The War of Elven Sovereignty - A War RP

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POMC S117
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The War of Elven Sovereignty - A War RP

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"War is a burden that we all must share. From the weakest girl to the strongest man, we should all pull our weight, lest we cease to breath." ~ General Ygri Hatteric

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
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South-West
Image


East
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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

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Last edited by POMC S117 on Sat Oct 13, 2012 3:28 pm, edited 53 times in total.
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Re: The War of Sovereignty

Post by POMC S117 »

Races of the Mithraleenean Empire

Hardeteel

The Hardeteels are a hardy strain of men. After the Iberius, they are the most common race of men.

Biology

The Hardeteels are biologically similar to the Iberius. A notable difference is their great size and strength. The average Hardeteel male can reach a height of around 7ft 4in, compared to the Iberius' 5ft 9in. The Hardeteels are very muscular. They are also significantly less magical than the other races, having an Essence count of 750, slightly less than the Iberius' 1000.

Personality

The Hardeteels are quite xenophobic. They dislike elves and dwarves. They reserve a special hate for the Ugluh of Agluh Hghdal, a species that they have warred with many times. They were also enslaved by the Ael'uvah of the Gil-Galad during the Obscurum of Men (2300 B.F.E - 1000 B.F.E). This has caused Mystic Elves to be unwelcome in most Hardeteel nations. As magic is associated with elves, they frown on the usage.

Culture

Hardeteelean culture dictates that boys can only ascend to the ranks of "true men" after passing a test. The test vary from defeating a dangerous beast to more mundane tasks such as building a hut. Once ordained a man, the person is free to own land and marry.

The Hardeteels worship six gods. These are called the Gods of Nature. The chief god is Lokanus, the God of Kings and Empires. He is depicted as a giant wolf. He guards empires and rulers and is married to Ursidara, the Mother Bear. Ursidara is charged with the protection of mothers and children. They have two children. Foxar, the fox god, and Strigusia, the owl god. Foxar is the Patron God of Thieves and Mischief. Strigusia is the Goddess of Magic and Knowledge. Lokanus' brother (Rotus) is portrayed as an evil, scheming rat, waiting to stab Lokanus in the back and become the head of the pantheon. He is cruel, calculating and power-hungry. The Sixth God is Canus, the Housecarl of the Pantheon. He protects the Lokanus and his family from threats such as Rotus.

The Hardeteel military, unlike the Iberian one, is constructed on skill and merit. All ranks can be achieved no matter what the social status of the soldier. They are divided into battalions of 300 men. A battalion is controlled by a Marshal. Ten battalions make up a Batuk. A Batuk is governed by a Batukar. Three Batuk make up the army. The army is assisted by support units. These support units consist of medical officers and horsemen.

History

The Hardeteels are the oldest race of men. They predate the Iberius by many thousands of years. They had already built a few nations by the time Norkel came to power. Out of all of the races, they have been involved in the most wars. They originated in Fjorr, a highland region in the north of Eusiac. Within ten decades, they had spread to the surrounding nations of Kroyhatheff and Mithraleeth. They would have expanded into most of Eusiac, were it not for the combined forces of the Ugluh and the Ael'uvah. Together, the three races sparked the War of Hardeteelean Expansion, which last for five hundred years and saw all three populations halved. Having just recovered from the effects of the war, the Hardeteels were struck again by another catastrophe. Mênôl Fîrôs, a volcano located in central Miraleen, erupted, spewing volcanic ash into the air. The average temperature of Eusiac dropped as the ash blocked out the sun. In 15,203 B.F.E, the Great Eusian Famine struck. There was widespread disease and hunger as the crops struggled to grow.


Nargds

The Nargds are a strong warrior race that inhabit the lands of Fjorr, Kroyhatheff, Nargd'hcuthd and Dír. They are widely regarded as being stupid.

Biology

The Nargds are unremarkable as a race. They share many traits with the Hardeteels, their most closely related race. They are of similar height to the Hardeteels, standing aroudn the height of around 7ft. They have slightly smaller brains than the Hardeteels and a slightly flat face. They have a low Essence count of around 500 counts. They are surprisingly similar to the Khârg.

Personality

The average Nargd is hard-working and brave. They are also not as smart as other races, especially elves. They have a dislike for Arctic Elves. This is born from the fact that in the years before the empire, the Ugluh used to hunt the Nargds for sport. They are very loyal companions and try to do the right thing. They have been falsely labelled as bandits, however criminals are frowned upon by the average Nargdoc citizen. They have a good relationship with the Khârg who share their dislike of the Ugluh.

Culture

The Nargds have a very varied culture. The Nargds are split into two groups, the Ga'gullaf of Fjorr and Kroyhatheff and the Ga'Cthuliahn of Nargd'hcuthd and Dír. The two tribes are very different from each other. The Ga'Cthuliahn, the largest, worships a version of the Lokvian pantheon. They are governed by the Ten Ge'hed, a set of laws that teach the Nargds how they should live. They are thought to have been given to them by Loghchial, their main god. Ga'gullaf, on the other hand, reveres the sun, the moon and the stars. Druids are their equivalent of priests. They wear earthy colours like green and brown. They are also gifted magic users.

The Nargds have a very organised militia. Every man between eighteen and thirty is part of the militia. There are specialised groups. They range from the famed Nargdoc Axemen to the skilled Nargdoc Warriors. These ascetic sects take training to the extreme. They are taught that a weapon is not just an object ot be used and that it is an extension of one's self. If it is in bad order, it is because the wielder is in bad order. These groups of militia are headed by a Cthulighar. A Cthulighar is also part of a sect but he has decided to help train the militia.

They have a very strict view of women. Women are to stay at home to cook, clean and look after the children. Girls are taught how to bake bread. Boys are trained by their fathers to hunt and fish and fight.

History

Despite being a relatively new race, the Nargds have been embroiled in many wars. With the Arctic Elves, with the Hardeteels, with the Ael'uvah, with the Ael'nonuvah and with themselves. In 1298 B.F.E, there was a split in Nargdoc culture. Thousands of families left Nargd'hcuthd and Dír in search of a better life, disobeying the Ninth Ge'hed. They were forbidden from ever coming back into Nargd'hcuthd or Dír ever again and took up residence in Fjorr and Kroyhatheff. Their expansion was noticed by the Hardeteels, who sent envoys out to meet the vast influx of travellers. Fearing a Ga'Cthuliahn trap, they slew the diplomats. The Hardeteels retaliated, sending in a small force of battlemasters. The Hardeteels were stunned when all of the battlemasters were killed by seemingly untrained gypsys. They sent out more soldiers to deal with the threat. The Khârg of the nearby mountains wanted to get back at the Hardeteels for a prior war and sent a large force to assist the Nargds. The Ugluh of Agluh Hghdal saw this as an excellent chance to get rid of their three main enemies and joined the war. The Hardeteels, the Khârg and the Nargds united and attacked the Ugluh. The Ugluh called for their Ael'uvahian allies to help them. The Ael'uvah sent a small force of mages to help the Arctic Elves. The Hardeteels pleaded for their brethren in Mithraleeth to help them. The Mithraleetheans complied, sending an invasion force to Gil-Galad. After three decades of fighting and over one million deaths, the war was brought to an end through diplomacy. In 334 S.E, the Nargds were intergrated into the Empire.

Iberius

Summary

The Iberius are a slightly-tanned and tall race of men. They made adept spell casters, skilled diplomats and swift sword fighters. They are good with a bow too. They evolved in the country that would later become Mithraleen. They make up a large portion of the Mithraleenean Empire . They were at Mithraleen before the Al'nonuvah arrived; but at that time they were little more than bandits living in tribes. They worship Lokve, who is the head of their Pantheon. They believe that he is a Dragon turned God. This has caused many wars with the Mystic Elves, who believe that Lokve is an Elf.

Biology

They stand at an average height of 5ft 9in for males and 5ft for females. They typically have black or brown hair and brown eyes. They are regarded as being quite handsome. They have an Essence count of 1000. Most of them can cast basic spells. They are usually quite muscular on average. They have quite large brains, not as big as most elves' though. They have elf-like faces but the details are slightly less pronounced. They have smaller, less-pointy ears.

Personality

The average Iberius is a semi-devout, smart equalist. Despite this, they have an inherent fear and dislike of the Mystic Elves. They are also quite ignorant and dislike primitive cultures, attempting to "upgrade" them with sometimes disasterous effects. They are very loyal and friendship is important to them. They believe in spreadng Iberius law. They are blissfully unaware that many races that they seek to advance do not want their help.

Culture

Iberius culture is one that reveres equality and politics. However, they should not be trifled with. When their interests are at stake they are quick to act. They believe in the Lokvian religion. Bishops are held highly, as is their wisdom. They typically worship in Seminaries or a shrines in the house. They set the baseline for other Lokve-worshippers.

Lokve is the head of their religion. He is theorised to be a dragon. He is the God of Peace and of War. He is married to Penitilia, the Goddess of Love and Passion. They have a son called Thos, the God of Anger and the God of Calm. They also have a daughter call Belita, the Goddess of Beauty and Women. The God Stantaz is evil. He is the God of Hatred and Ugliness. He is believed to have fought Lokve over his beautiful wife, in an act of evil. When he lost, he was sentenced to watch over all things ugly and evil.

They generally love art and music. Crusada has a museum dedicated to fine art. Wine and Elven mead is adored in Iberi culture. They are fascinated by the X'azzeeri blacksmithing and attempt to replicate it to no avail. A traditional Iberi dish is a soup that is contained within a pie crust. It is served with ale.

This is the caste system for the Iberius:

Slaves - These slaves are people who have been captured in war or are teh children of said people.
Slawar (Slave Warriors) - These are slaves who are employed in the legions.
Foreign Peasants (Been in said country for less than five years) - These are immigrants who have been in the country for less than five years.
Peasants - People who do not own shops or work in a trade. They can be enlisted in the military as they don't affect the economy very much.
Craftsmen/Shop-Owners - These are people like blacksmiths, butchers, book shop owners.
Warriors - These are soldiers.
Guild Members - These are mages or hunters who are members of a guild.
Mages/Healers/Alchemists
Palace Officials
Knights
Priests
Monks
Wizards
Bishops
Relatives of Ruler
Arch-Bishop
The Ruler
Lokve and the Pantheon

The Iberius military is a very ordered one. The ranks are given out based on skill, unlike many cultures in which the ranks are given to the rich and relatives. Archers tend to go to the front, backed up by a contingent of spellcasters. Battlemages are held in high esteem. Two of the three Mithraleenean Magic Orders are used in battle. The Druids are used for their Healing prowess whilst the Mages are used as fighters, despite the fact that the Guild of Magus is a voluntary one staffed by citizens who can have little magical skill. Knights are normally in gflanking position, ready to charge forward and surround the enemy. The swordsmen are adept warriors, trained for one year.
Armour is usually leather for scouts and archers and metal for the other troops. Mages and Druids wear robes and hoods, more oftne than not enchanted. Battlemages wear a combination of metal and robes. The armour is normally crafted by skilled Iberi blacksmiths but they sometimes employ Volcanic Elves for this purpose.

History

The history of the Iberius is a long one. They evolved from Hardeteels many years ago. For a while, they were regarded as bloodthirsty and evil by the Mystic Elves, and their humbler sub-species the Ael'nonuvah. Only through interaction and stability did they become the "paldins of diplomacy" that they now are.



Khârg

The Khârg (Dwarves to humans) are a small, rotund race of humanoids who are commonly found living in and near the mountainous regions of the world.

Biology

The Khârg are very similar to humans. In fact, the only differences are about senses and in height. The Khârg are very small, with only a few reaching to be over 4ft. Despite this, they are excellent climbers, having evolved long arms and legs. This allows them to scale a mountain with little effort. Khârgi senses are typical with underground-dwelling beings; they have large, round eyes that give them heightened night vision. Nevertheless, their day vision is poor and their cities are dimly lit because of this. Their hearing is improved compared to that of a human and they have a primitive form of pin-point hearing, to help them discover where a voice originates. The Khârg have abnormal properties when it comes to magic. They have a negligible Essence counts. This means that they can't use magic in any form, they can't even manipulate it, relying on machines to do this. However, every one thousand years, true to Cthor's great prophecy, a Khârg appears that has an Essence count of 5000.

Personality

Khârg are, by nature, smart and curious beings. As a result, they are very advanced people, with very sophisticated technology. They are grumpy by nature and distrustful to strangers. They practice isolation, believing that it is better to be alone in their caves than mingle with other races and nations.

Culture

Being isolationists, the Khârg prefer to seek refuge in their great cities hidden in the mountains. These cities are ancient and are constantly expanded on over generations, until they take up a space that can engulf the hollowed insides of many mountains. Each city is owned by a king. These kings have no ruler. Despite their policies of isolation, Khârg still find the time to war with other Khârgi cities. These cities are the visions of single families. Members of said families are usually very wealthy and they can hire the miners necessary for clearing out the tonnes of rock under the mountains. Many other Khârg flood from all around to escape from the over-crowded cities and to these newly-built wonders.

Although they live in separate cities, three main castes have been observed: The working caste, the artisian caste and the ruling caste. The working caste is the largest Khârgi demograph. Millions of Khârg belong to this caste. They work in the factories and typically live in slums filled with thousands of other Khârg.

The artisian caste is the caste responsible for mining precious metals, crafting and designing houses and technology. They are generally better paid than their working class friends. These are the scientists, master builders and master miners. They are employed by empires and kingdoms to help construct aqueducts and other creations.

The ruling caste is the smallest caste. Only about 1000 Khârg per city are part of this caste. They rule the city and are related to the king of said city. They are part of the same family that built the city, or rather paid for it to be built.

The Khârg worship Cthor, the Great Dragon Lord. They believe that he created all of the Khârg using his heart. Every decade, they shave their beards as a sign of loyalty to Lokve. Beards are held in great respect, as they believe that their great facial hair is what separates them from humans and elves, among other things. Beard shaving is a widely practised punishment in Khârgi cities.

History

The Khârg are an ancient race. They are suspected to be older than even the Hardeteels, the oldest race of men. They were first discovered by Hardeteel settlers in Mithraleeth, living in Kha, the capital of the Khârgi nation of Kha Tung. By that time, they had already discovered how to mass produce iron and were observed using steel tools that were vastly superior to the stone ones that the men were using.
In 3459 B.F.E, there was a great schism. Kha had been the home of the Khârg for centuries. Nearly every Khârg lived inside its thick walls. Blathor I, the first king of Khazaduru, was a miner. He was part of the working caste. He disliked the way that the people of his class were being treated so he conspired against King Gruntor III. He led a rebellion and escaped Kha with a group of 10,000 Khârg. For weeks, they were hunted by the soldiers of Kha until they discovered Menol Sol, the mountain in which Khazaduru would be built. In 3440 B.F.E, Blathor was crowned King of Khazaduru.

Like the Canids, the Khârg resisted Imperial expansion for a long time. Despite being in the vicinity of Crusada, Khazaduru, one of the last Khârgi strongholds to fall, was only conquered in 502 SI.E, a testament to their tenacity and bravery.

Al'nonuvah


The Ael'nonuvah, Those Who are Not Blessed, are a faction of heretical Mystic Elves who fled Gil-Galad after a dispute before the year 9100 B.F.E. Despite sharing many traits with their enemy, they show some racial differences.

Biology

Physically similar to the Mystic Elves, the Ael'nonuvah (also called the Forest Elves) are tall and magically-gifted. They are also stronger than their Ael'uvahian cousins. After thousands of years, they have also lost some of their magical adeptness, having an Essence count of 5000. They stand at an average height of 6ft 6in for males and 5ft 10in for females. They can live for over five hundred years. They are more fertile than their Ael'uvahian cousins. They prefer Extirpation, Concealment and Phantasm over the other schools of magic.

Personality

The Ael'nonuvah are humble and well-spoken elves. They believe in good manners. They also worship nature and consider it a crime to recklessy harm forests. They become angy when their forest are harmed.

Culture

The Ael'nonuvah are nomadic, staying in the one place for less than a year. They build giant camps that are the size of large towns. They live off the land and never waste. They use giant horses called Ruvahequii to travel. Using a sword is an art, which they perfect at a young age. They are split into two tribes. One tribe inhabits the Ruvahian Forest while the other tribe travels around Eusiac, living in nomadic societies. The tribes are then cut into family groups of about 50. Each family is connected in some way. Three families make a Vrougi, which is headed by a Vristag. There are ten Vrougies in each tribe. The tribes are controlled by a group of Elders who make decisions for the whole tribe. A male and female Elder, usually married, represent their tribe on matters concerning the two tribes. There are only two permanent settlements. They are the Great Tribal City of Lydoras and Byli-Galad.

The amount of children you have is a sign of status, however, this does not mean that they look at children merely as trophies. It's quite the opposite. They believe that children are pure and that it's an honour to bring them into this world. They are more fertile than the Ael'uvah.
They worship a variant of the Lokvian Pantheon. Lokve is held in high regard, however he is not the chief god of the pantheon. His wife, Penitilia, is. She is the Goddess of Fertility and Tranquility.

History

The Ael'nonuvah fled Gil-Galad to escape religious prosecution thousands of years before the formation of the Mithraleenean Empire. They believed that arrogance, a natural trait for the Mystic Elves, was an affront to Lokve. The Bishops of Lokve felt that this would damage their wealth and ordered that the Ael'nonuvah were to be removed from the island by force. Many were killed but those that survived fled the Mithraleen. The first place they landed in was the Ruvahian Forest. At that time, the Ruvahian Forest covered half of Mithraleen. They first clashed with the Iberius when the race of men first climbed over the Khâzât Mountains and came into Mithraleen. They began to mindlessly destroy forests to fuel their fires and to build their cities. Relations were fine and the Forest Elves allowed the Iberius to live until this happened. Some scouts spotted some Iberius workers cutting down massive stretches of the Ruvahian Forest and, in a rage, killed them. This sparked the War of the Forest.

After this mishap was resolved, the Ael'nonuvahians and the Iberius became allies. In return for the Iberius only cutting down selected parts of the forest, the Ael'nonuvahians would help protect their new nation. Their help proved vital in the years leading up to the formation of the Mithraleenean Empire. Ael'nonuvahian horsemen helped the Iberius in their struggle against the Daemon armies of Kor'ba-Dar. In 438 F.E, the Ael'nonuvahians of the Ruvahian Forest were successfully integrated into the Empire.




Ugluh

The Ugluh, commonly refered to as the Arctic or Ice Elves, are tough, harsh-voiced elves that reside in the colder regions of Cerceres.

Biology

The Ugluh are quite short for elves, standing at a height of around 5ft 10in for males and 5ft 2in for females. Like most other elven races, the Arctic Elves are blessed with high Essence counts, the average being around 3000 counts. They are quite fond of Extirpation magic. To cope with the sub-zero conditions of the north, the Ugluh have developed slower metabolisms and core temperatures. They are also considerably more hairy than other elves, having the ability to grow facial hair. This keeps them warm in the winter climates of Arctictas and Agluh Hghdal. Similar to other elves, they are long-lived. They have a life span of 500. Their skin has a dark pigmentation. It is commonly blue, however it can range from being a greenish colour through to a deep purple.

Personality

The Ugluh show contempt towards the races of men and dwarves. They despise Nargds and look at them as vermin. They actively hunt them for sport. This has caused them much conflict with dwarves, who have a special like for the Nargds. They are also heavily racist.

Culture

Like the Menagi, all Ugluh belong to Houses. These Houses govern all aspects of Ugluh life. There are two sets of Houses: The Western Houses and the Eastern Houses. The Western Houses are newer, stronger and more populous. The Eastern Houses are traditional and keep slaves. The Western Houses consist of Ulaalh, the strongest, Bruturios, Kvat, the most recent, and Hroxus. Pugluh is an ancient House that was destroyed in the Imperial Invasion of Arctictas. Ulaahu was formed when a rebel group of Arctic Elves were exiled from their anscestral home of Agluh Hghdal sometime before the year 1000 B.F.E. They disagreed with slavery and branded heretics because of it. Ulaalh is home to the Concilumendum of the Houses. They meet to discuss the state of Arctictas. Ulaalh is an ally of the Empire. They foresaw the destruction that would be caused by the Empire and decided to prevent that by joining them. Bruturios is located on the western coast of Arctictas. It is a great enemy of the Mithraleenean Empire. During the Imperial Invasion, it openly opposed the Empire. Kvat is the newest House, founded in 44 S.E, a few decades before the Imperial Invasion. It is located on the eastern shores of Arctictas. Hroxus was once the capital House of Arctictas, however it was weakened by years of war against the other Houses. The greatest punishment is to be exiled from a House. Your descendants are forced to bear the shame for generations, until they do something that warrants acceptance back into the House.

The Eastern Houses are Uhglu, Xugrhl, Ygru and Mozugh. Uhglu is one of the oldest organisations in Cerceres. It was formed in 8733 B.F.E. It encourages slavery. The capital, Uhglu, is one of the oldest cities in the world, even older than the House that is named after it. Xugrhl came next. It is very similar to Uhglu, however the members take slavery to religious extremes. They believe that status and wealth are based on how many slaves you own. Ygru is the only Eastern House that is against slavery. Although it is not actively opposed to it, members that possess slaves are frowned upon. Mozugh is the military hub of the Eastern Houses. All of the males must serve in the army for at least fifty years.

As would be expected, the military of the Ugluh depends on House. The Easter Houses have similar militaries, as to the Western Houses. The Western Houses have a shared military. They also provide their forces to the Mithraleenean Empire's Legions and Navies. House Mozugh has the largest military. It boasts many thousands of mages, soldiers and archers. Their military is divided into Fahtgns (factions). Each Fahtgn has roughly 10,000 soldiers, supported by scout cavalry, mages and archers. The Fahtgns are commanded by a Lgggatgg. Three Fahtgns make up an Aemgh. The Aemghs are commanded by a Marghal. These Marghals answer directly to the Mendum of the House. The House employs slaves as cannon fodder. They are usually lightly-armed. If they survive for five years, they are granted freedom. The other Eastern Houses, except Ygru, also use slaves. House Uhglu's military is divided into shgads of twelve. These twelve soldiers are highly-trained in archery, swordsmanship, magic and survival. They can work independently and fufil different roles. Ten shgads form a battalghgn. These battalghgns are governed by a battalgy. The battalghgns are supported by two sghyppgrt battalghgns. These are slaves. Xugrhl has a small military. It's sole battalghgn has only 5000 soldiers in it. Most of the fighting is done by slaves.

The Ugluh worship Lgkvgg. Lgkvgg is the Slaver God. He is pictured as being a giant Ugluh that is supporting the world, or rather getting his slaves to support the world. His brother, Khata, is depicted as being ugly and is called the Champion of Slaves. Lgkvgg is married to Lamara. She is the Goddess of Beauty. They have to children. Gamaral is the God of War and Bgglgh is the Goddess of Food and Water.

The Ugluhian Alphabet only has three vowels: "a", "o" and "u". Another notable thing about the alphabet is that it lacks a "c".

History

The Ugluh are the second oldest elven race. The first recorded piece of history about them is about their coming into Agluh Hghdal in 12,453 B.F.E. In 1400 B.F.E, there was a large movement against slavery, headed by a former slave, Hghmar. This movement persisted for over 200 years, until the supporters were exiled from Agluh Hghdal.

They have been involved in many wars. The most notable war was the Imperial Invasion of Arctictas. It lasted from 33 S.E - 122 S.E. It was responsible for the death of over 1,000,000 Ugluh and Iberius. It saw the entirety of Arctictas annexed into the Empire.




X'azzeer


Summary


X'azzeer, also called Volcanic Elves, are tough, hardy Elves who reside in a remote, inhospitable volcanic region of the world, the island of X'zazaz.

Biology

The X'azzeer have typically have reddish brown skin, which over the ages has developed a resistance to the extreme heat that they live in. They have brilliant yellow eyes, and like most elves, pointed ears. They have an extremely coarse, gravely voice. They are thick skinned and a quite primitive race. They have an average Essence count of 1250 and can reach a height of around 8ft. They have thick soles to protect against the harsh, volcanic ground. Their eyes have evolved a secondary eyelid to protect the eye from ash.

Personality

The X'zazzeer are a friendly race, however, they can become agressive if provoked. When angry, they are as fiery as their homeland. Despite accepting Iberius culture as being superior to their own, they can be smart, but many look at them as being stupid and idiotic. The X'azzeer have an unusual obsession with fire, lava and explosives - probably because of their homeland and it's volatile nature.

Culture

The X'azzeer worship a dragon named Lokve, who created the volcano and island on which they live. Lovke was bored of the men in the world, because while they worshipped him, they were not his children, and he did not love them. He forged the X'azzeer in the fires of the volcano at X'zzanz heart, and taught them how to manipulate the fire that consumed their land, and how to work metal like no other.

Blacksmithing is not a manufacturing process to the X'azzeer, but an art-form. Each piece of metal is like an unborn child, waiting to be shaped, like Lokve shaped them. All children are taught how to distinguish between different metals, and how to forge them, each in their own unique way. A tribe call the Z'ara'tir take this almost spiritual art to extremes. They live inside the volcano, smithing using the lava, and produce some of the finest weapons and armor in the world. These weapons and armor rarely see the light of day, and in X'azzeer culture, are extremely precious. The Z'ara'tir are so great at forging that even possessing a ring made by one is a sign of status and wealth.

X'azzeeri culture dictates that a Volcanic Elf, as they are called by the Iberius, can only use fire magic. When they use fire magic, it is like an art. They flow with the fire. Unlike the lumbering, bulky body that they have, they move with fluidity and speed. It is like a jet of fire. Many courts hire X'azzeeri mages to perform for them.

To X'azzeer, magic and fighting mould into one. In a fighting style called Firiipion, they combine martial arts with their own unique brand of fire magic. With a fluidity and ferocity of the fire itself, they perform flips, spins, and other displays of acrobatic prowess, while throwing and manipulating fire as if it were a liquid.

They also have a strong force of shocktroops. They use heavy armour and hammers to defeat their enemies. They are strong and fierce. They are employed by the Imperial Legions to clear out places that conventional troops cannot.

History

The X'azzeer settled were originally bands of villages and tribes dotted around the island.They lived under the threat of constant war, ash storms and being mauled by creatures. Then came X'zaz'x. Claiming to be a prophet of Lokve, he explained to them that this was not how it was meant to be. The X'azzeeri were supposed to be a noble race. The forge-spawn of Lokve. He united four tribes, and built a city, a small fort with palisade walls and guard towers, in the centre of the region. Z'xandeer - the first city on X'zazaz - was built. From there, he sought to unite the X'azzeer, and though he faced some resistance, most of the X'azzeer folded seamlessly under his banner.

However, among all the tribes, there was a single tribe that wanted to remain independent. The chieftain, Z'xakatan, believed that the others clans would force him and his people to join, or wipe them all out. He assembled an army, the first of its kind, and went to war against Z'xax'z. The war was bloody, and lasted ten long years, before Z'xakatan was finally defeated, and his tribe reluctantly accepted Z'xax'z's rule.
The tribe, called the Xael'xazizr, would continue to cause unrest within the nation, and eventually led to it's downfall. After a number of years of in fighting, the X'azzeer were absorbed into the Mithraleenean Empireean Empire, and have since lived in relative peace under their rule.



Races of the Fledging Hegemony

Al'uvah

The Al'uvah are a race of proud, golden skinned elves that live in Gil-Galad.

Biology

The Ael'uvah, also called Mystic Elves, standing at a height of 6ft for males and 5ft 10in for females, very tall. They have light gold skin, which is sometimes pale or extremely light brown. They have long necks and gangly arms. They live for ages, most dying at the ripe old age of 1750yrs. They are quite proficient at magic, having a Essence count of over ten thousand.

An Al'uvahian female only become fertile at the age of 100 and can usually only have two children. The males reach sexual maturity at the age of 120. They go through puberty of 20 years, beginning at the age of 100, whilst females start at 90 and finish puberty at 100.

Personality

Al'uvah are beautiful and graceful, dressed in the finest silk and covered in the finest golden jewellery. They are the most vain of the Elves (In the Empire) and this is evidenced by the fact that they rarely speak in the common tongue, prefering to converse in their own langage, Langiagi daev vos Ael'uvah. They regard most humans as weak and inferior, an affront to them.

Skilled in combat, most choose to wield long, silver swords with handcrafted gold hilts. They make good archers too. Due to their closeness to the sea, Al'uvah make good seamen, however, they may become uncomfortable during long sea voyages.

They have a strict code of honour, however at best that only applies to other Mystics. They are known for being manipulative and like to acheive their goals through a mix of war and bribery. They love inciting rebellions and worsening racial tensions.

Culture

They reside in cities near the sea in tropical areas. There settlements are renowned for their beauty and for the fact that they are made of gold. In their culture, the Kharg are vile brutes and are placed under humans. Very few non-Elves have official positions in the Government.
They are staunch believers of the Lokvian religion. Those in high positions within the church, like Grand Bishops and High Priests, are held in grat respect. In honour of Lokve, they build large, decadant cathedrals. The believe that Lokve is an Elf. This reflects their superior culture in which Iberi citizens are held in low regard.

The Ael'uvah are largely seafaring. They have little land on their island on which to grow crops so they rely on fish and otehr food found in the sea. They prize gold and other precious materials and the economy has no currency other than these items.

They are in a war with the Ael'nonuvah, who they see as heretics. The Ael'nonuvah live in roaming, nomadic tribes. They rely on horses to get around. The horses that they use, the Ruvahequii, are larger than others and have pure white coats. They are built for both endurance and speed.

Al'uvahian military favours magic. Despite their apparent apptitude for swords, they nearly exclusively use magic, only having a few thousands swordsmen. Their armies are divided into squads. The biggest armies can have as many as 1000 squads. Squads normally contain four men. One support mage backs up the other offensive mages using healing spells and shield spells.

They favour light magic. They manipulate the force of light, twisting it into shields and beams of pure light. This is a very ancient magic and requires a lot of concentration. It is cast using a long string of words that must run with fluidity.

History

The Ael'uvah are an ancient race. They evolved on the island of Gil-Galad. For years, they thought themselves unique. They built up a huge navy of wonderful ships, decorated and carved brilliantly. They explored the islands near them, finding no other life, apart from a small settelment filled with other Ael'uvah, who were immediately absorbed into their growing nation.

The Mystic Elf capital of Gil-Galad is extremely old. The trees surrounding the city are huge and gnarled. There is a ring of sand around the city and then the trees. The city is an extensive network of glass bridges and marble buildings.

Very long ago, there was a great schism. It was a violent and bloody one. A small portion of Ael'uvah believed that the others were not following Lokve's teaching by being arrogant and greedy. The other Al'uvah did not like this and began killing them. They were forced to abandon Gil-Galad and sailed for many weeks. Eventually, they landed on the shores of Mithraleen. From now on, they were refered to as Ael'nonuvah, Those who are not Blessed.


Menagi

The Menagi are "half-elves" that hail from the jungle islands Havessé, Lír-Haver and Haver.

Biology

The Menagi display many features typical to elves - pointed-ears, height, magical prowess. The primary thing that separates the Menagi from "true elves" is their amazing display of natural facial and body tattooes. These tattooes are caused by pigmentation in their skin and can be a range of colours, from blue to red. Every Menagi has these tattooes and they are used to identify different Menagi. This is due to the fact that all Menagi, despite family members sharing certain traits, have unique tattooes. Even twins don't have the same tattoes. Like elves, they are known for their natural beauty. Menagi also have remarkable levels of estrogen and testosterone in their bodies. They possess an average Essece count of 2500 and stand at a height of around 6ft for males and 5ft 8in for females. They favour Extirpation over the other arts of magic. The Menagi are the result of thousands of years of breeding between the Mystic Elves and the Ael'nonuvah. They have a lifespan of around 500 years, however many don't reach that age due to illness, warfare and other things.

Personality

Menagi are known for being attracted to the "better things in life". This has led to the stereotype that they are all crack-heads and addicted to drugs and alcohol. They have a certain degree of amnosity against the Ael'uvah of Gil-Galad. This is due to the thousands of years worth of war and racism perpetrated against the Menagi by the Mystic Elves.

Culture

Unlike many other cultures, the Menagi have a strictly matriachial society. Out of the six Houses of the Menagi, only one observes the custom of having males in charge. The Menagi call their rulers the Morass. The Morassi are in charge of keeping the Havessé Islands in order. They control the judicial, military and political aspects of Menagi government. Thre Morassi run each House. The Houses are the equivalent of barons. Many times, they have warred with each other. The Houses form the backbone of Menagi society. Each year, the Council of Morassi is held in the city of Lír. They convene to change laws, deal with problems and set the agenda for the governments. The Council has been credited with keeping the peace between Houses for over two thousand years. The Houses are Lír, Síl, Vír, Caras, Camas and Fósar.

The Menagi worship a variant of the Lokvian Pantheon. Lokve (called Laekvea) is not the head of this pantheon. Also, "he" is believed to be a woman and is the Goddess of Magic. The head of the Pantheon is Boriemeg (pronounced BOR-EEM-EE). Boriemeg is the Goddess of Fertility and Lust. This reflects the Menagi's love for pleasure. She is believed to have created the universe by making her many lovers build it. The only male in the Menagi pantheon is Gaeneth. Gaeneth is Boriemeg's husband and is the God of Fire and War. He defends the Menagi from the threat posed by the Mystic Elves. He is said to have fought a battle against Laurmek, the Ael'uvahain God of Power, and won.

The Menagi military is structured differently per House. The House of Lír has divided its military into three sections. These divisions are the peacekeeping divisions, the foreign divisions and the magic divisions. The peacekeeping divisions fufil the roles of guards and homeland security. They are also trained to put out fires and help injured people. The foreign divisions deal with conflict and the defense of colonies. The magic divisions are healers and battlemages. They are few but skilled. The peacekeeping divisions are headed by a Master-Veteran. The foreign divisions are headed by two Warrior-Veterans. The magic divisions are headed by the Council of Magusic. The House of Síl only has the foreign and magic divisions. Guard duty is voluntary. The foreign and magic divisions fill the roles of their Lír counterparts. The foreign divisions and magic divisions are headed by Bensarics and Magusicars respectively. The House of Fósar has two sections. The judicial divisions and the invasion divisions. The judicial divisions (formed by justicars) keep the peace in Fósar territory. They also enforce the laws passed by the Council of Morassi. The invasion divisions deal with, as the name suggests, invasions. The judicial divisions are led by a Justicar-General and the invasion divisions are led by five Benicarg. The Houses of Caras and Camas have a joint-military. Once the strongest and most prosperous House, Vír has been weakened by hundreds of years of misrule. They rely on the other Houses for support.

History

The Menagi have been around for tens of thousands of years. They are the result of extensive inter-breeding between the Ael'uvah and the Ael'nonuvah. Sometime before the year 9000 B.F.E, there was a great conflict between the Ael'uvah and the Menagi. This happened after the Great Schism that saw the Ael'nonuvah flee from Gil-Galad. It lasted for several centuries. The ancient island of Amar-Haver was destroyed by a great fleet of Ael'uvahian mages. Fragmented and weak, the last of the Menagi fled from Amar-Haver. For several weeks, they travelled the seas in cramped boats until they found refuge on the island that would later become Lír-Haver.
Last edited by POMC S117 on Tue Jul 31, 2012 1:33 pm, edited 3 times in total.
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Re: The War of Elven Sovereignty - A War RP

Post by DarkEastwood »

Character Sheet

Faction Name (Gil-Gotham, Miraleen etc.):
Leaders of the Faction (Must have 3-5): Karth Arendar, Soren Arendar, Ingol 'Wulf' Reivin, Forven 'Rex' Deloi, Kroi Arendar

History: Karth has been the leader for a long time. He was the firstborn of his family, so he inherited the main throne while his brother has a heavy influence on everything Karth does. The youngest, Kroi, inherited an influence on the military, and takes great pride in what he does. Wulf has been the Legate of the Mithraleeth for decades, and has been a very valuable to the Mithraleeth for a long time. Rex is simply a well respected war hero. He fought in a hopeless battle against the Fledgings and against all odds, came out on top. He was quickly awarded a position as one of the leaders of the Mithraleeth army.

Personality: Karth is fair-headed and typically knows what to do in tough situations. He doesn't like to take risks, and does what is Necessary for his county to grow.

Soren strives for growth, and will do anything to make his faction grow more and more powerful. He has a huge respect for the gods.

Wulf is merciless and knows what he's doing when it comes to leading a military. He has experience, and has respect for the victors of a battle as long as they won with honor.

Rex knows his way around the battlefield. He's quick witted, and surprisingly quite smart. He's more of a puppet to his leaders though, by unquestioningly following orders given to him.

Kroi respects Karth. He hates Soren. He leads the military with zeal and honor. He doesn't care much for religion.


Race: All of the leaders are Hardeteel.

Age: Karth is 51, Soren is 46, Wulf is 48, Rex is 32, and Kroi is 44.
Appearance:

Karth is fairly tall for his species, and fashions a short thick brown beard. He has a clean crew cut.

Soren is thin, pale, and has a very triangle shaped head. He has long black silky hair, that reaches his shoulders.

Wulf is very strong and tall. He has a huge scar on his right eye. He also has a crew cut, and a beard similar to Karth's.

Rex is a tank. He's muscle combined with a towering height. He has a small scruffy beard, and short black hair.

Kroi looks just like Karth, but of a more intimidating physique. He's nearly a foot taller, and has more muscle than him. Other than that, they look nearly identical.

Special Ability: Karth - Inspiring Commander, Escort

Soren - Economist, Escort

Wulf - Great Tactician

Rex - Great Fighter

Kroi - Inspiring Commander
Last edited by DarkEastwood on Sun Jul 29, 2012 4:33 pm, edited 1 time in total.
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Re: The War of Elven Sovereignty - A War RP

Post by POMC S117 »

You forgot to add race and age but other than that it's fine.

I'm going to give each Imperial faction five towns and three cities and each Hegemony faction two towns and 1 city.
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Re: The War of Elven Sovereignty - A War RP

Post by Eltee »

I think I'll take the Menagi rebels. :D
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Re: The War of Elven Sovereignty - A War RP

Post by POMC S117 »

I knew it. :mrgreen:
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Re: The War of Elven Sovereignty - A War RP

Post by Eltee »

Spoiler:
Joan D'Arc time!
Faction Name: Morassi aen Haedon
Leaders of the Faction:
Name: Mhaera 'Blackberry' Ae'Sil
Race: Menagi
Age: 62
History: A mysterious figure that emerged during the chaotic fall of the Menagi islands. While the government was collapsing under the elven onslaught, Mhaera, an unknown woman from the poor district of the Lir, roused a group of her fellow countrymen into a near-impossible defeat of the superior invaders at the docks of the city, allowing the Morassi to make their escape and found the government in exile on Sortir. For the next two weeks, her and the other locals she had recruited on the spur of the moment made the streets of Lir run with Al'uvahian blood, before disappearing like dust in the wind. She is universally loved by the rebels as being on of their own, and she makes members of both the Menagi priestesshood and the Morassi uncomfortable. However, they need her in order to maintain control over the rebels.
Personality: Her wit is as quick as a blow from her rapier or an arrow from her bow. Mhaera is ruthless, cunning, and capable of doing almost anything in pursuit of victory. She refuses to speak of it, but it is common knowledge among the troops that some personal injustice was perpetrated against her by the forces of Gil-Galad... And she has sworn bloody, bloody revenge.
Appearance: Tall, athletic, and possessed of the superior appearance of the Menagi. Her skin is covered with violet tattoos dark enough to be mistaken for black. Some of her troops have taken to giving her the affectionate moniker 'Blackberry.' Her eyes are the same colour of black-violet, and her hair is dark brown, and messily cut short by the same barber that administers to her troops.
Special Ability: Inspiring Commander, Great Tactician

Name: Danameadb Ae'Farrah
Race: Menagi
Age: 367
History: The head of the Menagi Preiestesshood, and High Priestess of Boriemeg.
Personality: Dana is a strictly conservative leader, unsurprisingly very religious. While the Menagi pantheon is blase about sexual conventions, it can be quite strict inother areas... Like the definition of class. The rising star of Mhaera Blackberry threatens her power, yet she is also the key to the vicious strength of the rebellion. So, largely, Dana acts as more-or-less a mother figure for the rebels, and for Mhaera herself... if only out of a desire to steer the rebellion's ideals in a direction she believes is fitting.
Appearance: Short and skinny, with a flat chest and knobby knees. She entered the priesthood when she was fifteen largely because of her lacklustre body, by Menagi standards. She is quite beautiful, however, after her own fashion. She has slivery-white tattoos that match the same colour of hair and irises, giving her a severe, but captivating appearance. Her face is lined with age, but not to the degree that she is no longer beautiful.
Special Ability: One With Nature, Escort

Name: Yenna Caras and Yarra Camas
Race: Menagi
Age: 23
History: Yenna and Yarra were born to two different mothers in the politically close families Caras and Camas, but they shared a father... A notoriously womanizing Baron who had seduced the two noble ladies into a menage a trois at an equinox ball in Camae. They were raised together as sisters, and while they weren't able to inherit due to Imperial laws on illegitimacy, they remained in good standing in Havasse. They were as well known for being party girls as for their prowess in combat, before the war broke out. They were the only nobles who supported Mhaera's rebellion from the start, and are now the battlefield commanders of the rebel forces.
Personality: Characteristically for the Menagi nobility, they are totally disconnected from the mucky, dirty construct that is reality. They are often sadistic and just as often kind and merciful.
Appearance: Both of them have an almost identical appearance, while Yarra has clear blue eyes and tattoos and blonde hair, and Yenna has fiery red hair and emerald green eyes and markings.
Special Ability: Yenna is a Master Magician, and Yarra is a Great Fighter.

Name: Cristan Landbi
Race: Menagi
Age: 319
History: Cristan was a miserly politician, the mayor of the city of Lir before the war. The only reason he supports the rebellion, and sticks his neck out, is on promises of greater power and wealth upon the success in the war.
Personality: Almost totally without personality, and an entirely boring man. Would sell his mother for a dime.
Appearance: Fat for a Menagi man, with black tattoos, and bald. Rather repulsive.
Special Ability: Economist
Last edited by Eltee on Mon Jul 30, 2012 8:56 pm, edited 2 times in total.
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Re: The War of Elven Sovereignty - A War RP

Post by DarkEastwood »

Oh jeez... This is how it should have been laid out... Lol I did it all weird.
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Re: The War of Elven Sovereignty - A War RP

Post by POMC S117 »

Eltee that is... amazing.
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Re: The War of Elven Sovereignty - A War RP

Post by Eltee »

In a good way? :P
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Re: The War of Elven Sovereignty - A War RP

Post by POMC S117 »

Of course!
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Re: The War of Elven Sovereignty - A War RP

Post by Nova »

God darn it! EASTWOOOOOD! Of course my holiday screwed me over on not getting that blasted faction. Oh well, it's Sangeth time!
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Re: The War of Elven Sovereignty - A War RP

Post by POMC S117 »

I thought you wanted to go Gil-Gotham.
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Re: The War of Elven Sovereignty - A War RP

Post by Nova »

But, the dark wood to the east went gil-gotham. Didn't he?

Edit: I'm an idiot -_-
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Re: The War of Elven Sovereignty - A War RP

Post by POMC S117 »

No. Mithraleeth.
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Re: The War of Elven Sovereignty - A War RP

Post by Nova »

I'm an idiot! I demand to be crucifiyed for being an idiot! So yeah, Gil-Gotham huh? Cool. -does the happy dance- Anyway, POMC, you do realsie shadow is not going to join? -sobs-
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Re: The War of Elven Sovereignty - A War RP

Post by POMC S117 »

How? I PM'd him and he said yes.
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Re: The War of Elven Sovereignty - A War RP

Post by Nova »

WHAAAAAAAAA?! But, this is so confusing. So many factors, so much [&@%!] about to go down.
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Re: The War of Elven Sovereignty - A War RP

Post by POMC S117 »

I am technically doing the most work. I need to keep track of the resources, the units, the forts, the territories, blah-de-blah-de-blah.
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Re: The War of Elven Sovereignty - A War RP

Post by Nova »

Ah, okay. Still, I will be keeping my own record so with this much [&@%!], my things won't screw up.
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Re: The War of Elven Sovereignty - A War RP

Post by Sparky »

Alright, I cleared my schedule for this. But I am confused. Is Gil-Galad taken?
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Re: The War of Elven Sovereignty - A War RP

Post by Nova »

Yes, the beast sparky is joining the Ael'uvah!
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Re: The War of Elven Sovereignty - A War RP

Post by POMC S117 »

Gil-Galad is the name of the island and the name of a county and the name of a city. :lol: Is that what confused you?

No. It's not taken. It's the leadership position of the Hegemony.
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Re: The War of Elven Sovereignty - A War RP

Post by Sparky »

NovaPowered wrote:Yes, the beast sparky is joining the Ael'uvah!
Did you hear the Mon? I'm the beast!

Alright, I will take the leadership position, I am feeling profound today. But it will take me awhile to put the sheet in. My schedule isn't cleared just yet.
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Re: The War of Elven Sovereignty - A War RP

Post by Nova »

You should add that you are the beast in your signature...
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