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1 | - | Ruled by: Archmage Valerian Falaron III |
1 | + | Ruled by: King Rilned Dain |
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3 | - | Flag: Blue with a white cross in the center of the circle. In the center is a beaked dragon with a pair of antlers. |
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4 | Flag: Yellow with a red mountain. Anvil depicted in the center of the mountain, with an upside down hammer placed in the middle of the anvil. | |
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7 | GEOGRAPHY | |
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9 | - | Eris has incredibly cold climate. So freezing, in fact, that the Vensenti native to the north have earned a near magical resistance to the cold. The majority of Eris is a frozen tundra or plains, terminating into a mountain line that cuts off a small portion of the north from the coast. A thick sheet of ice covers the coastal waters. |
9 | + | Kalimourne is an incredibly mountainous country, and is landlocked from the other countries. Due to the thick chain of mountains coiling around a majority of its border, it's a bit perilous to access. Still, trade caravans both leave and enter Kalimourne due to the immense imports of gold, silver, and other precious minerals found within the hearts of the Dwarven mountains. |
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11 | Within the heart of Kalimourne | |
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13 | GOVERNMENT | |
14 | - | The government is designed to cater towards the Magi, and is easily manipulated by those gifted in the use of the arcane arts. The Erish state is ruled by a governing body called the Council of Elders; which is a small group of 10 Magi that handle the laws and legislature of the country. The ruler of Eris is the Archmage, who, needless to say, possesses the strongest magical power in all of Eris. Rather than focus on political knowledge, the council prefers to focus more on those well-versed with arcane knowledge. |
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16 | - | The Archmagus is handpicked by the Council. While they have a final say in all things, the Council is allowed to overrule the Archmagus by a vote. Mages within the council are generally sworn in and replaced by members of that Magi's family, however, it is possible for someone to join the Council by possessing powerful magic rather than blood, and has happened a few times in the past. Members of the council can actually be challenged for their position through a magical duel, so long as the council okays the challenge. |
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17 | INHABITANTS | |
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21 | - | Humans born in Eris are known as the Erish. |
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23 | - | Vensent(Snow Elves): Vensent make up most of the north, and have developed an entirely magical resistance that allows them to withstand the cold and cruel conditions. They're a relaxed bunch, with a very patient and detached mind granted to them by their super long lifespans. As a result, they're very rarely excited and pretty unconcerned with the events affecting only short-term things, and are likewise slow to make friends or enemies due to the fact that their time is measured in centuries as opposed to decades. The Vensent value things that last forever; martial skill, knowledge, and so forth. |
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25 | - | Vensent are known to be tradesmen, and will often go about selling their artifacts and trinkets that they managed to get their hands on. |
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27 | - | Khasta: A tribal race to the north. The Khasta have a mean streak for causing trouble such as killing or kidnapping adventurers, ransacking villages, and as a result are stereotyped as savages. Despite this, the Khasta are by no means stupid, and are actually very magic-savvy. Thankfully, their tribes are so far up north that they're easily avoided. |
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29 | - | Goblins: Erish Goblins are no different from any other Goblin; while savage tribes are very seldom seen, the Goblins of Eris are actually great thinkers, and are known for creating ingenious magical constructs. Like most Goblin engineering, their magical constructs are apt to be a bit unstable. |
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30 | RITUALS/CELEBRATIONS |