• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
The Calender of Agorath

Calender of Agorath

Sun's Shadow
Named for the ecliptic alignment that takes place the third week of this month, Sun's Shadow is the beginning of the new year and often a time for drunken revelry across Agorath. This month is typically cold in the lands across agorath, even in parts of Hroniden.

Snowfall
The winter month of Snowfall is aptly named for the heavy snows that often occur. The northern Rill River becomes impassable by ship and all of Norseland, Galadriel and Highathar are typically snow covered for the entirety of the month. Ecclestius is often snowy in the north and cool and rainy in the south. Hroniden experiences some of its coldest nights this month.

Serpentine
The revered month of Serpentine is named for the mating season of Flamehead snakes in Hroniden, who emerge from their burrows in droves to find mating partners. Religious festivals and rituals mark this month in Hroniden to celebrate the Creator and His creations.

Snowsmelt
The winter snows of northern climes generally recede in this month and most mountain passes in Highathar open once again. Riverlands often flood in this month and many northern beasts emerge from hibernation.

First Seed
The month of first seed begins the crop season for farmers in Agorath. Unlike southern Ecclestius most of Agorath relies on a shorter growing season and marks the beginning of the planting season.

Monsoon
Heavy rains tend to plague Agorath in this month, but the heavy precipitation does have its advantages as it is attributed to the growth of crops planted in the previous month.

First Harvest
Warmer, drier weather in First Harvest make this month an ideal time to reap the crops planted two months before. Plentiful food usually leads to many festivals in this month as well the great herd migration as beasts migrate from southern Ecclestius to the North.

Dragoon
The month of Dragoon, named for the emergence of dragons across the land, is a time of festivals and hunting. Though traditions dictate lords hunt dragons this month, most settle for boar, and understandably so!

Last Seed
Autumn is beginning to turn the land and growing season is dwindling to an end for most of Agorath. Farmers use this time to plant one more crop before winter. Weather generally begins to cool and days begin to shorten.

Hallows
This month marks the anniversary of the great battle that saw the Dark One banished from the realm. People of the land take time to remember the great war, their ancestors and heroes and celebrate the Light. Shorter and cooler days are often filled with revelry this month.

Last Harvest
Autumn is in full swing this month and it is the last chance for a final crop before winter comes upon the land. Feasts to celebrate the bounty of the growing season are typical in households across Agorath. Days are short and the nights often cold.

Lights End
Eluded not only to the shortest days of the year, but also the time when magic disappeared from the world. The occasion is commemorated more often than not, by firework displays in town squares from Hroniden to Norseland. Snows often fall this month in northern Agorath and heavy rains in the south.​
 
bd10bce199c650724e837fd5a2e999f7.jpg


Ethelas Haewon

Title: Adventurer/Merchant
Trait: Fortune Builder (Economic)
Race: High Elf
Province: Coamenel
Government: Trade Guild (Economic Bonus, Combat Penalty)
Prominent Demographic: High Elves (Diplomacy Bonus, Population Penalty)
Terrain: N/A
Supply: 1K
Levy Raised/Lowered: /500
Ships: 5
Banners: 0
Income:
Edicts:

Bio: Ethelas Haewon is a proud Elf hailing from Coamenel. Ethelas claims ancestry from the Elven kings of old, the fierce warriors that took up arms against the Gods. Ethelas is a popular and outgoing figure in the Elven capital, and is a common sight within Queen Nienna's court, and vocal supporter of Her Majesty. Ethelas served in the War of Darkness, leading a banner of the Queen's forces at the Battle of Faltering Light and the Vahimil Steppe. Ethelas elected to remain in Galadriel when dark forces swarmed the Elven kingdom. He led an impressive last stand, but was eventually driven to Mirrorwater, where he took a grievous wound before escaping to Norseland.

Today, with his fighting days behind him, Ethelas is a prominent leader among the Coamenel Trade Guild. During the arduous rebuild process, Ethelas was instrumental in bringing supplies and relief with his merchant fleet. Presently, Ethelas braves the Shivering Seas around Norseland and Ghullkazid and is a common sight among the harbours of Azeretti, Vardohus and even the ports of Ghullkazid.
 
Important figures in the Lordship of Tar-Kazmukh


Dwarf_Warrior_2.png

Commander 'Steelspitter' of the Guards of the Stone and Warden of the pass of Bergolir.
Age: Unknown, rumored to be 45 human years.
Race: Northern Dwarvish

Bio: Nothing is known of Steelspitter's life before he showed up at Tar-Kazmukh. It is said that he is a prince of Highathar, but he denies any rumor that he is the heir to a kingdom so hated in Tar-Kazmukh. When he appeared in Tar-Kazmukh, he was wearing armor that befitted a king, and was carrying no arms. He showed prowess in arms, especially the art of the axe. Steelspitter quickly joined the Guards of the Stones, and after ten human years, he was promoted to Commander. He was given the title of Warden of the pass of Bergolir, the most important pass in the Tar-Kazmukh area, because of his long service to Lord Náin.

images

High Priest Caín of Barum, Speaker of the gods, Guardian of the Seven Stones.
Age: 75 human years
Race: Northern Dwarvish

Bio: Caín was born 225 years after Tar-Kazmukh was built, and is one of the most holy dwarves in existence. Caín is a spectacular mage, and has been said to be the physical form of Barum, the Dwarven god of all (more on him later). He was promoted to the position of High Priest after he summoned a goliath, something that has never been done in the history of Tar-Kazmukh, and he has been the only mage powerful enough to summon one in Tar-Kamukh. However, Caín is a introverted dwarf, often reading books, meditating, or leading prayers, he has never left Tar-Kazmukh, and most likely will never leave.​
 
Orc%20Pirate_zpsmqag3pi3.jpg


Ga’Mog of Clan Vyrn’Rul

Title: Pirate Lord
Trait: Raider (Military)
Race: Orc
Province: Unknown
Government: Pirate Band (Combat Bonus, Diplomacy Penalty)
Prominent Demographic: Orc (Combat Bonus, Diplomacy Penalty)
Terrain: N/A
Supply: N/A
Levy Raised/Lowered: 0/2000
Ships: 20
Banners: 0
Income:
Edicts:

Bio: Little is truly known about the self-proclaimed ‘Scourge of the Shivering Sea’ aside from the Clan he claims to be from. Ga’Mog is supposedly a member of Clan Vyrn’Rul, an Orc clan that used to live on the Black Island itself. The Vyrn’Rul Clan was one of several clans that were believed to be driven to extinction during the Maegi's wars of consolidation.

His role during these times is unknown, though he is suspected to have served within the Vyrn’Rul forces in some position of leadership. After the conclusion of the war Ga’Mog managed to escape capture and enslavement by seizing a merchant vessel that had docked in the town of Hazag. This began him, and his followers, on a path that would see them become a terror for merchants and nobility alike as he targeted conveys that were believed to be safe with their powerful escorts, successfully capturing every ship he targeted.

The confidence of this Orc Captain has grown to such an extent that he has begun raiding coastal villages, in the Nordic fashion, taking prisoners and gold if tribute is not paid to ward him off. Each victory has seen his arrogance grow, and if left unchecked this Orc may soon begin targeting even larger cities and settlements.
 
Last edited:
iwn22s.jpg

Orgoll Vyr Arken'Urden

Title: High Priest
Trait: Shadow Priest
Province: Dreagar
Gov't: Dark Theocracy

Bio: A vassal to the Maegi, Orgoll maintains the catacombs of the Temple of Darkness on Dreagar, and lorded over the Isle in the absence of the Maegi and Dreagonn during the War of Darkness. Now, with the Maegi's return and her mysterious companion crowned king, Orgoll returns to his station of managing the lower temple and training acolytes. The Drow tasted power during the war and grudgingly carries out his menial duties.

((just one of my vassal characters - who may or may not revolt against my rule))
 
Chieftains

YiW5kWp.jpg
Title: High Chiefain
Name: Einir
Epithet: none
Tribe: Tudonii
Culture: Ordivantite
Biography: The youngest to be made ruler ever he has spent his whole life being groomed for rulership. Einir's existence has been scandalous amongst the Ordivatne. Typically with the tanist system the need for regents is incredibly rare, yet with Gwynfar the Unifier Tudonii being so adamant about it, with fear of Ecclestias arms backing him, it happened. For the most part Einir has done nothing but learn how to lead by example, and fight tooth and nail. Since his birthing he has rarely left Ordivantes, making him extremely distant to the Saxon side of his family, as well as other eastern families. All records of the great chiefs of old are known by heart to him, showing the intensity of teaching him how to be like the warriors kings of old, and not like those who had failed their people. This along with other training has lead him to have a deeply entrenched ancestral view of the world. Though he doesn't parrot them either. For example in the last two years of his reign he has already down unprecedented yet effective policies. Primarily he has thrown out the traditional method of only using one marriage alliance with and champion trade. Now instead of marrying off only close relatives he will marry off relatives who are as distant as third cousins, obviously offering their immediate family compensation for approving, to make more et weaker alliances. He has also instead of one champion taken to having multiple champions to help in leading his troops, as a weaker even more temporary martial alliance, with only the primary champion acting as the traditional alliance deal. He has taken to solidifying these with treaties as well though that was thanks to his uncle Gwynfar's advice.

Yu6rVFz.jpg
Title: Tanist
Name: Aelhaern
Epithet: none
Tribe: Tudonii
Culture: Ordivantite
Biography: Son of Gwynfar the Unifier and first cousin to High Chief Einir. Aelhaern is much like his cousin, with his father insisting that the previous method of grooming tanists from amongst the family, and ignoring the raising of the other potential candidates would be ineffective. To help avoid the chance of them becoming rivals for power Aelhaern had a less strict training and was set to be near inseparable to Einir, closer than twins was the goal. The coin flip has so far seemed to work with Aelhaern being as important of an advisor to Einir as Gwynfar, and Aelhaern showing himself to be as apt at leadership. This ensures that for the next generation of Tudoniis will be of one strong mind to ensure their tribe's overall ambitions are met.

SiPp27b.jpg
Title: Chieftain
Name: Boalac
Epithet: the loyal
Tribe: Helvita
Culture: Ordivantite
Biography: In recent years the previous chieftain of the Helvita tribe had attempted a coup against the Tudoniis. This was for a number of reasons; first the fact his ancestors once owned most of the Ordiante mountains to themselves before being pushed back and subjugated by the Tudoniis; second disillusion caused by their failure to protect their vassals during the upheaval; third ambition; fourth old wounds from being on the losing side of the Tudonii civil war; fifth the elevation of his brother which has a strong claim to his tribe, which is one of the few to use primogeniture style inheritance; and sixth his hatred of the Ordivantites being underneath distant eastern kings. The Tudoniis survived his attempted assassinations, along with Einir's investigations finding out several of the coconspirators. With a great fury the Tudoniis and loyal Helvitas came and overthrew the current leader placing Boalac, long time champion of the Tudoniis, in charge. Ruling from Helvitan he is now perhaps the most powerful chieftain other than the Tudonii. Using their model for dealing with the squalor of upheaved wilder tribes from the west, increase legal bureaucracy to deal with squabbling tribals mixed with cruel and unusual punishments for breaking the law.

jzmDujR.jpg
Title: Chieftain
Name: Tathere
Epithet: the Dull
Tribe: Quellstrii
Culture: Ordivantite
Biography: When the upheaval caused the influx of wilder refugees the lands of the Quellstrii were the first to receive the in Ordivantes. They had thougt it and invasion and tried to aggressively hold off the refugees but their numbers were too much and soon they had spilled out all the way into the Tudonii valley. With little else to do the rulers of Helgolan sighed in a reluctant concession and have been trying to integrate these tribes into theirs. Thanks to having so much excess land the Quellstrii haven't had to deal with these new tribes and the original tribes under them fighting over territory. Still their lands aren't meant for farming as much as the eastern valleys, so pastoralism is the main means for food stuffs which requires more land.

DMEdBfM.jpg
Title: Chieftain
Name: Llian
Epithet: the kind
Tribe: Dyffed
Culture: Aodhic
Biography: During the dark war, and specifically the upheaval, a lot of the Dyffed patriarchy was wiped out fighting off the advancing dwarves in the Ordivante pass. This left Llian as the tanist and eventually chieftain. Instead of foolishly trying to hold Dyfheim she migrated her people off to Locburgh which had been ignored by the dark armies. Since her return she has rebuilt much of their old holdings back up. Many wilder refugees still fill the land making it difficult to keep order. What she has done is taken advantage of Dyfheim's port and allowed the other major tribes to send their merchants through there to Coalmenel, thus avoiding the tolls of the Tudonii's Fort Arturus. With a closer and cheaper transport station she has garnered a large sum compared to her other chieftains.

U8UamWY.jpg
Title: Chieftain
Name: Ronan
Epithet: the boisterous
Tribe: Locllain
Culture: Aodhic
Biography: Having lead from Locburgh for thirty years Ronan the boisterous has become well entrenched. He had been working towards becoming a part of Ordivantes for a long time and was more than accepting of the four tribes and eight families joining. During the upheaval he took in a large amount of his displaced Dyffed brethren and helped protect them when he didn't have to. This put him in a favorable light with the other tribes of northern Ordivantes. Since the dark war he has expanded upon his capital of Locburgh and made it more defensible though he keeps to the wilder hill fort design. He has also begun creating better docking areas for what little trade from Galadriel his tribe receives.

iowa-warrior-4.jpg
Title: Chieftain
Name: Kwatoko
Epithet: shadow axe
Tribe: Alma
Culture: Iostut
Biography: With the death of the previous chieftain, Skaadaze, Kwatoko took power immediately. His predecessor had died raiding the orcs in the northern peninsula. Kwatoko is much like the previous chief having gained a wide degree of prestige amongst his tribe do to his martial exploits during the upheaval, when the dark one's armies marched through. His epithet is earned from his nocturnal raids on his rivals, mainly the orcs in the north. Like all Almas he is particularly adept at fighting with war axes and guerilla style combat. Yet also like the rest of his clan his style is made to be used in raid style warfare where combat is between smaller groups not massive armies.

4c357d30dac633d22af4f6e8ab21feb1.jpg
Title: Chieftain
Name: Juhani
Epithet: the cunning
Tribe: Heiber
Culture: Iostut
Biography: One of the few wilder chieftains that survived the upheaval and the most cunning. It is under him that the great smithy of Hieholm was made. He is reaching the end of his life but remains just as ambitious. The Heiber function as a tribal league traditionally but Juhani isn't a traditionalist. He has spent much of his reign as chief centralizing the minor tribes underneath him and bringing many to heel. It is only thanks to him that the Heiber are considered one large tribe rather than a myriad of smaller ones. The recent influx of wilder refugees has caused a great deal of conflict though, yet he has given a lot of land once belonging to his own minor tribe to earn their loyalty in league votes to enhance his despotic control.

xJzWqE8.jpg
Title: Chieftain
Name: Yerentai
Epithet: the young
Tribe: Basqueania
Culture: Tatar
Biography: The blood of horsemen runs through his veins as much as any other of his tribe though they have become settled. Much of their prized horses where either killed or taken for use by the dark armies during the upheaval, and have only recently come closer to former numbers. The combined populations of all the tribes under the Tudonii, major and minor, are creating squalor. Even in the lands of the Basqueanians where many other wilder tribes from the south migrated hoping that the dark one would not follow, sadly he turned out to be a thorough being. With a desire for new land either for themselves or the multitude of tribes now taking up their sparse territory they have been using their equine skills for long range reconnaissance into the Wild Lands. Yerentair has had much of it mapped out and with a degree of cruelty has coerced the new wilder tribes under his to be complacent until they may regain old lands, which have been filled by western tribes since they were forced out.
 
On Income, Expenses, and Expenditure...

Thought I'd share some thoughts with you guys regarding the economy of our realms. I figure there will be several methods of gathering income. Firstly being taxes. Likely the smallest method of income gathering, yet allows for a steady income flowing into players' coffers. Edicts could be put into place to boost this figure, with a risk of revolt, or abolished entirely to sooth the populace. I'm thinking a rate of 0.5% of your population, ie. 100k county will earn 500 gp per season.

Secondly, players can earn income based on trade. This will be the larger income for players and modified by player bonuses and penalties. For the most part, this stat will be dependent on your land's terrain. Desert and badlands will be almost nil, while mountain regions will be rich, with breadbaskets being somewhere in between. Edicts have the potential to improve this figure. ie a player could enter into a trade agreement with a fellow player, enacting an edict in both their realms, reaping profits or penalties. Not sure what this will look like exactly, but might begin with a base of 1000 gp for each realm, then decreased or increased depending on the modifiers.

Thirdly, economic orders will have the potential to add a boom to the treasury of up to 300% of player's income or if they fail, a cost of 50% of income. Players with bigger economies will then take greater risks, but earn greater rewards. This is a similar system that was reached in GoT. Trade expeditions, holding a tourney, a grand hunt or festival, all such things could be used as a diplomatic order to give your treasury a shot in the arm.

Lastly there are raids or winning a siege. Players adept at war stand to earn income from raiding the holdings of other players and NPCs as well as sacking holds. Taking a player's capital will jeopardize their entire treasury and may result in them being landless, and poor.

Expenses will be tallied by the castles a player hold, each costing maintenance. Warships and raised levies will have a cost attributed to them for training and armaments. Edicts may have a cost attributed the them as well.

As far as spending your money, there will be mercenaries players may hire. Players may build castles to create additional obstacles to would-be conquerors, and ships for those of you fortunate enough to be along a coastline or great river. There will likely be more added as well as we go along.

That's all I really have on top of my head so far, of course it's all susceptible to change and I welcome suggestions. I should be able to begin throwing up some specific numbers soon for player's economy stats.
 
After the fall of the Dark One, the Order of Light fractured into dozens of sects, each ruled by a High Mage. The bitter memory of Qylan, the previous Archmage, and the Order's failure to stem back the tide of Darkness caused the decentralization of the Order. Most of these high mages pursue scholarly pursuits while others are militaristic.

paladin_guardsman_by_joshcorpuz85-d45r000.jpg

"The shadow withers in the face of Light"


Bruga Mythblade


Trait: Light Enchanter (Combat)
Title: High Mage of the Illuminated Holy Order
Race: Dwarf
Province: Unlanded (Levy %, -income)
Prominent Demographic: Holy Warriors (Combat, -Population)
Supply: 1k
Bio: Once a member of the Council of Light and a supporter of Qylan, Mythblade was deeply effected by the losses his people suffered and vowed to be worthy of their sacrifice.
 
Id always been playing dwarves as non-magic wielding, but its not like I'm the boss of you guys.
 
The Changing Tongues of Man
Written by Adolf von Hastens

The following is a short extract from the work of the Saxon scholar, Adolf von Hastens, on the topic of the deviation of languages of the centuries.



Many more notable examples of how the ‘Old Tongue’ has been warped to fit the ‘Common Tongue’ exist throughout Agorath. The Black Island, known as Dreager to the Drow, was once known as Dreargaheur to the Men of the East. A tongue-twister by all accounts.

Even the name of the founder of the Golden Empire, Eccleser the Golden, is a twisted version of Ecclesiasties, his true name.

No doubt there are many more names, places, and titles that have changed over the years, some of which would be almost unrecognizable from their past pronunciation in their current form. Regardless of how much they change or how twisted they become, I am confident that the clever scholar and scientist will be able to deduce which Kingdom or person a document from yore refers to…




This is just a short thing showing the naming changes that have taken place between the two games. Namely the renaming of Dreargaheur (the Black Island) to Dreager, and the renaming of Ecclesiasties to Eccleser.
 
My thoughts on the Dwarves are that they are masterful enchanters. Though unable to wield magic themselves, they have the ability to weave magical runes on items to endow them with magical powers.

Exactly, we're on the same page.

Also, I've been including a sort of Dwarven Holy Order. The Order of the Hammer is a sworn brotherhood of dwarves with a mandate to prevent the return of the Darkness and defend dwarven holy places. They hold the ruins of Kogansunan as their HQ. Bruga Mythblade would fit right in. Also as part of the ceremony of their joining they shave off their beards, so the picture even works.
 
Exactly, we're on the same page.

Also, I've been including a sort of Dwarven Holy Order. The Order of the Hammer is a sworn brotherhood of dwarves with a mandate to prevent the return of the Darkness and defend dwarven holy places. They hold the ruins of Kogansunan as their HQ. Bruga Mythblade would fit right in. Also as part of the ceremony of their joining they shave off their beards, so the picture even works.

Sweet!
 
So what's happening? Something going to happen with Agorath II?
 
its going to happen I guess he's mainly waiting for forum changeover before it starts, would be my bet :)
 
((Bishop comeback to us so our characters can conquer a large portion of the world an inevitably betray each other and do some awesome fight scene/ battle for dominance over the kingdom they forged together)).
 
I apologize for my disappearance, but events in my personal life demanded my attention. Being a new dad on top of being self employed have afforded me little time to pursue my hobby of gming games, however I would like to take some tentative steps back into the forum with the overall goal of a new agorath game. Unfortunately this means that until I am confidant I will have the time and energy to carry this out, this latest attempt at launching the new game is now on hiatus.

My plan is to ease my way back here, GM a small scale game to test myself before committing to the next chapter in agorath.

A big thanks to Tapp for everything he has done to keep the game alive - I wasn't sure I would even do a second Agorath until he came on board and subsequently got me excited for the upcoming story I have planned. And thanks to all of you who have shown interest and even began forming your characters and ICs. When I am sure the time is right, we shall bring Agorath forth into the new age of uncertainty, or watch it burn in flames.

To be clear, Agorath is not dead. just on hold.
 
<3