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Yossarin
 
PostPosted: Mon, Mar 05 2012, 17:20 PM 



Player

Joined: 23 Jan 2006

This is an open invitation for players from other governments across Amia (Wiltun, Bendir Dale, Winya, Kohlingen, even Tarkuul if you folks want to disclose anything publicly) to draft me something short and sweet about your current offices and office holders here in this thread.

IMPORTANT NOTES:

1) Your post will likely be edited by me or the DM Team, possibly for appearance, and to keep up with changes.
2) Any posts made in this thread that aren't descriptive will eventually be removed and deleted, because I intend to just sticky this thread once it has some other submissions. Feel free to comment as you wish, however, to raise concerns or whatever, but although they will be addressed they're also not likely to stay in this thread forever because I prefer nice, clean, tidy presentations.
3) All information shared here is considered PUBLIC DOMAIN. So if you have secrets you want kept, don't wave a carrot here and then threaten that people metagame things they shouldn't know.


Index:
Commonwealth of Cordor
Winya Ravana
Jarldom of Wiltun
Shrine of Eilistraee
Oakmist Vale Grove
Jarldom of Ostland
Holy City of Kohlingen
Nec'perya
Barak Runedar
Enclave of Tarkuul
Bendir Dale


 
      
Yossarin
 
PostPosted: Mon, Mar 05 2012, 17:24 PM 



Player

Joined: 23 Jan 2006

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Commonwealth of Cordor


The Commonwealth of Cordor is a commonwealth government where the people own individual rights to the land and are represented by a combination of elected and appointed officials. They are very new to the form of government, which was previously a duchal government where a succession of noble families held exclusive claim to the land and all of its industry. Part democracy, part oligarchy, part republic, the Commonwealth government is ultimately a dense and sometimes impenetrable bureaucracy of paperwork and pencil-pushers.

As it currently stands however, the Commonwealth of Cordor currently is suffering from the effects of years of corruption, and is in the midst of yet another revolution that has split the city. While Cordor's South, East, and North districts work as a mostly cohesive unit, Cordor Central yet remains distant and Cordor's Western district has withdrawn from the commonwealth in all but declaration.


Ministers


The Ministers are elected by majority vote of the people. There is no standard term of office, and elections occur randomly. Each Minister is responsible for one of five different Ministries of the government and overseeing its many operations. Each Minister also serves on the Commonwealth Council, which acts as both legislative and executive branches of the government.

Minister of Finance: Eli Hodgewall (Currently missing)
Minister of Health and Public Welfare: Xaviera Xuider-Xee
Minister of Labor: Elijah Cromwell
Minister of Law: Joseph Maximillian (Deceased)
Minister of Magic: Tytalus (currently abroad on research)


Secretaries


The Secretaries are the second-hand officials of the Ministers. They are by appointment only and can be removed or appointed at any time by their Minister. Secretaries often have a great deal of grunt and organizational work to perform and due to security concerns are often the contact points between the public and the Ministers. They are responsible for keeping the Ministers advised so that legislative duties can be performed. Many Secretaries have their own personal projects and as such have a great deal of success in having them implemented for they have the direct ear of their Minister.

Secretary of Finance: Aven Evalis Srylle
Secretary of Health and Public Welfare: Doktor Karse Ignoma (Deceased)
Secretary of Labor: Lione "the Saint" Crispin
Secretary of Law: Nevaeh Tarvencia
Secretary of Magic: S. Pelczukr (currently released pending investigation and trial)


Bureaus


Bureaus are interdepartmental agencies developed to handle permanent but specialized tasks that require daily monitoring, maintenance, and a degree of expertise. Bureaus are not pure committees with a legislative bent, but rather small, focused, top-down government apparatuses. A Bureau has one Chief (or one Chief and a co-Chief) who direct several staffers in the bureau's daily operations. If Citizens have concerns or proposals related to the operations of a Bureau, the bureau is their liaison between private citizen and government.

Bureau of the Census Chief: Eli Hodgewall (recently named and appointed in Guldorand, a satellite community of the Commonwealth)
Bureau of Education Chief & Co-Chief: Andrew Fryar & Elijah Cromwell, respectively

Cordor West


Cordor West is a separatist district. The people of Cordor West believe that the commonwealth has been corrupted by outside influences, and hold to that the ministers of old, particularly secretary Jay Edgar Mover, to be the rightful authority of the commonwealth. Cordor West has few official leaders and little governmental structure, as they have not had time to formulate a stable government.


 
      
Liz
 
PostPosted: Tue, Mar 06 2012, 0:46 AM 

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Player

Joined: 28 May 2010
Location: Smallville

Winya Ravana


The city of tel'Quessir on Amia is currently led by an Amruluge, or Council. The first Amruluge was formed after Queen Floriane Taurielle abdicated. There are three seats in the Amruluge, which are put to vote by the People. The candidates must be Quessir of good standing with the Seldarine and the city, and likewise only such Quessir are allowed to vote. In addition to the elected Amrulir (Councilors), the High Priest of the Temple of Corellon Larethian, currently Elder Vilmandel, holds a permanent seat on the Amruluge and has veto rights. He is the voice of the Seldarine within the Amruluge.

A great burden rests upon the shoulders of the Amrulir. They are expected to lead the city skillfully and safekeep the people from the vile dangers on Amia.

Following a period of several years in which the Amruluge was disbanded due to the loss of confidence of the People, during which time the city was ruled by Vilmandel alone, the governing body was re-established in DR 1380. The re-established Amruluge was elected on 6 Ches of that year, and has since stood for re-election several times, with several turnovers in the size and composition of the Council, some controversial and some routine. The Council currently comprises:

Brokilon en'Selu'mista
Kaithan Cylverand
Shyllia Elrian

_________________
Winner of Amia's "Most Ethical Time Traveler" award 2026
Image
Character Portraits!


Last edited by Liz on Sun, Apr 06 2014, 21:22 PM, edited 5 times in total.

 
      
Liz
 
PostPosted: Tue, May 29 2012, 1:56 AM 

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Joined: 28 May 2010
Location: Smallville

The Jarldom of Wiltun


Fort Wiltun is the seat of rulership of the Jarldom of Wiltun, which includes a large pastoral holding on the isle of Ruathym and several small, rocky islands in the Trackless Sea. The Fort lies on one of the larger of these islands, a squarish block of rock jutting far up from the sea and dropping into sheer cliffs on all sides. It occupies nearly the isle’s entire surface, as well as a system of caves and catacombs carved into its bowels. As of the spring of 1381 DR, the Jarldom also encompasses the large and verdant, but sparsely populated, island of Caraigh, including the island’s only sizable population center, the small village of Ceyren’s Mill.

The Jarldom is ruled by a Jarl, a hereditary position of absolute authority. The current Jarl is His Grace, Lord Arsant Wiltun the Fifth. Though the Jarl’s rule is absolute, he is advised by several close associates, including Master Parrico, the Seneschal of his Keep; Sir Avadon, the First Knight of Wiltun; Cory Shadowflame, the Thane of Caraigh; and Kapten Deitricht, the commander of the elite infantry known as the Iron Guard. His heir is his daughter, Oilanna, a young girl in her early teens.

Lord Wiltun has overseen the development of his Jarldom into one of the region’s significant naval powers; his fleet is a rival to the dominance of the fleet of Luskan, politically, commercially, and militarily, and the hostility between the Jarldon and Luskan has many years of precedent. More recent has been the establishment of a corps of Jarl-Wardens, commanded by Sir Avadon and tasked with the enforcement of the Jarl’s law in his keep and nearby territory, a development which has done little to counter the Jarl’s reputation as a harsh, heavy-handed despot.

_________________
Winner of Amia's "Most Ethical Time Traveler" award 2026
Image
Character Portraits!


Last edited by Liz on Mon, Mar 04 2013, 3:10 AM, edited 2 times in total.

 
      
Bobo_Underhill
 
PostPosted: Tue, May 29 2012, 6:50 AM 

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Joined: 21 Jul 2007
Location: The Drone Star State

Cliffside (Actand Village)


Quote:
The tiny village is constantly hampered by goblin attacks and lives in constant fear of the Celestials of the bastion nearby failing in their guardianship. They primarily export milk, beef and fish. The population is in the double digits, and well below fifty. The village lacks any formal government or public services, instead having an egalitarian (if somewhat isolationist) attitude.

Government Structure: Anarchy
Predominant Faith: Hoar, Lathander


What little population existed are now dead or displaced. The town is a ruin and a grisly warning.

_________________
Andrew Fryar: Cordor's Folk Hero
Bobrin: Eccentric Avenging Executioner
Lyle Torrowfire: Retired badass
Marigold Cobcruncher: Perceptive Priestess


 
      
Ravenovf
 
PostPosted: Wed, Jun 13 2012, 14:05 PM 

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Joined: 17 Dec 2004
Location: Halifax, Nova Scotia (in Canada)

The Shrine of Eilistraee

Races: Predominately Drow (80-98% depending on trends)
Population: Small often transient
Imports: Cloth, Metal, Outcasts & Misfits
Exports: Mushrooms, Swords & Reformed Dark Elves
Average Alignment/s: NG, CG, CN
Government: Theocratic Oligarchy with Gynocratic leanings.
Ruler/s: House Kenlyl, Lead by Jud'vardas Kenlyl & Maddison Kenlyl. Arch-Magus Sabune Kenlyl. High priestess Erelkacha Kenlyl and attended by the High Holy council of Priestesses and Senior inhabitants of the Shrine.

Located in the region known as Benwick Hollow the Shrine of Eilistraee is a small community mostly consisting of Drow who have turned away from Lolth. The Shrine itself has changed location over the years but the spirit and intention of the Children of the Dark Dancer remains ever true. Open mindedness, tolerance and utter disdain for beings who willingly serve evil are all hallmarks of the Shrine. With a history of interference in the deeds of evil doers and plots of petty tyrants the Drow of the Shrine can sometimes rightly be called do gooding meddlers of the highest degree.

The opinions of outsiders vary widely on the inhabitants of the Shrine, distrust, hate, friendship, adoration the entire gamut of emotional responses can be elicited by asking an opinion on the matter of a random passerby. The Shrines famous, some might say infamous tolerance has extended to misfits and outcasts of nearly every walk of life. Judge others by who they are not what they are is a common view of the Shrine folk.

The Shrine follows a reformist/recreationist view regarding drow culture and much of its government and culture follow suit. All drow are equal but by default house Kenlyl is the largest and tends to most of the political affairs. The current Matron of house Kenlyl being Maddison Kenlyl, her Patron Jud'vardas. The Shrine is ruled by a council of clergy aided by a number of senior officials. Erelkacha Kenlyl is currently regarded as the high priestess of the Shrine, Jud'vardas the Shrine's Seneschal and Sabune the Shrines high arcaneist often forming the default committee regarding the matters of government. Though all clergy and senior members of the Shrine are permitted a say on important matters.

All in all the Shrine favors an open government controled by trusted advisers and proven members of the faith. Though this might result in a restrictive rule among others for the Shrine folk it takes on a fluid form of small scale government with grievances and requests being reviewed on a very personal basis and major choices taking into account the opinions many people who call the Shrine home.


Last edited by Ravenovf on Thu, Jun 14 2012, 17:58 PM, edited 5 times in total.

 
      
Amarice-Elaraliel
 
PostPosted: Wed, Jun 13 2012, 21:27 PM 

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Joined: 20 Jan 2006

The Oakmist Vale Grove

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This Grove is located in the central district of the Amia forest. The residents are mainly druids and rangers, along with a few trusted followers of the respected gods of nature who also share a strong connection to nature in general (often Clerics of the nature gods, shapeshifters, archers or fey).

As any traditional Grove, the Oakmist Vale Gove is also led by druids. The leading druids of a Grove are called the archdruids and are as by tradition never more than three at once. Archdruids are not elected. New archdruids are chosen and promoted by archdruids or higher ranked druids. There is no democracy in a Grove, the archdruids have the sole leadership.

While many reside in the Grove, not everyone who lives in the Grove is also a member of the Grove Protectors.


Races: Mostly humans, half-elves and elves, along with a few hin and fey.

Banned Races: Fiends and Fiendkin, Abberations, Undead, Orcs, Goblins and Monstrous Races (Minotaur, Gnoll, Ogre etc.)

Races needing special permission by the archdruids: Chromatic Dragon Disciples, Drow, Orogs, Ogrillions, Half-Orcs, Hobgoblins, Goblins, Tieflings

Accepted Faiths:
Silvanus, Mielikki, Eldath, Nobanion, Gwaeron Windstrom, Shiallia, Lurue, Chauntea, Grumbar, Istishia, Akadi, Kossuth, Ulutiu, Sheela Peryroyl, Baervan Wildwanderer, Segojan Earthcaller, Thard Harr, Rillifane Rallathil, Angharradh, Aerdrie Faenya, Deep Sashelas, Fenmarel Mestarine, Solonor Thelandira, Khalreshaar, Ubtao, Urogalan, Osiris, Anhur, Isis, Oberron, Titania

Never accepted faiths (declared enemies):
Talos, Malar, Auril, Talona, Umberlee**
**only nature gods considered. There are many more general faiths which are stictly opposed like Velsharoon and Shar.

Hierarchy of the Grove and the Protectors:
    Great Druid
    Arch Druids
    Elders/Ranger Captain/Ranger Marshal
    Keeper
    Initiate

Current Great Druid:
    Malandria Luelven, Great Druid of Earth

Current Archdruids:
    Fey'ana Luelven, Archdruid of Fire
    Delen Tredinnick, Archdruid of Air

Current Elders:
    Crow

Current Ranger Captain:
    Vichard Dias

Current Ranger Marshal:
    Elrith Meltana

_________________
Image
Image


 
      
NinjaClarinet
 
PostPosted: Tue, Jan 22 2013, 20:52 PM 



Player

Joined: 12 Jul 2010

((no longer needed))


Last edited by NinjaClarinet on Thu, Jul 18 2013, 2:21 AM, edited 1 time in total.

 
      
Ego680
 
PostPosted: Mon, May 13 2013, 3:10 AM 

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Joined: 12 Jul 2008
Location: Flying Battery Zone

The Jarldom of Ostland

The Jarldom of Ostland occupies a large portion of the eastern Ruathym main island. Formerly a very wealthy and prosperous nation due to the large quantities of iron flowing forth from it's mines. Since the Ruathym civil war however, the iron has dried up, and the Jarldom is now a shell of it's former self, constantly beset with poverty and famine.

The increasingly poor quality of life in the Jarldom has lead to major rebellion on more than one occasion. Often however, the new bosses are the same as the old, and the rebellions only serve to increase the hardships the land suffers from.

The constant strife and bloodshed has given Ostland a reputation of being "cursed" and caused many rumors of dark magicks to be spread.


Notable leaders and persons are as follows:

House Bathrie

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House Bathrie is the ruling house of Ostland. Control of Ostland was usurped from the Bathrie line during the Ruathym civil war by House Magnus. Following the Luskan invasion of Ostland nearly a decade ago, House Bathrie reclaimed the throne.

Axe Raorik Bathrie: Rumored to be an ailing and sickly man, Axe Bathrie rarely leaves the safety of his seat of power, the formidable Castle Ostdur. His orders and wishes are carried out by and large through intermediaries, most notably, the Everwatch Knights.

Regina Bathrie: The wife of Axe Bathrie, the lady Regina is never far from her husband's side. Many in the court of Ostdur quietly whisper that it is she who runs the Jarldom, through her ailing husband.

Lord Admiral Kurt Daltry: A tough, stubborn old sailor, and head of the powerful house Daltry. Admiral Daltry is sole commander of Ostland's naval forces, and with the Everwatch now leaderless, the commander of her ground military as well.

The Everwatch Knights: An elite knightly brotherhood. The Everwatch are the Axe's chief enforcers. They have developed a deserved reputation for barbarity and brutality in enforcing the Axe's edicts.


House Magnus

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House Magnus overthrew the ruling House Bathrie two generations ago during the Ruathym civil war. The Magnus line was thought wiped out during the Luskan invasion, when the Bathrie line resumed the throne.

Agnar Magnus: Alleged son of the last Jarl of Ostland, Heinrich Magnus, Agnar is young and charismatic man. His talents have amassed him a large following, and his rebel army is now strong enough to threaten Axe Bathrie's rule.

Sir Horace Vaughn: Formerly a prominent member of the Ostland nobility, Sir Horace is the commander of the Rebellion's military forces.

The Rebellion forces: Poorly equipped and barely trained, most of the rebel army are peasants and farmers from Osthavn who joined the rebellion for the chance at a better life. Though outnumbered, they are determined and fiercely loyal to Agnar Magnus.


Osthavn

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Osthavn is the largest settlement in Ostland, the formerly prosperous port city has fallen on hard times with the rest of the Jarldom. It is also the home port of Ostland's less than impressive navy. Though nominally loyal to the Axe in Ostdur, Osthavn has long been a hotbed of rebel activity and prone to many acts of subtle resistance.

Burgomaster Bors: Appointed to his position many years prior, Bors is a fastidious and dry man, in total control of Osthavn's day to day operations.


 
      
LastDragonRider
 
PostPosted: Mon, Jun 03 2013, 12:32 PM 

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Joined: 13 Feb 2011
Location: Somewhere... anywhere.. not here...maybe there... (GMT -8)

The Holy City of Kohlingen


Kohlingen is a Theocratic City State, it is government by divine guidance or by officials who are regarded as divinely guided. In many theocracies, government leaders are members of the clergy, and the state's legal system is based on religious law.

Quote:
Kohlingen

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Theocrat

Justicar
Lady Cys'tana L'saenirais

City Council Members
Council Chair
Lord Laterius Parmunster

Financial Affairs
Lady Johanna Evington

Domestic Affairs
Thoven Sheildheart

Chancellor
Corinn Aldaine

Commander of the Silver Dragons

Izariel Skyfall

Magister
Christian Vipont

City Hall:
Kohlingen Buraeucrats
1 - Hubert Croft - Immigration, Naturalization and Citizenship
2 - Oskar Meyers - Food Safety, Health & Liquor Licensing
3 - Jep Duggan - Tax Auditor
4 - Vente Arnder - Personal Health and Welfare

Merchant's row:
1 - Horace T. Cumberdale - Merchant Association Chair


Kohlingen’s Temples, Chapels and Shrines:
Temple of the Triad's Light:
High Priests of the Temple:
High Priest of Torm - Lord William Haulfest
High Priest of Tyr - Lord Randolph
High Priestess of Ilmater - Lady Kellenanah


~Chapel of Siamorphe:
Lady Katherine of Benwick - Priestess of Siamorphe

~Chapel of Helm:
Patriarch Gregor Symor - High Priest of Helm

Shrine of the Lady of Mysteries:
Weave Knight Wess - Shrine Caretaker

Shrine of Bahamut:
No Clergy, maintained by the faithful of Bahamut.

Ruby Hall:
Heartwarder Elisabeth Chamberer - Priestess of Sune

House of the Golden Harp:
Sir Rhauhbin of the Harmonious Order - House Caretaker

Academies or Social Services of Note:

Kohlingen Orphanage:
See and Sister or Brother of Ilmater for adoptions, to make donations, or volunteer your time.

Seven Stars Academy:
PC Headmistress Corinn Aldaine - See for application as student or instructor


Laws of Kohlingen

These are not open for debate, nor is ignorance of them an excuse since all are posted prominently.


You should remove your hood and helmet when you are entering the city and should not wear them while you are within the city limits.

Weapons must remain sheathed, the bowstrings should remain unhooked while you are within the city limits.

Guards are permitted to stop you to verify your identity and your business within our fair city, for any reason.

~ Banned from Kohlingen ~

Devil kin
Demon kin
Daemon kin
Undead
Fiends
Chromatic Dragon kins
Known criminals.
Followers of evil deities
Blackguards (this should go without saying)
Members of any Lolthite drow house
Shadovar

~ Penal Law ~


§ 1 Murder. The person found guilty of it is to pay a fine of 100.000 gold pieces, and will be banished from Kohlingen grounds.

§ 2 Defiling the Holy City. The person found guilty of it is to pay a fine of 75.000 gold pieces, and will be banished from Kohlingen grounds.

§ 3 Assault. The person found guilty of it is to pay a fine of 25.000 gold pieces, and will be exiled from Kohlingen grounds for at least one week // Real time. //

§ 4 Thievery. The person found guilty of it is to be forced to give back the items stolen, pay a fine of 10.000 gold pieces, jailed for one day, and exiled from Kohlingen grounds for at least one week // Real time. //

§ 5 Disturbing the public safety and peace. This includes prayers to evil deities and wielding weapons in town. The person is to be asked to stop, and if he refuses, he will be jailed for one day, and if necessary exiled from the city for a suitable time.

§ 6 Harassment. The person is to pay a fine of 5.000 gold pieces and asked to leave the person in peace. Should he again commit the same crime, he will be jailed for one day.

§ 7 Public nudity. The person is to be asked to put clothing on. Should he refuse, he is to pay a fine of 2.500 gold, and exiled from the city until he wears proper clothing.

~ Magic in town ~


The casting of offensive spells is prohibited. Should someone break this law, he is to be fined with 5.000 gold pieces. If he repeats the crime, he will be jailed for one day.
If any of the above written laws is broken through it, the punishments apply and stack.

The casting of defensive spells is allowed, though only if it does not cause a disturbance to others.

~ Familiars, animal companions, extraplanar beings. ~

Only creatures of good alignment, not larger then a human being, are allowed within the town of Kohlingen.
Only creatures of good or neutral alignment, of any size, are allowed outside the town of Kohlingen.

The summoner is responsible for the actions of the creature. Should it break any of the above written laws, the same punishments apply to the summoner.

_________________
Vaeros ~ Forged of Dragonfire
Kestrel Swiftwing ~ Warpriest of Tempus
Ilharess Tagnik'zur d'Vilrath ~ l'Har'oloth zhah dro 'sohna!
Sir Khayri Aphaeleon ~ Avenger of Hoar, Knight of Fort Cystana
Image


 
      
Naivatkal
 
PostPosted: Tue, Jun 11 2013, 20:38 PM 

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Joined: 26 May 2010

Nec'perya


The once-ruins of a long dead aboleth city, the island now is home to the survivors of the destroyed drow city-caverns of Edonil. Migrated by boat and the Will of the Valsharess, they secured what spiders they could and forayed to their new home as guided by their divine visions. Though a small population they strive for the greatness demanded by Lolth, if only to provide more glory to Her name.

The location of the island is not precisely known at present, even by the denizens of the isle itself, which provides a layer of security. The areas surrounding it, including the waterways leading to it, are deeply seeped in faerzress radiation, adding still more security as it protects them from outside magical influences.

Due to their current size, the command structure is not only small by a bit different than most other Lolthite enclaves. Which the primary position are present, the Academies saw the most change; though that was mostly before they left Edonil. The city is also predominantly Lolthite and Selvetarm worshippers, though Kiaransaleeans are allowed so long as they observe the proper social mores. Followers of Vhaeraun and Ghaunadaur would, of course, do best to keep their religious inclinations a closely guarded secret.


Ul'ath'tallar
The Arch High Priestess of Lolth. She is in charge of all goings on in the temple, and is the single highest-ranked person in the City as she holds the most of Lolth's blessings. Always a female, always a cleric.
Current holder: Zrae'a'stra'fryn


Ust'Ilharess
The Matron of the First House, commonly referred as "The First Matron", the Ust'ilharess holds more power than any other non-clergy, though she is also an honorary Yathrin, whether she has achieved the rank yet or not. She is the most clever and cruel woman in the city, second only to the Ul'ath'tallar herself... for the moment.
Current holder: Tal'vyrae Lolarox


The Lord Commander
Overall Commander and coordinator of the Vanguard on behalf of the Matron's Council.
Current holder: Naltyrr Lolarox


The Queen's Whip
A representative from the Temple of Lolth who oversees Vanguard activities.

The Zanjuren (aka Messengers)
Three specialists in their fields and advisers to the Lord Commander.


For more information, please see the Underdark forums. In particular you can take note of the Temple Rankings thread, the House Rankings thread, and the Vanguard thread.

_________________
Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


Last edited by Naivatkal on Tue, Feb 18 2014, 3:00 AM, edited 1 time in total.

 
      
A Majestic Dwarf
 
PostPosted: Mon, Jun 24 2013, 13:04 PM 

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Joined: 09 Oct 2006
Location: Wales

The Kingdom of Barak Runedar
Descendant of the Kingdom of Dornat Mur.


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The Citadel of Barak Runedar, built by refugees from the fallen Dwarven Kingdom of Dornat Mur to house their population and to defend the port they had built has seen many a trial in its relatively short history. Originally ruled over by a series of Thanes, it was then ruled over by a council of elected officials after one of the Thanes was seen as unfit to rule in the eyes of the people and deposed. Since then, efforts within the Hold of Barak Runedar lead to what was left of the treasures of Dornat Mur being recovered, including the Crown of that Kingdom. Since then, the elective nature of the council has been ended, and a new King and Queen crowned within the hold, the King ruling with the assistance of a council of appointed advisors and subordinates.

King Whurak Thunderhammer


The Rise to power of the current King can be described by many as meteroic; He arrived within the hold as a simple travelling dwarf, a scout who started fighting orcs in the Winter war. Within a few short months he was the Chair of Military, a role that he performed well leading the Hold's defense in the Winter War, and then going on to second the War Council in the war against the Arcanum, leading Dwarven, and upon occasion, Kohlingen forces into battle. After that, with the departure of Reddok Bloodaxe, Whurak became High Councillor of the Citadel and acted as its figurehead for a time. Here, he worked to recover what had been lost to the Dwarven people within the ruins of Dornat Mur. By the Will of the People, he was elected King and now sits upon the throne of the Citadel.

Known to most as Whurak Valtensson, his origins are from a small clan devoted to the Dwarven god of travel. This clan was pushed to the brink of extinction, when Obould Many Arrows launched an attack on Mithril hall, their lightly defended clanhold being sacked as the horde approached Mithril hall. As far as Whurak is aware, he is the only surviving member of that bloodline, and arrived upon the isles after some years of searching for any scattered members of his clan. He is known for the burnt flesh which covers much of his face, a remnant of his clan's destruction, and shamefully amongst the dwarves, the difficulty in growing a full beard that it leaves him with. He Joined the Thunderhammer Clan with the marriage to his wife and Queen, Samtara Thunderhammer.


Queen Samtara Thunderhammer


A proud daughter of the Elder Algear of the Thunderhammer clan, she first came to Barak Runedar with her father when they arrived to formulate a trade and exchange deal with the Citadel, in which several Thunderhammers came to live within the Citadel to learn its ways, whilst several from within the citadel went to Mithril hall. She is a kind and compassionate woman, having a way with others which can often sooth tempers when they are frayed. Whilst she has spoken little in council meetings, her words when he does speak carry a weight of wisdom to them, which whilst High Councillor, her now husband Whurak valued greatly. Known for her skills with song, story telling and histories, she is also a skilled craftsmen specializing in jewelry and fine mechanisms.

_________________
Avatar Picture from Brinawilliamson.com

Player of:
- Whurak Thunderhammer
King of Barak Runedar and all round Vengeful Dwarf
- Alvian Tegleiwalla
Nerdy Painter Elf with a Silly hat


Last edited by A Majestic Dwarf on Fri, Sep 09 2016, 7:07 AM, edited 1 time in total.

 
      
Dead
 
PostPosted: Thu, Jul 18 2013, 2:20 AM 

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Player

Joined: 26 Apr 2009
Location: Tarkuul

========================================================================================================================

The Enclave of Tarkuul

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Suspected to be built on the ruins of a Netherese city, the small island, once little more than a crypt, library and a temple devoted to the Vaunted, has grown under the watchful guidance of an enigmatic Council. Though much of the crumbling city is hidden under a seemingly perpetual layer of scaffolding and construction, it is quickly becoming a place of dark, subdued beauty. Gothic, moss-covered architecture dominates, and hanging gardens and vines have begun to find root under the care of the City's servants.

Though formerly a necromancer's domain, the diversity of the City has expanded considerably in recent months. Though the bulk of the servants and workers wear the blank faces of the undead, scholars, artists, shadowdancers, and warriors of all races work and study in the small City, all equally welcome to find their niche in its moody halls. Plane-touched, dark fey and Drow work side by side with humans and elves, and though the ambitious often have their conflicts the Laws and the dominant personalities of Tarkuul are working hard to establish an air of academic cooperation. It is the City's inclusive nature that has made it a popular haven for many sorts of unusual and less morally inclined groups, a history which has bestowed a dark and disturbing reputation upon Tarkuul.

If there is one thing that Tarkuul is known for, it is that it stands for the advancement of knowledge and power without the restrictions imposed by any ideology or moral code. That is of course not to say one may do as they wish there, for the security and stability of the City is prized over any individual's ambitions, but the Living City caters to any who come seeking knowledge and power. Best reached by a portal in the Lowland Swamps or through a portal in Shadowscape, the City is the undisputed domain of a haunting sentience known colloquially as “The Voice”, who makes its will known through a circle of trusted Councilors.

========================================================================================================================


The Laws of the City are simple, and offer considerable leeway to the ambitious, though those prone to random violence and senseless evil are finding their efforts thwarted more and more.

Quote:
THE FIRST LAW:

None shall ever impede the journey towards power and knowledge of another being within Tarkuul.
However, those who study and pursue power within Tarkuul are responsible for the protection of their
own works and material possessions. Should a conflict arise that cannot be dealt with in accordance
with the Laws of the Living City, it should be brought to a member of the Living Guard.


THE SECOND LAW:

All those who come to Tarkuul in peace, seeking to attain or to spread knowledge and power are
welcome within the protection of the Living City. However, those who are suspected of abusing the
hospitality of the Living City or suspected of endangering Tarkuul's strict state of political neutrality
will be subjected to the Council's discretion on a case-by-case basis.


THE THIRD LAW:

None shall do harm to another being or to the Living City's property within Tarkuul, except when
acting in self defense or in defense of the city itself. A physical attack on a citizen or an official
of Tarkuul outside the Living City will be treated as an act against the Living City. The offenders
shall be brought in for questioning and due process. Any physical conflict within the Arena is not
subject to this Law.



THE FOURTH LAW:

Those who come to Tarkuul with ill intent toward the Living City or its denizens forfeit the protections
of the Laws of Tarkuul. This includes but is not limited to espionage, aggressive or disruptive behavior,
and treasonous acts. Such individuals will undergo an investigation and will be subject to the processes
of the Living Guard.


THE FIFTH LAW:

Holding a sentient subjugated being, slave, or captive inside the walls of Tarkuul requires the
approval from the Council of Hands expressed in a written form. All said subjects must be
independently approved before they are brought to the Living City to avoid violation of the
First Law.


THE SIXTH LAW:

Any sentient servants or subjugated beings within the Living City are recognized under the Laws as
guests of the Living City and as such they are subject to the protections and responsibilities of those
Laws.


THE SEVENTH LAW:

The Living Guard has the authority to enforce Laws to the best of their ability, and if any member of
the Living Guard makes a request, it should be obeyed. If an individual disagrees with the actions of a
Living Guard member, it should be brought to the attention of their commanding officer.


THE EIGHTH LAW:

Members and officials within the various offices of the Living City may be subject to stricter guidelines
and standards according to the will of their individual leadership. If a Tarkuul official oversteps their
authority, neglects their duties, or misrepresents the will of the Living City they may be subject to
review by the Council or in extreme cases, the Voice itself.


THE NINTH LAW:

Non-compliance with the Laws of Tarkuul may result in being banned from the Living City or more
immediate punishment, as the Council or the Voice sees fit. The Council of Tarkuul holds authority over
all matters of governance within Tarkuul, including oversight of the various offices within the Living
City. If the Council's decision is not agreeable to an individual, then an appeal may be made to the
Voice itself. The Voice's word is final.


========================================================================================================================

Inner Structure

    Aside from the Council, Tarkuul hosts two primary groups whom are dedicated to the City and what it stands for. Both maintain their own hierarchies and manage their own affairs, but they ultimately answer to the Council and The Voice. They are ever willing to accept new members and for such matters the Headmaster of the Magisterium or the Captain of the Living guard should be contacted. These groups are known as the:

    :arrow: Living Guard, who are entrusted with protecting the City's security and peace. (Click here for more info.)
    :arrow: Magisterium Mortis, which is the dominant arcane research institute of Tarkuul. (Click here for more info.)

========================================================================================================================

The Council

    :arrow: The Voice.
      The mysterious haunting presence of the Voice serves as the final authority of the Enclave. Its near omniscience within the borders of the City make its position unassailable. Rarely does it stir, but it leads the Council of Hands as their ruler, whom serve at its pleasure.
    :arrow: Lucius Blackwater, High Arcanist of the Tower of the Damned, Lorekeeper and Curator.
      The High Arcanist serves the City's magical needs, acting as both lead researcher and Headmaster of the Magisterium Mortis. He is charged with maintaining the city's magical defenses and functions, and crafting new magic to benefit the Enclave as a whole.
    :arrow: Grim, Keeper of the Crypts, Magistrate.
      The Keeper of the Crypts serves as both healer and undertaker, ensuring the dead are cataloged and put to their proper use, and that the living of the City are in good health. The Keeper is responsible for the care of the subterranean sections of the City, and the creatures that lurk within. As the Magistrate he serves as the authority on matters of trade and diplomacy, maintaining the peace and general direction of the Council of Hands, as well as delegating tasks as needed. The Speaker is responsible for directing the Enclave towards a productive future under the guidance of the Voice.
    :arrow: Sicarius, Castellan of the Enclave.
      The Castellan holds final authority on the City's defense, protection and military, and is responsible for ensuring the residents are comfortable and cared for. He serves as the grounds-keeper, steward and executioner.
    :arrow: High Captain of the Guard.
      The High Captain leads the Living Guard from the front, handling the day to day matters of the guard and military. He is responsible for leading the Living Guard and Sentinels into battle, and ensuring they are trained and prepared for any conflict. He is also responsible for ensuring the defenses and men of the City are supplied and provisioned.


========================================================================================================================

OOC info:

    :arrow: Good-fit Races: Anything short of aasimar. Excessively chaotic races, or those that are illiterate may have some trouble fitting in.
    :arrow: Good-fit Faiths: Velsharoon, Shar, Jergal, Baatorian patrons, Kiaransalee, Falazure, Tiamat, Set, Loviatar, Mystra. Pretty much any non-good faith could work, though open Cyricists
    and Banites -may- face some IC opposition.
    :arrow: Good-fit Alignments: Any non-good, with Lawful leanings.




========================================================================================================================

_________________
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Login: Narkudauman

~~~~~~~~~~~~~~~~~~~~~~~ Join the Magisterium Mortis ╬


Last edited by Dead on Thu, Jan 21 2016, 6:41 AM, edited 14 times in total.

 
      
maglorine
 
PostPosted: Fri, Aug 02 2013, 4:33 AM 

User avatar

Player

Joined: 13 Oct 2006

Bendir Dale
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Population: 750
Demographics: Halfling/Hin (all subtypes) 85%, Rock Gnome 10%, Other 5% (mainly Fey and Dwarves)
Government: Democracy
Elected Offices: Mayor
Exports: Fruit, Vegetables, Grains, Nuts, Meats, Cheeses, Baked Goods, Milk.
Imports: Raw Quarried Stone, Worked Stone, Metal Ores, Worked Metals, Gem Ores.
Alignments: Primarily LG, NG, CG, NN.

Overview:
Bendir Dale is located near the centre of Amia Island at a major North-South/East-West crossroads. Despite its modest geographic acreage it serves as a significant net exporter of food goods to markets spanning the entire Island and beyond. A temperate climate, mild winters, ample water supply, well balanced soil texture, and long growing season, combined with a diligent, knowledgeable agrarian-focused society serves to promote an above average crop yield. Small plots scattered about the landscape demonstrate the efforts of residents to maximize the potential of the lands and little space is wasted on large building structures. A walled and well guarded village center is surrounded by fields, farms, orchards, and bosks.

Political Leadership:
Bendir is served by an elected Mayor who is advised by an Elder Council comprised of small number of unelected but universally respected citizens of well known repute.

Mayor:
Current: Rosary Ryker

Town Secretary:
Cindle Blimmeaf

Elder Council:
General Nof Barshedge
Tak Rosen
Fendel the Barkeep
Jayek Gren

The Militia and the Law
Bendir Dale is served by a citizens Militia. Service is voluntary. These wardens are keepers of the peace and maintain diligent watch on the borders for monstrous activity. The Militia serves at the direction of the Mayor and Officers are appointed from the rank and file.

The Township has 10 Laws carved into the Law Board positioned in front of the main gate. Violations of the Law result in various penalties based on the severity and frequency of the offense and the status of the perpetrator. In addition, a list of banned individuals, races, and groups is maintained in the Townhall for use by the Militia to keep out unwanted visitors and foul mannered louts.

Political Relationships:
Bendir Dale has no known treaties or political agreements with other sovereign powers. Tradition is to remain "apart" from the geopolitical activities of the island. Bendir citizens and their leadership focus on retaining their cultural heritage, forging strong community bonds, and going about raising families while enjoying their chosen field of work. In other words, they are community focused, not outwardly focused. Navigation of the islands political winds is conservative from the standpoint of maintaining Bendir's status quo while retaining cordial trade-based relations with as broad a spectrum of other communities as possible.

_________________
Tark Hammerfeast - Immovable Object
True Greenspan - Bendir's Boy Wonder


Last edited by maglorine on Tue, Sep 20 2016, 10:45 AM, edited 1 time in total.

 
      
Dunecat
 
PostPosted: Sat, Feb 20 2016, 21:22 PM 

User avatar

Player

Joined: 18 Aug 2012
Location: +3 GMT

Belenoth


Image


Away from the warmth and safety of the civilization, among cold forested hills by the western Spine of the World lies a sanctuary. Beneath a layer of dwarvish ruins, fire of hearth and hospitality await any weary traveller who happens upon the small outpost called "Belenoth" - a more welcoming and not overall unpleasant place.


Geography: Northwest Faerûn, westernmost continental peak of the Spine of the World
Population: Thorp
Demographics: Baseline Humans 36%, Planetouched Humans 27%, Elves (and subtypes) 21%, Duergar 11%, Other 5%
Government: Magocracy, with democratic leanings
Religion: Secular
Ruling body: The Council
Exports: Knowledge, Artifice, Magic Items, Lumber, Fish, Minerals
Imports: Knowledge, Luxury Goods, Exotic Cuisine, Paper, Papyrus, Minerals

Leadership & officials
Belenoth is governed by the Council, traditionally lead by the First Councillor - magos Almare Xy'glythar Selorn. New Council members are appointed from the number of capable and willing citizens by the current Council.

Preferring rulings over rules, and encouragements over precise control of citizens' lives, Council eschews excessive lawmaking in the favour of good sense of the citizens, with varying success.

On Amia and beyond, Belenoth is diplomatically represented by Samantha.

Law
Original laws are available for visitor's education at the Law Tablet, situated in front of the settlement's entry. Current laws, regulations and lists of the Banished can be found nearby. Violations of the law result in various penalties based on the severity and frequency of the offense, as determined by the Council.

Trivia
  • There are various opinions regarding origin of the symbol, silvery Carp. While some of them have kernels of truth, it's most assuredly is not a Rainbow Trout.
  • Eldfell Institute - the first, and so far only arcane organization of Western Frozenfar is located at Belenoth.
  • Belenoth enforces 100% citizen literacy.

_________________
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#StraightOutaAvernus
 
PostPosted: Tue, Sep 20 2016, 10:11 AM 

User avatar

Player

Joined: 10 Nov 2015
Location: WHY SHOULD I TELL YOU WHERE WHEN YOU'RE ABOUT TO DIE?! NGAAAAAAAAAH!!!!!

~Thran'daariv~

Races: Dragonkin 8%, Former Slaves (Mixed) 86%, Drow 4%, Other 2%
Population: 210 In the Commonwealth, including 200 former slaves and 10 Drow
Imports: Slaves, 'Blackwater', Moar Dragonkin, Stone, Wood
Exports: Fungal Spores/Ripplebark, Silks, Metal Ores, Weapons, Local Artisanwork, Spicy Lore, Drow Refugees

OOC Info:
Best Fit Alignment/s: LN, LE, NE, CE, CN
Best Fit Races: Half-Dragons, Kobolds, Drow, Duergar, Orogs, Vampire/Dhampyr Characeters, Tieflings, Genasi, Imaskari, and any race with a Chromatic Dragon Disciple Prestige Class; other races are usually slaves -- or at least mercenaries.
Communication/Active Periods: Reliable communication, with peak numbers at approximately 4:00 PM, 8:00 PM and 10:00 PM CST on most days. PM me/ask for my Skype if you're looking to get involved so we can talk about who is on when you are!


~Need-To-Knows at a Glance~

Approximately a quarter of a day's sail away from L'Obusl -- though exactly where could hardly be mapped, the island is surrounded by water on all sides and stands alone for miles. The small City-state of Thran'daariv has its origins in the wake of Nec'perya's fall at the hands of a clutch of Chromatic Dragonkin spearheaded by members of the Church of Tiamat, and backed up by representatives of other cities which they deem allies. The Once Drowish Matriarchial Quasi-Anarchial Theocracy is now replaced by a stricter regime; held with an iron fist, and carefully organized beneath the Church. The Temple is no longer the center of governance, but the influence is still unspoken, and no citizen would consider it sane to pretend they were as uninvolved as they'd like to say.

As the third owners, the Dragonkin whom currently occupy its head seat know well of its 'first' owners, the Abolethi, and the problem they pose even toward this day; but the inaccessibility to their foes on the surface, the defensibility of the isle's tactical form, and the water locked position assures them it's safer here than the surface, nonetheless.

The small metropolis' reputation outside of its innermost circle is hard to place in a single statement. Many of their allies are in L'Obsul, where many refugees from the city have been allowed to move peacefully before the onset of the new leadership; and the Kobold Warren of the Yuvarux holds stable relations.

With neighboring City-states, trade has not been in quite the active motion it had been before the new regime; but this is largely due to a lack of communication moreso than bitter tastes or rivalries of any form. However, the city is an Underdarken city; and so by its nature, has gathered about as much distrust above as it has equal measures of uncertain relations below. Those who do ally with them would readily know the reasons others won't, largely because they're slung at the ones in question as reasons they should do the same; often dealing with it being a 'City of Slaves'.


~Governance~

The governing body of the city is almost as strict as the rules it elects to lead by. There are defined hierarchies, each defined to a very specific place in the law -- and given very specific clauses to which it can follow. All except for one position follow this, and that position is the seat of the Valsharess herself. Besides herself, the governmental power is mostly divided amongst its sectors -- in a way akin to, if more arbitrary in its nature of appointment, Cordor's Ministries. These appointed cabinet members acts as the final word in their department unless otherwise specified by the Queen. Naturally, these jobs are usually the ones that the Valsharess has no interest in performing, or that are seen as too overwhelming to be done alongside their existing workload.

The Valsharess may create any of these she desires alongside those specifically defined in law, these appointed civil aides may organize their own departments, and she also accepts the appointment of Advisory Council members to act as the voice of the people and a means of officiating organizations based in the city.

The current High-ranking officials are:

      High Godclaw Achuak'iejir of Stormwind
    Valsharess

      Highpriest of the Oinoloth Osiris Masud
    High Imperator

      Xarzith
    Dockmaster/Boatswain Captain of the Blackwater and Undersea

      Kelia Angston
    State General of the Armory and Militia, Vargach'dekza Ulsaruk

      Cardinal Selena V'nami
    Master of Coin and the Treasury

      Naltyrr d'Sus'Quellar
    Ul'faeruk of the Sorcere and acting Hand of the Queen



The Advisory Consulate, acting as the 'senate' body of the government office, is currently unoccupied; due to a lack of surviving Houses and large merchant organizations to call for stakes in government decision -- and as the commonwealth is still too displaced for voting regardless. Its purpose in helping make city decisions, however, should not be underestimated; as they are apt to be those options with the most favorable review in committee that are committed to law.

// WILL DO MORE LATER!

_________________
*So, i've got a question for ya.
*do you think even the worst person can change…?
*that everyone can be a good person, if they just try?
*all right.
*well, here's a better question
*do you wanna have a bad time


Playing: Tanar'i Shit Disturbers


 
      
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