1001 Fantasy Nations [Archive] - Wizards Community

Post/Author/DateTimePost
Necroblivion

02-02-07, 04:25 PM
Guys,

I would like to compile a thread that designs fantasy city-states, countries, and nations.

I would like you all to be creative, think of past games you have run, favorite ideas, etc. and use those. I will compile these nations, and then people can use them to populate their own worlds.

What you will need to include:
-Predominant Race, attitudes towards other races
-Civilization Type (Barbarian, Civilized, etc)
-Government Type
-Leader/Ruler(s) classes
-Social Alignment, Rulers Alignments
-Kingdom Size
-Terrain
-Resources
-Major population centers (cities, etc.)
-Military

This is just a framework. Feel free to embellish all you want.

I look forward to 1001 creative ideas, have fun and know we'll be helping out many DMs in the future!
Sarrazon

02-02-07, 06:21 PM
Hmm, lemme see

The Srarah Empire
-----------------
Main Race-Hobgoblins, enslave most other races
Government type- Militaristic
Leader- Emperor Kahsar, The Council (Group of Hobgoblins chosen by the emperor, deal with day to day matters)
Social Alignment-LE, Ruler Alignment-LE
Size-2500 Square Kilometers
Terrain- Desert, Plains and some Tropical Islands
Resources-Grain, Ore, Papyrus and Worked Metal
Population Centers-Cities, Military forts
Military- 3 Million strong, 1 and a half million being infantry, another 1 million cavalry, a quarter million siege weapon operators, and a quarter million officers, engineers, and other necessities of warfare.
The ShapeLess One

02-02-07, 07:10 PM
Telk'monthor
- Population 87% Humans, 10% Elves, 2% Dwarvs.(I left it to 99% because of other thing comming in and out of the city.)
- Civilized.
-mageocracy.
- Nazzes lvl 23 Necromancer lich, Illaceth lvl 20 Necromancer Lich, Zek lvl 17 Mountain Orc Barbarian Death Knight.
-LE,LN, N,LG.
- Population of kingdom- About 2,356,700.
Rolling hills and grass lands.
Mercenaries, Iron, Wine ,& All manner of trade bars.
Ronin Capitol(Metropolis population 97,500)
The capitol of the trade empire of Telk'monthor Is Ronin. The Giant bustling city features a market that has no laws of what can and can not be traded. As long as the greedy government gets its' dues. The city it self is set in man made plateaus. The city stretches from the debts of the underdark to the top if Mount Ronin. The section of the city known as the High Plateau is capped bye the Fortress Telk'monthor. Home of the 3 leaders of the country named after thier fortress home. Only members of the counsil from the other citys are allowed there. Or people who are invited. Under times of war, the fortress lifts off of it mountain top home and hovers over the city around 1/2 mile abouve ground.
The lay out of the city is simple yet some what defensive. The underdark section has one passage to its trade center down there. Any other place there is a huge catacomb guarded by many undead. They are only kept there by permanent undead wards. Keeping them in the limets of the catacombs. This harsh place is where crimals are placed. Doomed to death. The lower city is just above sea level. It has a giant wall surrounding the city and the entire mountain it is on.
The lower city is home to the meat of the military. Here all taxs for entering or exiting the city are taken. The city walls are all 150' high and 300' thick. The smooth outside makes one think that it was made by means of magic. Around the wall are murals of the Telk army beating back its enemys through out the countrys history.

The mid city is where the market is located. Murchants, assassins, honest folks alike gather here. The market place has a sky dock for flying critters and ships. The bulding style is somewhat different than that the lowercity. Here the buildings are not as overbuilt. But the same wall design is seen here on this section of mountain plateau. The round spiraling path that leads from the lower city to the mid city is setup so that at eveyturn there can be an ambrush from within the mountain. That and archers can easy pick off targets from the higher ground.
The high citys is for the rich guests. Large banquets are held here to honor new trade agreements or partys for whatever reason, this is the place to have them. This section of the city has no walls to guard it. Because it has permanent wall of force guarding the city,
The Fortress Telk'monthor can not be seen because of the giant walls that guard it. Though, when it has flown folks that witness it say that it is but a single spiral tower that must be behind those walls.
(Thats enough for the citys for me)

-The military is 170,000 strong. Made mostly of humans. There is a signifcant army of undead under the mountain. But no one knows how strong it is. They have never had to release those things. The wizards that are trained in this country are pushed in to learning the dark arts. If they don't learn that then they are to learn evocation & tranmutation spells. Or face a fate worse then death. The army has a fleet of air ships 150 strong.

Notes about the country.
Telk'monthor is a pushy country controlled by its 3 undead leaders. Though they are evil. They are fair. They do not have any rule breaking what so ever. Other then that its not such a bad place to live. They have forced there way in to the worlds single most trade power. They will not tolerate anybody trading with out there tax imposed or they will take swift action to crush the law breaker.

This is a city that 2 of my friends and I made one game.

Sorry if anything did not make sence. I am not really a good writer. I am a much better speaker. After describing the one city I did not wish to write anymore. If there are and questions just ask I will answer them as quickly as possible. Comments are welcome.
Necroblivion

02-02-07, 10:36 PM
Great stuff so far guys, I'll up some of my ideas soon too.
Harem_Trained

02-03-07, 02:15 AM
Since kobolds are fashionable right now…

#3 The City-State of Kretok-Ha

Predominant Race: Kobolds, view others with contempt and fear
-Government: Magocracy (a counsel of 3 sorcerers advise/control the king with magic)
-Leader/Ruler: King Sneetch The Fearful (thrall of previously mentioned sorcerers)
-Social Alignment: LN
-Rulers Alignments:LE
-Kingdom Size: One small, dirty city
-Terrain: The city is built along a cliff face above a smelly swamp infested with shadow-trolls.
-Resources: copper, kobold trinkets, gems
-Military Most of the city is hard to reach due to its position on the cliffs. This makes it an easy spot to defend. The kobolds trade gems to a dragon who protects them. The dragon is actually a retired human wizard who disguises himself as a dragon because the kobolds refuse to deal with any non-draconic creatures.
Haruspex

02-03-07, 04:00 AM
#4 Tersever, The Enlightened Republic of Seven Rivers

Population: Roughly 1 million.
Predominant Race: Humans 40%, Elves 5%, Dwarves 7%, Halflings 10%, Half-Orcs 11%, Half-Elves 8%, Gnomes 4%, Others 15%
Civilization Type: Civilized
Government Type: Democracy, citizens (PHB races and others that earned it) have more rights, including voting, than subjects (anyone else). Subjects who earn citizenship are known as citizens by virtue, as opposed to citizens by blood. The children of citizens by virtue do not become automatic citizens by blood; ten successive generations of citizens by virtue must pass before the bloodline is recognized as such.
Leaders: The Senate, a body of 100 elected by citizens. The Senate elects a High Senator for certain decisions. Mostly aristocrats, but some are experts. The remnants of old nobility still persist, though Senators are mostly chosen by merit.
Social Alignment, Rulers Alignments: The society is LN, the rulers have widely varying alignments, but mostly non-evil.
Kingdom Size: One large city (I’m not good with land size)
Terrain: Flat plains near the coast with seven rivers.
Resources: Controlling the river trade routes has benefited Tersever greatly. The city also produces a lot of art objects alongside it’s all-important fishing industry.
Major population centers: The Kasra Delta is where most subjects live. The citizens live in less crowded conditions.
Military: Roughly ten thousand standing, though more can be conscripted if need be. The city’s militia consists almost exclusively of subjects (orcs, gnolls, etc). Military service is the simplest way to win citizenship. Citizens consider needless violence to be an uncivilized thing, and the city’s education system promotes this message.

Tersever grew from seven cities each built around a river. Attacks by various savage humanoids caused the signing of the Tersever Pact, which forms the basis of the city today. In addition to cooperating to fight off the enemies, the Pact also included a plan to have the attackers switch sides. Such turncoats would gain the comfort of living in a proper city as well as an education. As expected, few savages took the bait but those that did formed Tersever’s most important institutions. The kenku formed the Eyrie, a society that spies on rival cities. The hobgoblins founded the Hall of Blades which produces the best warriors of the city. The orcs, goblins and gnolls became the backbone of the militia, while the kobolds became miners.

An unusual tradition among Tersever’s subject population is highborn adoption. Under this practice, a child from a noble house would be exchanged with a child of a noble house from another race. This tradition started between the Eyrie and the Hall of Blades when both sides were locked in a murderous blood feud. A peacemaker proposed the highborn adoption scheme, and the feud died albeit grudgingly. A highborn adoptee acts as a guarantee of peace for both sides, as any harm that falls upon one adoptee will fall upon the other. The gnolls and orcs have similar scheme, as do the kobolds and goblins. This helps mitigate tensions between the various groups.

The citizens by blood form the “upper class” of Tersever though officially no such class system exists. They engage in the study of magic, science, arts, politics and other enlightened pursuits. Most citizens by blood treat the subjects with respect, but many show a sense of superiority. To prevent a possible takeover, the Commander of the Armies is always a citizen by blood, and usually trained at the Hall of Blades.




Huh, first try at a city.
Meshakhad

02-06-07, 09:07 PM
Iladii
Population: 7,523,000 (humans 80%, halflings 8%, elves 7%, dwarves 3%, other 2%)
Civilization Type: Civilized
Government Type: Psiocracy - similar to Thay, only nonevil and psionic
Leaders: The Kazads, a council of six powerful psions - one for each discipline
Social Alignment, Rulers Alignments: Varies. The nation (and the world it comes from) isn't that religious.
Kingdom Size: Pretty big
Terrain: Coastal plain with high mountains to the north.
Resources: Agriculture, crystal mines
Major population centers: Alaster, the capital city
Military: Standing army about twenty thousand, reserves approach 1 million. The rank-and-file are mostly psychic warriors and psions. In major battles, the kazads participate in person.

The great illithid empire of olden days was centered in the Underdark beneath Iladii. Elrobi was one of the greatest cities in the world. But what brought its downfall was the conquest and destruction of a drow city. The drow were scattered throughout the empire, and, being intelligent beings, many mind flayers acquired drow advisors. But their everyone-for-herself attitudes began to subvert the mind flayers. The illithids adopted some drow attitudes, and began to turn to civil war. The empire tore itself apart, and Elrobi was afflicted with a century of urban warfare that devastated the city. Today, the drow pride themselves on a culture that defeated the great illithid empire.

Meanwhile, the humanoid slaves came to the surface. Over time, they had acquired psionic power. They founded Iladii, and soon became a major power.

The new nation had to contend with an unfriendly neighbor. Sarada (think feudal Japan with a heaping dose of arcane magic) considered the new nation to be dangerous - too dangerous. If they had developed psionic power after living under the mind flayers, what other traits might they harbor? So Sarada invaded Iladii, hoping to quell this new threat. The Iladii fought back, and counterattacked. They even penetrated into Sarada and did great damage. However, they also showed little mercy, having never known it under the mind flayers or drow. Both sides have reason to distrust one another, and neither can be said to be in the right.

Even their supernatural natures colored their attitudes. The arcanists saw psions as secretive, their abilities completely incomprehensible to nonpsions. The psions distrusted arcanists for their reliance on other sources - and their access of otherworldy entities. The necromancy thing really gets them.

By now, both sides have powerful defenses to stop each other (the Iladii psychic towers and the Saradan ley lines) and are unlikely to penetrate each other's defenses. However, the rise of powerful spellcasters (in particular, Meshakhad of Iladii and Rokina of Sarada) might change the equation again. In addition, new threats are arising (most notably, the reemergence of Crown Isle) that could cause both nations to look beyond their mutual feud. An alliance between Iladii and Sarada is unlikely, though. More likely, they would have a cease-fire (which means, for them, not engaging in border skirmishes) and focus on other threats.

Sekath (NG human egoist10/monk5) is a hearty, outgoing individual. His reforms have been immensly popular among the people.
Raeli (N elven nomad10/elocator6) is the sole nonhuman kazad. He sometimes serves as a diplomat for negotiations with Sarada, since he can speak with the elves there, and can get out quickly should a problem arises.
Meshakhad (CG human kineticist14/psion uncarnate10) is considered to be one of the most powerful psions alive. He has fought numerous times on the field of battle against Sarada. He is the sole epic kazad, and inspires admiration from his people and fear from others. Ironically, his temper is nonexistant.
Calathin (CN human shaper10/pyrokineticist 6) is known equally for his brilliant mind and his unpredictability. The joke is that he is actually a secret weapon, intended to be released behind enemy lines, then told to set as much stuff alight as he can.
Hesha (N human seer10/metamind8) is most prone to using her skills during meetings. Whenever there are contradictory facts on the table, she uses her powers to find out who is right.
Surami (LE human telepath12/thrallherd5) is probably the least-trusted kazad. He has a body of believers that support him to the end, and a thrall named Redla (LN dwarven psychic warrior10). He envies Meshakhad for becoming the leading kazad, a role traditionally held by the kazads of telepathy. The one thing that keeps him back is that Meshakhad can demolish a small army single-handedly, which comes in handy whenever Sarada invades. Surami is involved in behind-the-scenes operations against Sarada.
Janusunaj

02-06-07, 10:31 PM
What you will need to include:
Aquitalia
Population-22 million
Human, acceptance-Predominant Race, attitudes towards other races
Benevolent Imperialist Civilization-Civilization Type (Barbarian, Civilized, etc)
Monarchy-Government Type
Royal Family, Nobles, Middle Class-Leader/Ruler(s) classes
LG, Royalty = LG-Social Alignment, Rulers Alignments
735,000 miles(Main land) Islands(330,000 miles)-Kingdom Size
hills, forests, mountains, grasslands, jungles -Terrain
gold, gemstones, wheat, barley, potatos, silk, rice, live stock, stone, art, silver, books, medicine, copper, tin, iron, fruit, vegetables, wine-Resources
Donorn (400,000 pop)-Major population centers (cities, etc.)
150,000 veteran soldiers, 300,000 trained soldiers, 400,000 in reserve-Military
ryuspearhead

02-07-07, 07:43 PM
per'dos'kus - the golden city ( native militry lang. translated into common )

Predominant Race -(main city) 30% humans , elves 20% , drows 3% , halfling 7% , dwarf 15 % ,half dragons 10%
rest varies
attitudes towards other races- good torroweds most thou people born in the kingdom are consided a seperate race by them
-Civilization Type -zealous
-Government Type- lead by a concil of 10-12 voted on every 3 years by an elite peace force
-Kingdom Size- large base city w/ smaller cities scattered across the planes .
-Terrain- varies by region
-Resources-varies by region
-Major population centers : thesbass'
-Military - peacekeeper ( mostly bleed fighters - think jedi)
-current leader : dwarven fighter lv 23 epic fighter/lv 45 epic soc. blessed by there demi deity
ryuspearhead

05-17-07, 09:35 PM
-Predominant Race: any celestial / half celestial /psions

attitudes towards other races: good but good races only

-Civilization Type : Civilized

-Government Type : monarcy

-Leader/Ruler(s) classes : psion'us the third ,lv 23 fighter , lv 16 monk , lv 30 psion , lv 14 sor
-Social Alignment- any good
-Kingdom Size : large
-Terrain : flying castle/plain
-Resources: gold , gems , good
-celestius center city divied into 5 hoods
-Military: large
aravier

05-19-07, 03:11 AM
Juria, head of the "imperial empire"
-Population: 3,000,000
-Predominant Races: Human 80%, Gnomes 18%, Dwarves 4%, Halflings 4%, other 4%
-Civilization Type: Highly civilized, industrial revolutionised
-opinion of others: Highly arogant, exeptional dis-taste for elves and there arcane no-good. Not fond on any arcanists bar Bards.
-Government Type: Emperor
-Leader/Ruler(s) classes: Sir Hadrian bourvarx 4 Aristocrat, Fighter 5, Silver knight (purple knight) 5, Kensai 6
-Social Alignment/Rulers Alignments: As a whole, incredibaly Lawfull, But from there, it splits.
-Kingdom Size: 1.5/1.4 thousand miles
-Terrain: Around the center city, and west of it, there is a valley, and some mountains, but apart from that, sirprisingly flat
-Resources: Huge industrial workforce, large amounts of minerials in the mountains, Grain
-Major population centers: Jurion, capital of the "imperial empire", and home of the throne.
-Military: Increadibly organised, and although famously small, has wiped out armys two or three times it's size due to there immense effiency, and leaps in technology. There army is primarily Pikemen up front, Musketeers behind, a few Alchemists (think warlocks, with evocation/transmutation, and make them obay the laws of science) scattered around, a few cannons, and the famous silver knight brigade to cut down sirvivors.
Evil DM Mk3

05-19-07, 05:22 AM
Before you laugh I hav eused this in a game.

The Independant Inn of the Laughing Knife.

Created by a long standing border dispute this border inn is now officialy in NEITHER nation. The In if popular with advenuteres and mercinaries and for that reason it has remained independant.

-Predominant Race: Vaires by guests. Often Humans.
-Civilization Type: An Inn...
-Government Type: Basicly an absolute monarchy.
-Leader/Ruler(s) classes: Richard (Rich) the Ladlord. Expert 8.
-Social Alignment, Rulers Alignments: NN, LN. (You get all sorts...)
-Kingdom Size: One tavern, three achers of fields, a well and a short strech of road.
-Terrain: One tavern, three achers of fields, a well and a short strech of road.
-Resources: Ale, beef, water...
-Major population centers: Itself
-Military: Any adventures/mercenaries who happen by be staying. Tends to be a few.
Tacitus_Acheros

05-20-07, 02:22 AM
Cyred, City of Merchants

- Population - approx. 47,000 residents (57% human, 13% halfling, 9% dwarf, 9% elf, 7% gnome, 5% other). A very cosmopolitan city, Cyred welcomes nearly any race or species, especially if they have a disposable income. As a coastal metropolis near several major trade routes, humanoids from all over the world can be found walking the streets, shopping in the bazaars, or enjoying an astonishing array of beverages in the town’s taverns. The City Guard will keep a close eye on traditionally “evil” races such as orcs or goblinoids, however, and any evil outsiders foolish enough to reveal themselves are attacked on sight. Intelligent undead are tolerated so long as they don't cause any trouble and make feeding arrangements beyond preying on citizens.

-Government - Dictatorship with Republican leanings.

- Leadership - Vythaurmaekrix/Victor Makris (N male old steel dragon), Saeth Caedwyn, Captain of the Guard (LG female half-elf, paladin 15); Richard Idris, Head of the Merchant Guild (N male human aristocrat 12), Jerbo Daergel, Head of the Guild of Artificers, Tinkers, and Engineers (NG male gnome expert 11), Uriel Baldwin, High Priest of Pelor (NG male human cleric 12), Abelard Nahum, Headmaster of the Cyred College of the Arcane Sciences (LN male human wizard 13, archmage 5).

- Social Alignment - Lawful Neutral with strong Lawful Good leanings when it comes to citizens’ rights

- Size – City-state with considerable influence on the surrounding area

- Terrain – Cyred is a major port on the Halasin Sea, as it is located almost equidistantly from three major continents. North of the city is the Pedoran Plains, a stretch of rolling hills, forests, and farms that keep the city’s population fed. Cyred’s climate is warm and pleasant thanks to the sea breeze, though occasionally fierce storms will batter the city.

- Resources – Cyred’s greatest resource is its location on half the world’s trade routes. Therefore, while it lacks mineral deposits, lumber, or rare spices, nearly every luxury item, manufactured product, or raw material can be bought or sold in the city’s Market Quarter. Specialty shops include Kioko’s Armory, full of exotic wargear from distant lands, and the Interplanar Materials Company, which specializes in rare goods such as Baatorian Green Steel, Entropium, and Ysgardian Hearthwire.

- Military – A city more interested in plundering pockets than neighbors, Cyred’s armed forces are limited to the City Guard, a large body of men and women dedicated to maintaining order, armed and armored with the finest equipment thanks to the city’s wealth. The City Guard is usually enough to deal with occasional pirate raids or goblin armies, and can also rely on a citizens’ militia when situations escalate (not to mention, in the direst of circumstances, the considerable martial talents of a dragon). A defensive-minded city, Cyred has no formal navy, instead relying on a battery of dwarven cannon and gnomish fire-flinging devices to fend off seaborne attackers. A little-known defensive weapon is the Cyred Lighthouse, which functions as a beacon for ships, a cathedral dedicated to Pelor, and a way to burn enemy vessels up to half a mile away.

- History – Cyred was already a major trading post hundreds of years ago when the Aramthian Empire was at its peak. Although the events surrounding Aramthia’s fall let a swarm of gibbering horrors from the Far Realm rampage through the heart of the empire, Cyred was safe on the empire’s frontier. Soon after, a group of fleeing Aramathian nobles seized control of the city, and founded dynasties of decadent trade princes and pampered heiresses, who managed to tax the population severely while squandering the city’s revenue on personal projects. Their lack of leadership let Cyred be conquered by numerous neighboring civilizations, such as the Baradescans and the Tarshan, but the old noble families always managed to remain in control of Cyred.

This situation changed abruptly some two centuries ago, shortly after the arrival of Victor Makris, a wandering sage looking for a pleasant climate in which to write a book on elven military tactics. Makris was appalled at the wasteful and selfish management of the noble houses. Infuriated, he challenged the corrupt oligarchs on the steps of the Civic Hall, and after the rulers ordered the guards to execute the seemingly frail old man, Vythaurmaekrix revealed his true form and devoured the city’s leaders. For a day or two afterwards the city was plunged into chaos, but the dragon managed to browbeat the city guard into restoring order. In a speech to the crowds outside the Civic Hall, Vythaurmaekrix announced that he was seizing power, but that the population’s lives would be improved in the process.

In the two hundred years since the dragon’s ascension, Cyred has flourished. Once-stifling taxes and tariffs were lightened, greatly increasing commerce while at the same time creating a huge surplus. The city’s legal system was overhauled, removing hated restrictions on movement and expression and replacing them with guarantees on equality among species and genders, as well as legislation outlawing slavery within the city and refusing the recognize any creature’s status as a slave. Culture flourished as well, resulting in the construction of the Great Library of Delleb, Lirr’s University of the Arts, and the Cathedral of Order and Righteousness, a shared house of worship for Pelor, St. Cuthbert, Rao, Heironeous, Ayailla, and other goodly deities. What was once a cabal of elderly wizards grew into the Cyred College of the Arcane Sciences, thanks to rapid population growth, generous funding, and abundant new talent attracted to the flourishing city. Interestingly, Vythaurmaekrix has kept very little of Cyred’s wealth for himself, preferring a respectable manor in the city’s oldest quarter to a bed of gold pieces in the Civic Hall—it is rumored that the dragon finds running the city to be reward enough.

Today the citizens of Cyred agree that Vythaurmaekrix is the best ruler in the city’s history, referring to him as the Benevolent Tyrant or the Patrician Draconis. Cyred is currently undergoing some commercial changes due to the dragon’s decision to allow citizens to form trade guilds, not to mention a technological renaissance thanks to the arrival of a large group of gnome craftsmen who helped found the Guild of Artificers, Tinkers, and Engineers (or G.A.T.E. for short). Meanwhile, the city’s influence abroad has never been greater—many towns and minor kingdoms of the Pedoran Plains are effectively vassals of the city-state. The only rumblings of discontent come from the sons and daughters of the old noble houses: several discrete inquiries have been made about hiring the services of a dragonslayer.

Persons of Interest:
- Vythaurmaekrix/Victor Makris, Patrician of Cyred -

The steel dragon Vythaurmaekrix is typical of his kind: he prefers human form to his natural one, and luxuriates in city life. He had spent many years living under various monarchs or elected officials, and had become quite opinionated on how best to run a town. When he moved into Cyred to find the incompetent aristocracy ruining what could otherwise become a jewel of a city, he was outraged enough to seize control.

These days the Civic Council, once a largely ceremonial body intended to keep the old aristocrats occupied, has been given increasing control over city affairs. It is speculated by some that the steel dragon is considering turning Cyred into a republic and retiring. It is certainly true that Vythaurmaekrix is spending more and more time in his manor, reading and writing histories and collecting legends about magical artifacts, although he still takes time to wander the streets of his city alone in human form (he doesn’t require a bodyguard--everyone remembers what happened to the only gang of thieves to ever try to jump the “harmless old man”).

- Saeth Caedwyn, Captain of the City Guard –

A paladin hailing from the thorp of Sandr’s Vigil, Saeth and her companion adventurers visited Cyred just as the Cathdral of Order and Righteousness was nearing completion. While they were in the city, a dark crusade of Hextorites launched a surprise attack, hoping to destroy the Cathedral before it was completed. When the City Guard Captain panicked and ordered a retreat, Saeth drew her sword and took command of the troops, rallying them around the Cathedral. Under her leadership and with the aid of her considerable martial skill, the City Guard managed to drive off the Hextorites and save the Cathedral. For this act of bravery Saeth Caedwyn was offered a permanent position as Captain of the City Guard by none other than Vythaurmaekrix himself, which she accepted gladly.

Today Saeth still serves as the Captain of the City Guard, and has driven off an invasion by a rival city-state, two orc hordes, and a sahuagin attack since the Hextorite crusade. She is a beloved hero to the citizens of Cyred, and her presence alone can swing the tide of battle in favor of the defenders. She remains a devoted follower of Heironeous, and has sworn to defend the Cathedral dedicated in part to his honor with her very life.

- Richard Idris, Head of the Guild of Merchants -

Middle-aged Richard Idris is the newest head of the Guild of Merchants of Cyred. This has not made him popular, however—most citizens are of the opinion that the Merchant’s Guild is run by the same sort of aristocrats that used to run the city, and they are exactly right. His cutthroat business tactics against rivals isn’t helping either: anyone who isn’t a member of Merchant’s Guild can expect swift legal penalties enacted by Richard’s friends in the Civic Council.

Richard has been told stories of the glory days of Cyred, before that damned lizard came, by his parents since before he can remember. Now, while he outwardly is gracious towards his draconic overlord, he is part of a conspiracy to have Vythaurmaekrix killed. Schemers have tried in the past to poison the wily old reptile, but Richard’s group is much less subtle. Their current plans involve hiring a cadre of dragon slayers to “liberate” them from the draconic scourge. It is unknown exactly how much of this plot Vythaurmaekrix has discovered—the dragon has taken no action yet against the conspirators, but then again he hasn’t reigned for two hundred years due to pure luck, either.

- Jerbo Daergel, Head of the Guild of Artificers, Tinkers, and Engineers -

A little while after the newly established guilds settled down into a routine after Vythaurmaekrix allowed them to form, a new arrival shook everything up—literally. A group of disenfranchised gnomes from Garras immigrated to Cyred and found a void in the field of invention. Quickly they took over the few, uncoordinated “mad geniuses” and “rogue alchemists” to form a new guild where their works could be appreciated and improved upon. This eclectic bunch soon made their explosive debut by blowing the roof off their first Guild Hall—and the Guild of Artificers, Inventors, and Engineers was born.

Jerbo Daergel is the eldest son of and successor to one of the founding guildsmen (who tragically met an early end attempting to create a bullet-proof breastplate), and a popular figure among his contemporaries. He is responsible for leading the team that designed Cyred’s retractable bridge, and has also created revolutionary designs for clockwork mechanisms. Jerbo has been gifted with superb management skills as well, and is currently seeking more dwarven ex-engineers for membership to better compete with the gnomes of Garras.

- Uriel Baldwin, High Priest of Pelor -

The current High Priest of Pelor is an old man who’s just looking for a peaceful place to lead his flock. Uriel Baldwin was a devout follower of Pelor who traveled the lands with his companions for many years vanquishing evil. As time wore on, however, attrition began to take its toll, and soon all of Uriel’s friends had fallen in battle. The cleric was not skilled enough to bring them back from the dead, and so for many years Uriel wandered alone bitterly lamenting his deficiencies. Then one day, he happened upon a party of young adventurers who were badly wounded from fighting barbarians. Using his skills to heal them, Uriel found his new purpose, and joined their group in order to teach the young cleric who accompanied them all that Uriel knew to better prepare them for the challenges that lay ahead.

Eventually Uriel and his new friends parted ways, and the now aging cleric sought a peaceful place to spend the remainder of his life in contemplation. As he was camped on the coast wondering where to go, he caught sight of a beam of light shining out against the darkness. Following it to its source, he beheld Cyred and knew that he found his new home. He quickly found a place in the Pelorian church there, and today Uriel serves as the High Priest of Pelor, guiding the followers of the god of light in their prayers and passing on his wisdom to any young clerics he meets.

- Abelard Nahum, Headmaster of the Cyred College of the Arcane Sciences -

A respected figure in the international magical community, Abelard Nahum currently serves as the Headmaster of the College of the Arcane Sciences of Cyred. He was born in a small Pedoran village, where his arcane gifts were quickly recognized by a local sorcerer. His parents decided that their child needed the best in magical training, and at once set off on a long journey for the High Academies of Cassmea. After the perilous crossing of the Wildlands, and a terrifying journey through Ruined Aramathia in which Abelard’s mother was killed by warped beasts, the would-be mage was denied entrance at the Academies due to the fact that he wasn’t Cassmean. Outraged, his father dared strike at the Academy guards, and was struck down in a blast of magical fire. The orphaned Abelard drifted aimlessly across the cold Cassmean landscape until a kindly old wizard took pity on the boy and took him in. The traveling wizard had also been denied entry to the prestigious university, but he told Abelard of a similar institution in a far-away city called Cyred. The boy agreed to accompany the wizard in their journeys, and together they set off on the long road to the port city.

After many months of travel, in which the pair used their talents to fend off the dangers of the wilderness, Abelard and his companion arrived at Cyred, where the young mage was amazed to learn that the wizard he had been traveling with was none other than the Headmaster of the College. The older man had been so impressed with Abelard’s latent abilities that he offered the lad a full scholarship. Many years of hard work later, Abelard rose to the top of his class and was soon out-performing even his mentor. He worked for years as a freelance battle wizard, always fighting against the Cassmeans whenever possible, but after decades of bloodshed he decided to choose a more peaceful path towards vengeance. He returned to Cyred, assumed the then vacant post of Headmaster, and has since then dedicated himself towards beating the High Academy of Cassmea at its own game.
TimelordSimone

05-20-07, 12:06 PM
Bervenia

-Predominant Race: Human. There are relatively few elves and dwarves, and slghtly more gnomes and halflings than normal. There are hardly any half-breeds.
-Civilization Type: Very civilized. It's feudalist. Everyone knows their place.
-Government Type: Monarchy. Ruling over a feudalist system.
-Leader/Ruler(s) classes: Queen Remedi. Cleric/Thaumaturgist(sp?)
-Social Alignment, Rulers Alignments: Queen Remedi is LN. Society is generally LN as well, but includes LG and LE.
-Kingdom Size: About twice the size of England. (Professional measurements that. haha)
-Terrain: Hills mostly. The south west coast is flat, and it gets more hilly the further north and east you head (towards the mountain range alongside the east border)
-Resources: Mostly livestock farming. However, in the northern part of the country, there are some sizable gem mines. Also, they trade with some of the upper planes quite a bit.
-Major population centers (cities, etc.): I don't know. I haven't really thought about it that closely yet. I'll edit this bit later. haha
-Military: Conscripted Militia mostly.

Now then...
The most interesting thing about Bervenia is the interplay of three very important people.

Queen Remedi LN Summoner
Anastrala LG Angel
Ohm LE God of Secrets
In the campaign setting I made this for, each country has it's own God. A 'patron saint' of sorts. Ohm is Bervenia's saint. Also, none of the saints exceed Divine Rank 5. (I renamed DR 1-5 Saint, and 0 has become demigod). Anyway, none of this is important. I'm gonna put it in an sblock.

Remedi and Anastrala serve the same God.
Anastrala also has her own clerics in the country, being seen by most as their 'patron saint'. She just redirects the power of the god she serves to her clerics.
The two of them are a couple.

Ohm is the real 'patron saint' of Bervenia.
He walks the streets, manipulating the underclass.
Usually against the monarchy.
"She's living the high life up there with her inhuman lover while we slave out here like dogs!"
That sort of thing.
He has very few worshippers.
As most people aren't aware of his existance as a god.
And he's usually in disguise anyway.


Cue the exciting interplay between a Queen, an Angel, and a God!