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And with that Ra'Gru rode off with his army that had just arrived after the battle and returned home to Goi'Orka, to prepare the quarters of the Necromancer and start making a plan to get the citizens out of the city should the Necromancer be caputed.
 
Tuor Sáralondë approached Armas in his throne room after returning from the battle of Azeratii. He quickly climbed the stairs, as he had urgent news to deliver.

“Master Armas, we have won at the battle of Azeratii and the Cortorii family’s slaves will be freed. That means thousands of elven slaves can begin making their way home. But what I really needed to talk to you about was the mercenary capitain at Azeratii. He was shot full of arrows, there was no way he could have survived, but he … well… he used magic to heal himself. That is, those of us who were there think it was magic.”

Armas stood from his throne and sighed, “Yes, yes, I heard about your victory, congratulations by the way. Magic though, this is both good and bad I suppose. The return of magic is good of course, many will be helped by this. But according to the prophecy it means that the Dark One is returning. I am worried Tuor, the realm is not ready to face a threat such as this. In the Age of Heroes there were mighty kingdoms lead by great mages, now we are nothing but a bunch of squabbling provinces.

Oh well, we must begin making room in the city for the refugees.”
 
Ruler Name: Eylinn Mindrilla
Age: 16 (17)
Ruler Trait: Brilliant Strategist
Location: Green Chasm, Galadriel
Race: Elf
Heir: Evhana Mindrilla
Daughter:
Vassals: Elvander Lóethmir (†), Coerthas Vielthmir, Alvon Sontessa
Champion: Alvon Sontessa
Bio:


Eylinn ascended as Mistress over Green Chasm very recently.
The house Mindrilla traces its roots back to Barumin Leafbane, claimed to be the Thaumaturge of Ecclesiasties during the age of Heroes, harnessing the elements of Fire, Frost and Thunder, and hailed it over the Dark One’s forces.

Her father Galimon was a serene but passive man, and was most likely poisoned due to these unbecoming traits. This does not mean Eylinn disliked her father. In fact, she loved him as much a daughter could possibly do for a parent.

The birth of her sister, Evhana, claimed her mother. Since then, Galimon sought to remedy his grief by sending for Galadriel’s finest survivalists and soldier’s to tutor the young girl in the arts of combat. He feared having a female heir, with no possibility to ever produce a son, would not only destabilize the province, but also threaten her life, and both could be remedied by a battle-ready first born in his court.

It would seem the training befitted her, and at the age of 10, she had already eclipsed her tutors in the use of daggers and knives. Known for her dance like, agile flourish, she was able to find weaknesses in her enemies armour, and strike with a sweeping cut, or a penetrating thrust, outmaneuvering her tutors completely, often ending up striking them from behind. Proud of his daughter, Galimon sent the now beaten tutors to scour the forest for a more able opponent, offering the price of a hundred gold chests to whoever thought they could beat his female heir. After a hundred men had failed, Alvon Sontessa, a quiet mercenary from the northern shore, stepped up to the task. With three simple steps, he was able to disarm the girl. When offered the gold, he refused, instead asking to be employed as her warden for the rest of his or her days. Galimon agreed.

Alvon taught her the bow, but at the same time stressed the importance to also know how to kill a man in direct combat. Not only through sneak, flourishes and vulnerable strikes. She learnt how to use an arm-guard, to shield her from incoming swipes, both heavy and light. She preferred to use a Nielvar, or a Gladius in the common tongue, that was forged to allow stabs and sweeps alike, while at the same time not sacrifice light weight for range as dramatically as the more traditional dagger does. And as her prowess in combat improved, Alvon went on to teach her the virtues of tactics and strategy as well.
This continued through the 6 years her father would remain alive, and for each year, her beauty became more apparent. Fair skin, a soft but outlined head, marked but moderate eyebrows and a long healthy hair that she usually tied up into a knot with a side-swept bang, and curls thrown forward in front of her long ears. Her combat style required a slim, yet healthy body, and this pleased the men which looked upon her. Indeed, it is said Elven women are among the most desirable in the mortal realm, but even among them, Eylinn was on her 16th birthday considered something out of the ordinary.

With looks befit a queen, her personality did nothing to match the description. She was short-tempered, naïve, idealist in nature, and found more calm through sword and bow, than she did in idle chatting and music. She would only dance with her blade, and her chevalier would be the foe she cut down.
But as her father died, and the short succession crisis that would follow, she knew she would have to shoulder a greater responsibility and forfeit her stubborn look on the world. The question is, how much must she sacrifice to make it so? Will she, or the people she loved and cherished, still be able to recognize who she is and was?

Can she remain Eylinn, or will she become someone else?

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Additional Lore
Barumin, and the Green Chasm
The Deep Elves
Courtship and Family Norms in Green Chasm

Eylinn's Chronicles
Eylinn's aftermath
The Road Home
Back in the Horse's Saddle
For Glory, of Memories Unspoken
Home Sweet Home
New Arrivals - The Unwanted Help
United With a Common Cause
The Purge of Coamenel
And the Madness was Dead
A Letter to the Crown
She Fell
Come Winter, Come Fall
Virtuous Adolescence
The Shah of Herasnia
The Betrothal
First Love
Underkings in Cities of Gold
No Light Without Darkness
Sweet Adolescence
Remorse and Revelations
Girl Talk
Journey to the West
The Basin of Broken Dreams
No More Hope
A Hunger for Friendship
Unexpected Hope
Eylinn's Lullaby

Ruler Name: Evhana Mindrilla
Age: 14
Ruler Trait: Masterful Scheemer
Location: Green Chasm, Galadriel
Race: Elf
Heir: -
Daughter: -
Vassals: Elvander Lóethmir (†), Coerthas Vielthmir, Alvon Sontessa
Champion: Alvon Sontessa

Bio:

Not much is known about Evhana other than her relations to her sister. The two girls were brought up in a sheltered existence within the Chasm, and as her big sister were the presumed heir, Evhana was given minor insight or influence over the court and the realm. She is perhaps most well known for her fondness with music, her skill in dance and with instruments, and her polite, recessive nature.

The two girls are much similar in appearance, however, where Eylinn had a slim and more athletic build from her military training, Evhana developed a thinner and more femininely auspicious figure. She take great care to her presentation among strangers, her deep blue eyes fixed in a soothing calm, yet still able to project a bright clarity. She sports an almost perpetual warm smile as she greets her visitors as they arrive at court or is humoured through idle conversation.

Evhana differ greatly from her sister’s personality, however. Where Eylinn believed in the good of people, idealistically spearheading her views and opinions without hesitation, and in general seeking the approval of her fellow Lords and elders, Evhana seems more hesitant to speak with outright about her opinions regarding her peers. She surrounds herself with an eerie calm, probe her equals with discreet and subtle questions, and views the politics of the Chasm with much higher pragmatism than her sister’s simple distain.

When the death of Eylinn came to her, Evhana decided to flee North to Coamenel, where she took refuge from a possible regency attempt, determined to rule the Chasm herself. Rumour started to spread among the lords in her province when Elvander, ruler of the North Chasm ended up missing the very same day she disappeared. However, the people have offered its support, as they always had for the Mindrilla bloodline.

Evhana's Chronicles

Evhana's Regency
Her Most Loyal Subjects
The First Morning of a New Life
 
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The City of Mutikabir

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The city of Mutikabir was founded during the Age of Mythos by a group of men from Highathar who had traveled south along the Amenra until they reached the end of the river and the beginning of the ocean. The group remained in the area for a few weeks until, 2 weeks after they had first arrived they were attacked by a group of bandits. After successfully fighting off the bandits the group prayed to the creator for help and he gave them a boat. They quickly sailed across the river to the nearby island and when they arrived begun building a Citadel. Slowly the city grew up around it however the city remained a small port town until Ayyub ibn Mutikabir, ancestor of the current lords of Misr, created the Emirate of Misr along the entirety of the Great River.

Since then Mutikabir has flourished as the only major port of Hroniden and it's strategic postition, at the mouth of the river that supports the main grain producing area of the whole Empire. It has also flourished as the main center of trade along the river as well as a meeting place between the various Desert Tribes. The city quickly grew to cover the entire island and eventually began to expand across the river on the bank with a ferry service operating between the two.

Mutikabir is a very well organised city with the Citadel which is the Emir's residence located at the point where the river meats the sea. It also contain the main barracks for the Misri army as well as a large dockyard that used to house the now non-existent Misri navy. To the north of the Citadel lies the river port where large grain ships coming from the farms to the north unload their produce. To the east of the Citadel along the waterfront lies the Harbor district which is an area full of warehouses, docks, shipbuilding facilities and basically anything needed to build a ship it is also full of small buildings which house the majority of the Dock workers. Between the two lies the Grand Bazaar where goods from across Hroniden are bought and sold. The Grand Bazaar is the economic center of the city. Between the Grand Bazaar and the Citadel lies a small number of houses and shops where a large number of blacksmiths live and work the smithies are all owned by the Emir and are used to supply the military of Misr with weapons and armor.

North of the Grand Bazaar, and covering the remainder of the island, lies the housing area where the majority of the Middle Class (merchants, trained craftsmen) live. Between the Bazaar and the middle classes homes lies the Artisans quarter where the huge number of bakers as well as tailors, shoemakers and other craftsmen work. Across the river lies the Poor quarter where the majority of the population used to live and work. At it's high over 250,000 people lived here however it was the district that suffered the most during the Great Massacre. The new arrivals from the desert have largely settled in this area. The entire island is surrounded by walls although they are not massive they are still hard to breach due to the fact that they must be attacked from the sea and a ship underneath a wall with defenders armed with large stones is a dead ship.

Surrounding the mainland is a triple wall that would make it extremely difficult for any invader to successfully take the city. However due to the fact that the mainland area has been abandoned for nearly 10 years the walls are run down and even crumbling in places. The Emir Saladin has promised he will help rebuild the walls but has yet to deliver on that promise. The most spectacular feature of the city of Mutikabir, eclipsing even it's massive size is the huge tower at the center of the island. Constructed by Ayyub ibn Mutikabir so that he could watch for enemies, and specifically the Dark One's forces. From the top of the Great Tower known as the Light of Misr the Emirs can see the entirety of Hroniden, while this is a myth the tower does still grant visibility to a huge amount of land, on a clear day you can see the rolling hills of Herasnia and even the white roofs of Almeria. It is said that when the forces of the Dark One return to Hroniden the Light of Misr will light and the army of the enemy will be visible for all too see.
 
I, Arnulf the Redbeard, Erl of Stronghelm, the descendant of the Last King , propose the following treaty to Kvothe Kalare, the Erl of the Kalare-City State:

The Northern Pact of Kalare-Stronghelm Mutual Friendship

1.The son of the Kalare family:Javert Kalare shall marry the daughter of the Stronghelm family: Lyanne Stronghelm
--Clause 1.a) The second child born from this marriage shall be from the Stronghelm dynasty
2. Mutual Trade between the Stronghelm Province and the Kalare City states and its territories
3. The merchants from Stronghelm Province will sell mainly fur and game, thought other products are welcome.
4. Merchants From Kalare city will export fish, other seafood and wood from its territories, thought other products may be exported at their discretion as needed.
5. Both parties shall protect traders from either party from bandits, looters, and other criminals.
6. The Kalare family and Stronghelm family will enter into a military alliance, and will help each other to protect interests of each family and of Norseland, great and eternal. They will try to recreate the united Kingdom of Norseland, and revive its ancient traditions.
Signed on the 22nd day of Serpentine, Year 1000, Age of the Empire.
[x] Erl Arnulf the Redbeard, Lord of Stronghelm
[] Erl Kvothe Kalare from the Kalare city states
 
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[x] Erl kvothe kalare From the City state of Kalere and its territories

This treaty establish prosperity for the time to come to the nord race , the wish of a strong Norseland is not far away my dear nords lords soon the glory shall be back i promise you that, this is only the first step for that to happen!
 
Deagrin Burntbeard and a party of other dwarves stood in the shadow of the Great Gate, outermost of Kogansunan's gates. A dwarf in plain leather overalls was pointing toward the rock overhead.

"You see, m'lord" said Kahlee Hoban, a newly arrived city-dwarf architect and engineer, "you can just make out the seam there. Now, from what I've been able to put together, there's a lever in the guardhouse there-" pointing to the murder-holes of the outer guard station "that, once pulled, should drop a massive slab of basalt right where we are standing. Not only will this crush any enemies beneath it, but it forms an extra barrier between them and the gate itself. They'll be forced to smash through it before they can even reach the gate. And if you will look here," taking several paces outward, into the glare of the sun, he cleared some dust from the cobblestone pathway "you can see these circles? They conceal steel spikes. The whole area in an arc from the landing zone of the basalt slab for about forty paces is filled with them. Also, the area on the inner side of the gate has its own set. There were another two levers in the guardhouse that would trigger them. Then they would shoot up and down, about half coming up at any given time. Also, the columns all along the side of the entryway are filled with small crossbows. Turning on the spikes causes them to shoot volleys into this whole area. And I'm fairly sure there is a tunnel up there that used to divert magma into a reservoir to be dumped on the enemy. Sadly, it looks like the magma cooled and settled, so now its more or less just a big mass of rock."

The Master of Kogansunan nodded, marveling at the ingenuity of the dwarves of yore. The histories referred to the Great Gate as the least formidable of the mountain's defenses, an outer barrier intended to delay the enemy long enough to rally the troops to the real defenses further inside the mountain. In these days, only the guard house was still in use, with a handful of marksdwarves keeping watch over the entrance and the bazaar within.

"Can it be restored?" Deagrin Burntbeard asked.

"Oh certainly, certainly. The spikes are in working order, and the slab is still in place. It should be a fairly simple matter of prying up the paving stones to inspect the gears and axles. I expect that they are mostly in working condition, though some will most likely need replacing. The crossbow traps only seem to need ammunition."

Deagrin Burntbeard gave his blessing, and opened his treasury to buy the necessary supplies. A few weeks later, Kahlee Hoban reported that he was ready to test the spike trap. The lord of Kogansunan climbed through the passages connecting the guard barracks to the guard post to witness the test.

"Well, we've cleared the area. Would you like to do the honor, my lord?" Kahlee bowed and pointed out the gleaming new lever. The crossbows let fly a satisfying spray of bolts, and there was the click of gears ... then nothing. A moment later, there was another click, and the circular openings hiding the spikes opened partially.

Four hours later, the spikes had completed their first sequence of extension and retraction, and the crossbow traps finally fired a second volley. Kahlee finally returned the lever to the off position. "Well. They're supposed to do six of those in one minute. I'll have to look into that."

Kahlee Hoban spent the next week prying open disused access hatches, exploring and inspecting the workings of the trap. Deagrin Burntbeard had nearly forgotten about him until the day he raced, still covered with dust and debris, to report to him.

"Good news!" he told his liege lord excitedly.

"You've fixed the traps?" Deagrin asked hopefully.

"Oh, Great Gods no. Not remotely. But now I know why it doesn't work. I'm sure you know m'lord, all the machinery in the mountain is powered by falling water. Well, the reservoir for the spike traps sprung a leak at some point, and all the water drained out, eventually collecting into the magma trap, which is how that one got ruined. Also, the pipes that should be refilling it have gotten so clogged with debris that only a trickle is getting through from the main cisterns. There's nothing for it but to close off the pipe, and have some laborers crawl in there and clean it out."

"And the basalt slab?" Deagrin asked.

"Well, technically speaking it works. If you were to pull the lever, the slab most definitely will fall. However, I would advise against using it."

"Why is that?" Deagrin Burntbeard heaved a weary sigh.

"Well, for one thing, the chain attached to the top of the slab has rusted through due to the leak. And even after it's replaced, without better water pressure, there's no way to turn the winches to crank it back up into position, so we'd be effectively sealed in. Also, there's a small to large chance that the impact might cause about one third of the mountain to collapse."

"What?"

"Well, you see, the force of that much weight hitting solid stone would send a tremor through the foundations that theoretically can destabilize the support columns in the Bazaar. To deal with this, the designers arranged for the reservoir powering the spike traps to empty into an area under the impact zone. When full, it will divert the energy of the impact through a series of pipes that expel it as a jet of water through spouts hidden in the statues lining the entryway. But with the reservoir dry-"

"I understand" Deagrin Burntbeard reluctantly approved the funds for tools and laborers to clear the pipes. A month passed, and he was called down to witness another test. This time Kahlee and his workers had made crude targets, piling broken stone into heaps about the size of goblins, with crude clay heads atop them.

Deagrin pulled the red lever. This time the volley of crossbow bolts was accompanied by three feet of sharpened steel erupting from the floor under the targets. The dwarves applauded as the spikes retracted while more emerged elsewhere, and a second wave of bolts shattered the clay skulls of the remaining targets. Kahlee nervously counted the repetitions while he watched the sands flow through his minute-glass. The spikes were halfway through the sixth cycle when the glass emptied. Kahlee Hoban nodded with grim satisfaction.

"And now, for the finishing touch!" He shouted over the grind of gears and applause. He pulled a heavy red lever, and the view was briefly obscured by a massive slab of dark stone racing past. There was a rush of air and a deafening impact.

Through the rumble came a high-pitched metallic whirr. The dust cleared enough to see a dozen four foot sawblades racing back and forth across the floor, shredding through the rubble of the targets. The saw blades slowed gradually, eventually falling back into the concealed tracks between the cobblestones.

"Ohhhh" Kahlee said. "So that's what that trigger was for." Deagrin Burntbeard heard only part of the engineers explanation of how the pressurized water from the slab's impact must have been redirected to set the blade's spinning, and the means by which their rotation could be made faster by oiling the concealed track.

Rebuilding the traps at the Great Gate might have taken twice as long and cost ten times what he'd intended. But it was certainly worth every copper penny and every minute of labor.
 
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Ruler Name:Zephfer Huaindren
Age:35
Ruler Trait:Brilliant Strategist
Location: Berandreil,Galadriel
Race: Elf (Master)
Heir: Zhepfan Huaindren
Daughter:Zhepfa Huaindren
Vassals:
Champion:Jiongki Ghunia

Bio:

After the death of Zhepferian the Great of Berandreil, his youngest son a human/elf halfbreed Zhepfurian took the throne he was the first half breed to take the throne of Berandreil in many years. Not everyone took kindly to a mutt to take the Huaindren throne, especially his older brother Zephfer Huaindren. Zephfer was only twenty at the time and always wanted to succeed his father kingdom. It was his birth right and no one not even his little brother would take it form him, so in the dead of night after the coronation ceremony Zephfer gather his supporters and raided the castle killing anyone in his way. When he approached his brothers sleeping quarters Zephfurian and his human mother sat frightened on Zephfurian bed, his mother lashed curses at him and charged Zephfer with a dagger. But Zephfer threw one sling at her and lopped her head off, then stab his brother sixty-two times in a fit of rage and jealousy. Then after the dark of night lifted and the moon glazed from the windows of the bedroom, to show Zephfer drenched in his brothers blood smiling and cackling to know that he had finally won his father throne. But some say after that night. "At what cost." So during sixty-two days as the many times Zepher stabbed his brother he had his brothers human supporters killed, and hanged sixty-two human heads on the poles of Berandriel castle as a sign that all Humans are nothing but trash that pollutes the lands of Galadriel and started a slave trade of humans and any other race that dares to mix Elven blood with theirs.


Fifteen years later

Berandriel became a prosperous nation of slave trade and Elvin culture, Lord Zephfer made sure his vassals were in check and recruited his champion the mighty Jiongki Ghunia as his Elvin champion. No one was left to oppose his rule in Berandriel, and now the only thing left was to conquer Galadriel for his own and support Elfs who have the same ideals as himself. After the fifteen years that went by Zephfer was able to have two twin children a son of the name Zhepfan and a daughter named Zhepha they were his world to him and would kill anyone whom wished to harm them.

(Diplomacy robes)
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(Battle Armor)
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A map of Galadriel and its provinces

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Coamenel is ruled by House Coamenel, Green Chasm is held by House Mindrilla, and Berandreil is ruled by House Huaindren. Mirrorwater is currently held by the nord House Kalare. Information for the other provinces is not available at this time. Tribal Elf Territory is not a single province, but rather it is a region without a Master, filled with many different elven tribes.
 
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Barumin

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The house Mindrilla traces its roots back to Barumin Leafbane, claimed to be the Thaumaturge of Ecclesiasties during the age of Heroes, harnessing the elements of Fire, Frost and Thunder, and hailed it over the Dark One’s forces. Such power, while most useful, has often been linked to the very evil it once helped to purge. Barumin was forced to take refuge in the deep and dark foliage of the west Galadriel, only followed by his most loyal disciples of Elves.

In order to further shield himself from fanatics, who could not see the blessed Light in his powers, he settled Green Chasm, and a village grew around the small island that lay in the watery base of the canyon. However, as he took a wife, ready to end his days in happiness, his last years were drenched in sorrow when the magic slowly sipped away from the world. It is said he used the last of his elemental magic to bless the canyon.

His Frost was sent to the mountains, from which snow would melt and feed the water source that keeps Green Chasm lush with life. His Thunder was sent to the Heavens, to strike down those unworthy filled with pride, who tries to stand too high above all children of Creation. His Fire, however, was not sent out, but kept within the hearts of his children, who would reign with strength and purity.

These elements have also been used to describe some common inheritable traits of the Mindrilla family. Their hair, white, is Barumin’s Frost. Their often smaller stature, while not short, represent Thunder, as they never stand too tall or tend to imbue themselves with vain pride. Their fair skin and colourful cheeks represent the heat of their blood, fueled by the Fire kept within Barumin’s heirs.

Green Chasm​
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The Green Chasm is a natural fortress. A long bottleneck, high trees and cumbersome cliffs make perfect outposts for achers and ambush against an invading force. However, entering into the new era, there is still much improvement need to stay en par with its rivals.
Due to its sealed off position, trade was long a cumbersome and inefficient business for the Green Chasm. However, since the expansion of local basins and a continuous ferry system, the province have established several merchant offices along the canyon's river. Mercantilism still remains the major trade policy.

But when it all comes down to contemporary reality,as already stated, the canyons are not easily managed. For as long as anyone could remember, the Green Chasm has always had three leaders. Not one. The Mindrilla sits in the tree of Lúrien, which grew, as they say, out of Barumin’s remains. It is situated on the founding island, and belongs to the Great Chasm. Further east, branching out to the north is the Northern Chasm, ruled by house Lóethmir, vassals of the Mindrilla. Branching to the south lie the Wheat Glade, which unlike the other two canyons actually farm their lands along the river through a complex system of irrigation and imported soil from Ecclestius.

The vassals have not always been faithful, and even today schemes to overthrow the Mindrilla occasionally appears. Galimon was only blessed with two daughters before his wife died, and it goes without saying, now would be the time for the lesser houses to strike should they wish to claim the province for themselves. It is almost without hesitation that the old Master was poisoned. Indeed, immediately after his death was announced, the two sisters were incarcerated for either “protective” or more malevolent reasons.

The council was summoned on how to manage the succession. The council immediately suggested a minority government, shared between the two vassals. The recently appointed General Alvon Sontessa, Eylinn's tutor and mentor, was shocked, while pleasantly surprised, to see both vassals ask for her to ascend the throne. But it still made him weary. Was it part of a larger, more elaborate plot? Or was it so that old Master Galimon’s vassals were, in fact, loyal, and not involved with the assassination they could have gained so much from?
 
Lord Zephfer decided to attend the quest to capture the necromancer as well leaving his champion alone to defend the land.
35 of Lord Zephfers finest men shall accompany him
Lord Zephfer will not attend the assembly.
 
Preparations were underway in Kogansunan for the martial games, a great contest of Dwarven martial skill and physical prowess. The invitation had been sent out to dwarven communities throughout the mountains, to the forests of galadrial and the frozen north, and to the communities of dwarves in the towns and cities of the realm. Some of the disused houses and barracks were cleaned out to host the young warriors who had already started to arrive. The prize was a fine sum of gold and a position as Master Deagrin's official champion.

The first event, designed to weed out those too unfit to fight, was a footrace. The aspiring champions were to run, in full armor, from the Great Gate to the barracks of the Master's sworn shields in the citadel. It was a winding course, up and down steep stairs, and up a vertical distance of 5,000 feet. Those who cannot finish are disqualified.

The next morning's event is the hammer throw. A straight forward contest of strength, the winner is the dwarf who hurls a simple one-handed warhammer the furthest. This distinguishes it from the afternoon's axe toss, which is a contest of dexterity, the winner being the dwarf who puts the most throwing axes in the kill zone of the target.

The third day's main event is the traditional dwarven wrestling. Unarmed and unarmored dwarves attempt to either pummel their opponents into submission or hurl them out of the octagonal ring.

The fourth day brings the always popular gauntlet. Dwarf warriors are challenged by a course of obstacles meant to simulate the traps and dangers of a hostile fortress. Slightly safer versions of the usual traps lurk along a course assembled in secret. The dwarves of the city cheer and hoot as their would-be champions dodge blunted spike traps, avoid darts tipped with paint, and avoid falling into ditches of water representing magma.

After the fourth day, and Dwarf who failed to place at least fifth in any event is disqualified. The remaining dwarves get a day of rest and recuperation before the great melee. In this event the warriors are pitted against each other with blunted tourney weapons in full armor in a free-for-all that lasts until there is only one dwarf left standing, who is then named the victor. Serious injuries are not only possible, but practically mandatory.

Though serious business for the competitors, for the rest of the dwarves such games are a merry occasion. While not part of the games proper, the different craft guilds host feasts and dances on the nights after events. It is customary for serious challengers to participate in these, trying to charm young dwarf maidens into bestowing tokens of esteem upon them to inspire their performance the next day. This makes the games a magnet not only for warriors but also musicians and dwarf girls seeking husbands. Dancing competitions can be every bit as competitive as the martial games, and blood feuds have begun at the beer judging that usually takes place at the end of the games.

The close of the games is marked by the host naming a Daughter of the Stone. This is an unmarried dwarf girl, picked as the personification of Dwarven feminine beauty, who presides over the closing feast along with the champion (who in practice is usually much too badly injured to partake). Usually the most beautiful, most high-born, or most well liked girl eligible (or some combination of those) this honor is in its own way as prestigious as being named champion.
 
An Overview of the Lands of Herasnia
Herasnia, a land between the harsh Hroniden Desert and the Ecclestian Plain has been settled by men since the Age of Mythos. Settlements in Herasnia traditonally follow the streams, brooks, and the locations of mostly stone deposits. While small deposits of high quality stone are found here, most of the people of Herasnia make their living through agriculture. With mild winters and hot, humid summers, allow for cotton plantations to be seen across the landscape. These plantations benefit from the textile industries in Mutikabir, the major port in the Emirate of Misr. The area is also rich in agricultural products, with farms filled with fruit, vegetables, animals, and grain. Fruits and grain are used to make a thriving wineries and breweries famous for their prestigous wines, ales, and other alcoholic beverages. Hronidan nomads can be seen roaming the area with their herds as they travel west to Almeria.
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A traditonal grape harvest at Humigao Castle, aproximately 500 miles west of Almeria.

The City of Almeria
Almeria is the modern capital of the Emirate of Herasnia and was built by Firuz "the Defender" Pottani during the age of heroes. It began as a strategic point with temporary fortifications for the forces of light. At the Battle of Almeria, Pottani held out against 30000 of the Dark One's minions with only 1000 men.
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An interpitation The Battle of Almeria during the Age of Heroes. Note that an immortal in full armor is shown.

This victory led to Potani being given the Emirate. His first order of business was to build new fortifications around the city and hired chief architect Rafiq Attar to build up the city. He also hired engineer Siavush Abdullah in order to create a moat. Siavush diverted the two nearby rivers to create moats that are now considered great engineering successes. Today, Almeria is divided into districts as follows:

The Keep District houses Almeria's castle and is the home of the royal family. Though the Emir wishes that the Keep was open, his administration has closed off the Keep to commoners. The gate to the district is connected through the aristocratic district.

The Military District houses some of the Almerian troops and can be called on at any time by the royal family. Access to the district is restricted and can be accessed only if you either are a soldier or have permission from the Emir himself to enter. There are connections into the district in the aristocratic and keep districts. There is also a gate to the outside of the city for military purposes.

The Aristocratic District is home to Herasnia's rich and noble. In recent years, wealthy landowners have bought houses in this district, causing the nobles to feel uncomfortable. This district is connected to all the other districts.

The City Center is the traditional center of life in the city and everyday it is a busy place filled with people trying to get from district to district. The City Center is connected to the Aristocratic, Trade, and Workshop Districts.

The Trade District is the housing for the merchants that come from all over the land. The city is important to trade caravans because it is the most hospitable city in Hroniden before the vast desert ahead of them. For others, the city is the first thing they see after a long desert journey. Almeria is on the important land route to the lands of Ecclestus. The trade district has a gate leading out of the city and is connected to the aristocratic and trade districts as well as the City Center.

The Workshop District is where the craftsmen of the city come to work. Forges, tanneries, and other buildings are found here. The district is home of some of the finest smiths in the land of Hroniden. The district has a gate leading out of the city and is connected to the aristocratic and trade districts as well as the City Center.
 
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Districts of Almeria
(posted for Gelren)
 
Corpus Outbreak

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Ser Maxamillion Von Arburg's Last Stand​

The armies of the Lords of Light descended upon the deserts of Hroniden with heavy hearts, heavier still to find the border of the Dune Sea only lightly manned, and the forces promised by Emir Saladin to be nowhere in sight, what is worse, the camp of the Dune Sea Militia was deserted.

As the armies began to set patrols and blockades along the borders, and cavalry units strategically placed in order to swiftly respond to Corpus sightings, the days wore on without incident. Many families hoping to flee the doomed province were turned away, while others were killed when they tried to rush a blockade. As soldiers killed desperate men, women and children questions began to arise whether this truly was the work of the Light.

As the weeks wore on, and Snowsmelt turned to First Seed, the refugees stopped coming. The commanders quickly took stock of their provisions, fearing this was the calm before the storm.

Emire Saladin did not arrive with the forces he promised in the Assembly, nor did Arl Kvothe of Kalare or Master Deagrin Burntbeard. As a horde of Corpus victims spilled across the border, the armies were too few in numbers to hope to hold them back, try as they might. The fight went well at first, but soon more and more of the troops were dying, or worse, becoming infected with Corpus. Suffering heavy casualties, the armies, carrying the Corpus Virus, turn to flee back to the Golden City. They don't get very far, until the Corpus infects them all, and nothing but a horde of undead slowly make their way to the Golden City.

DEFEAT!

An infected army speeds toward the Golden City, and their home provinces!

All Armies are lost!

Master Armas Coamenel force of 1500
Emir Asad Imad Rostani of Herasnia, 1000
1000 Arl Kvothe of Kalare AWOL
Emir Saladin 0
Gunther Von Saxon 2000 troops under the command of Maximillian von Arlburg
Urist Wonorm 2000
Marschalk 1000
Mistress Eylinn 1000



The Siege of Tirath

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As the armies of the Assembly fought to contain the Corpus outbreak, Emir Saladin led a joint force of his own troops and borrowed troops from Emir Asad. Saladin had hatched a scheme to lure the troops of Tirath away with promises of aiding in the quarantine, but when the northern desert province was left unprotected, Saladin marched his army north, and laid siege to the city of Rayy.

Deagrin Burntbeard's scouts caught wind of the plans of Saladin, and rushed to inform their master. Master Burntbeard, believing he could extort Saladin for the northern fortresses of Tirath, sent an envoy threatening to release news of his deception to the Lords of Light if Saladin refused to hand over any conquered north-lands.

Rather than cede northern Tirath, Saladin sent men north in great haste. With explosive powder, Saladin and his backers were able to block the mountain passes and effectively keeping Deagrin Burntbeard's army in Highathar. Not only did this prevent Burntbeard from assailing northern Hroniden, but it also kept his relief forces from reaching the quarantined Dune Sea.

With Tirath in a vulnerable state, Saladin and Asad met what remained of the Tirath army outside of Rayy and crushed them in open battle. It was a bittersweet battle, however, for as the Hroniden forces led by Emir Saladin prepared to lay siege to Rayy, the capital of Tirath, word reached them from Misr, Corpus had breached their lands, and a horde of the inflicted, remnants of the Assembly joint army, was now stalking his lands on the way to the Golden City.

Victory!

Emir Saladin and Emir Asad have won a major battle!

25 Chests earned for Saladin and Asad
Prestige Earned!

Emir Asad - 3600/4000 remain
Emir Saladin 4400/5000 remain


With Hroniden now overcome by Corpus, and reports flooding in of outbreaks in Highathar, the only hope that remains is with our heroes on their quest to defeat the Necromancer!
 
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(( my orders were for 2500 to go to the quarantine, in addition to the 2000 sent to the other thing.))