came to the Havessé Islands, Taegrad was returning from his victory at Peliriad-Judael. When he arrived, he immediately co-ordinated successful assaults agaisnt the elven invaders. Despite his best efforts, the Ael'uvahian invaders were too skilled. Taegrad, along with many other refugees, fled to Sortír and began a counter attack.
Personality: Taegrad is a man of unwavering loyalty to his people. It is so unwavering that he rarely questions his masters' wishes. He also believes in Menagi independence but would accept the Empire over the Fledging Hegemony any day.
Appearance: Taegrad has dark green tattoos. They are plain and unsophisticated. Its shade helps him camouflage in dense jungles and forests. He is very muscular. If it were not for the many scars and wounds, Taegrad would be handsome.
Special Ability: Inspiring Commander
Price: 1500 Refined Minerals
Name: Jyyrekikad-Domyykeuradxer
Race: Oracle Wyvern
Age: Over 3000
History: Jyyrekikad is an Oracle Wyvern of the Domyykeuradxer group of the Fjorrian Peninsular. Like most draconic beings, he has a long history of plundering villages and towns, massacring people and hoarding gold. Unlike other wyverns and dragons, Jyyrekikad has helped the Mithraleenean Empire on many occasions. Jyyrekikad was instrumental in helping the Mithraleenean Empire secure Mithraleeth from the clans. After many years of helping the Empire, he suddenly disappeared. His disappearance happened at the same time when a great influx of dragons entered Eusiac. The dragons were mostly defeated and the wyverns returned.
Personality: Jyyrekikad was once an aggressive and evil dragon, however he has slowly and gradually become more calm and peaceful. He is still prone to terrible fits of rage. He is also extremely greedy.
Appearance: Jyyrekikad is a hulking beast. He is thirty feet in length and his wings stretch a wopping fifty feet. His scales are a mixture of black and white, not uncommon for an Oracle Wyvern.
Special Ability: Great Fighter
Price: 3000 Refined Minerals
Name: Gorb-Gorb
Race: Troll (Vin)
Age: 2
History: Gorb-Gorb, named for his catch-phrase, was captured by members of the Fledging Hegemony soon after he was born. As a rare two-headed troll, the elves wanted to use him in gladiator battles. One of the high-up Ael'uvah grew fond of the troll and adopted him, hiding him in his large basement. When war came, he used the troll to lead his forces into battle.
Personality: Gorb-Gorb is typical for a troll. He is stupid and bloodthirsty.
Appearance: Gorb-Gorb has tough grey skin. The most remarkable feature about him is that he has two heads. He stands at an amazing height of 20ft.
Special Ability: Butcher
Price: 2500 Refined Minerals
Name: Kaia Ae'Lír
Race: Menagi
Age: 23
History: Kaia was a [&@%!] child. She was one of many children fathered by the infamous Karad Ae'Lír, who seduced many peasant girls. She was the only child that was taken in by her father. She won a place in the court of Lír. She was one of the few nobles that supported Mhaera's fight from the start. This caused a rift between her and her father, who wanted the power and wealth that the Hegemony would bring him.
Personality: Kaia retained much promiscuity of her father. By her 16th birthday, she had already been a part of many sexual conquests. One of her many exploits was with none other than the bandit leader Kharandar. She isn't as smart as the average person but she is brave and knows what is right and just.
Appearance: Kaia has long blond hair which she has tied in a pony-tail. She had bright blue, intricate, exotic tatooes.
Special Ability: Bandit Lady
Price: 1000 Refined Minerals
Name: Ghemmeghis Khengi
Race: Iberius
Age: 61
History: Ghemmeghis hails from the Mesicaridian country of Meghesidak. He was born into the ruling Khengi family, a ruthless group known for conquering half of Mesicarid. At the age of ten, he was enrolled into the military. After many battles, he became Grand Khengi of the Proud Khengi Army. For losing the city of Ghighid in 380 S.E to the forces of Khandar, Ghemmeghis was exiled from the Khengi Empire. He travelled the world for many years, roaming with a small group of his most trusted men. He longs for the smell of battle. He would join any side, no matter what they believe.
Personality: Ghemmeghis is brutal and uncaring. He will punish any wrong-doers severely. He is very proud of his country, even though he was exiled from it.
Appearance: Ghemmeghis has olive, oriental skin. He has slanted eyes. His long, dark hair is arranged in dreadlocks. He has a flat face and a very flat nose.
Special Ability: Butcher, Escort, Inspiring Commander
Price: 3000 Refined Minerals
Name: Femrash Gyredijj
Race: Hardeteel (Werewolf)
Age: 102
History: Gyredijj is one of the few remaining Lyncanthropes of the Shrine. He is a descendant of the great Femrash Vhryyjk. Gyredijj is the son of Gefemrash Hiddem. He abandoned the werewolf way and tried to fit in with society. When Gyredijj discovered what his father had been hiding, he slew his father and his mother and embraced his lineage. He began to terrorise the whole of Mithraleeth with a small band of other Lyncanthropes.
Personality: Gyredijj is the physical incarnation of evil. This is shown in his many acts, namely when he killed his parents when he found out what they were hiding from him. He
Appearance: When in human form, he is young and attractive. His werewolf form is older. His fur is white and ragged. He has many cuts and bruises. In both shapes, he is muscular.
Special Ability: Werewolf, Escort
Price: 2500 Refined Minerals
Name: Warlord Ktherd
Race: Khârg (Dwarf)
Age: 102
History: Ktherd was born into a family of Khârgi outlaws. They lived a nomadic life in the northern highlands of Mithraleeth. He was one of about thirty. Ktherd led them to greatness. He told them to stop their nomadic way of life and they began to build a small fort. This violated the terms that the Khârg of Khâ had set for them. They sent a small army of ten Battlemasters to destroy the fort. Ktherd and his brother killed all of them. Another army was sent, larger. They too were defeated. Some other criminals joined them after this. In 394 S.E, Ktherd's group had swelled to over one thousand.
Personality: Ktherd is an ambitious warlord. He wants to topple the leaders of Khâ, to avenge his grandfather who was killed by them.
Appearance: Ktherd is quite tall for a dwarf, standing at a height of 4ft 2in. He has auburn hair which he keeps in braids.
Special Ability: Escort, Bandit Lord, Great Fighter
Price: 2500 Refined Minerals
Reserved
Mithraleen
Mithraleeth
Gil-Gotham
Havessé Islands
Gil-Galad
Morassi aen Haedon
Characters
The Dark Wood to the East
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