League of Dum Barab
Race(s): Snow Elves. Essentially pale-skinned elves known for their height, fragility and magical aptitude.
Nation/Factions Name: League of Dum Barab.
Government type: Magic-Oriented Representative Democracy. The Magi of Dum Barab each put in a single vote for an individual they wish to govern their nation; the ten most popular candidates are each given "Arch Mage" status. The Arch Magi are numbered "I" through to "X", with the highest number being given to the Arch Mage with the most votes. Each Arch Mage is given voting power in meetings of the Arch Magi (called Leaguatories) based off of his or her assigned number. Arch Mage I gets one vote, Arch Mage X gets 10 votes, and so on.
Leader/notable characters: Arch Mage Claudius X.
Population: Approx. 500,000.
Major Cities (including Capital): Noorkleil, Ravel, Mustus Quill (Capital).
History: Being the self-proclaimed historians of Eithca, the Dumites pride themselves on both their firm grasp of international history and the history of their own nation. According to Dumite lore, life in Dum Barab began the moment Oghama created the island, and has not changed since. This perception is at least partially factually correct, in that Dumite culture has remained largely the same throughout the years. Dumites have always been rather posh and arrogant, believing that they're the rightful inheritors of rulership of Eithca and all too freely voicing their beliefs to foreigners. It's Dumite belief that all modern day Elves are descended from Dumites, and thus that it was only the other races who were responsible for the Spellplague, or as the Dumites call it "The Divine War of Eithca", since the Dumites were created after the Divine War took place. For this reason, Dumites are slightly more likely to enter into alliances or trade pacts with other elven nations - regardless of what species of elf the nation mainly consists of.
Schools of Magic: Illusion and Divination.
Military: The Guardians, as the nation's military is called, consist of ten envizions. By law, at any one time only two of the envizions may be positioned anywhere off the coast of Dum Barab itself. This is to prevent major offensives being made by unscrupulous military leaders to acquire land that Dum Barab would later simply discard. Each envizion is made up entirely of magi, although most (if not all) have secondary skills, be they in swordplay or archery. Each envizion, when mobilized, is controlled directly by its corresponding Arch Mage. Envizion I is led by Arch Mage I, Envizion II is led by Arch Mage II, and so on. Each envizion has an equal number of magi, and magi if various skill are often shuffled throughout the envizions to ensure they're all equal in overall power.
Troops: Combat Magi, with skills in the various arts of war. All Combat Magi are competent in Divination and Illusion, though, and almost all have either a one-handed melee weapon or a bow and arrows on them as a backup should magic fail to prove effective. All Combat Magi are garbed in either dark blue and black flowing robes or ornate, dark blue, enchanted leather armour. There's a growing trend among Dumite troops to put fashion and the appearance of professionalism over actual physical function. This, combined with the fact that Dum Barab is rarely ever actually at war, means that the majority of Combat Magi serve with The Guardians simply for show; to be recognized as part of the organization and reap the economic and societal benefits.
Advantages: Dumites are fine artisans and craftsmen, and there are fewer finer magi in all of Eithca. What's more, the Dumites, despite being rather snotty, are superb diplomats; a testament to this existing in the fact that throughout Dum Barab's untold generations of existence, it's yet to have been involved in a single major war. Dum Barab wields a capable navy, but uses its ships more for exploration, over-seas research and trade missions than colonization or naval war.
Disadvantages: To put it bluntly, Dum Barab is bad at war. Their military is entirely magic based, and the vast majority of the magi populace practices non-combative magic, meaning that the nation's military (and even, largely, navy) is minimalistic. Dum Barab has no cavalry of any kind to speak of.
Export: Enchanted goods, fine cloths and textiles, various works of art.
Import: Agricultural goods, lumber, various raw resources.
Main hero(es): TBA
In the beginning, the land of Eithca was divided between the Gods of Evil and the Gods of Goodness, with those dark Gods residing in the East and the righteous Gods in the west. Among the low ones stood Shar, Lolth, Hoar, Vhaeraun, and, mightiest of all, Lord of the Dead and Judge of the Damned, Kelemvor. In the highest of highs sat Selűne, Bahamat, Torm, and mightiest of all, The Maimed God, Tyr, champion of light. The world was as it should be, as it always was and always shall come to be, for the west was ruled with total peace and honourable justice, and the east was trifled by war and plagued with chaos and disarray of the worst kind imaginable. The Sea of Mar De Dagsan stood between the two; foreboding, it cut off access from the East to the far-off, strange West and from the West to the far-off, strange East. Any stray soul that dare plunged into its depths or tried to stride from one of its tall, rock-ridden coasts to the next met the same fate, to rest with Oghma as all of the departed souls did when they passed on into His realm from this one, the one whom its denizens call Eithca, first and prized creation of Oghama, The Lord of Knowledge, creator of all that is known and inventor of all that is to be known.
Eithca was at balance, and in His realm of the empty Forsaken Lands the Creator Oghma and His son and daughter, the Nameless One and Oona slept and steeped in their power, waiting for an era to rise up when the frozen river would melt and they would return to the populace of Eithca to save from total destruction the land which they truly created. For thousands of years and untold generations, the likes of which would plague the minds of the wisest of the wise, the three Elder Gods rested in the Forsaken Lands, eyes turned far from Eithca to forge other, lesser worlds and bend and shape them as they saw was to be. It continued until the mischievous son, the Nameless One, the son of Oghma who's name has been lost to the lifeless tundra of history returned unduly to his partial creation: Eithca. Under the Seas did the Nameless One lay in wait, tempted by the dark Gods, by Kelemvor the liar to work against the avatars of goodness and use his eternally unbroken and all-powerful armies to lay siege to the whole of the West. To plague them as the East was plagued, to ruin their harvests, fall victim of death their Kings and send their nations spiralling at endless, bloody, reasonless war. The West called upon the aid of their Gods, whom in their turn called upon the aid of the daughter of Oghama, The Faerie Queen, the one we the creations of Oghama in His eternal might called Oona, or Una among the lesser kin. With this, the Good Gods and Oona fought back against the Nameless One and the Evil Goods, and did fight and did die and did trifle the whole of the land of East and West with bloodshed. The Evil was to overcome Eithca and plunge it into eternal darkness, but Tyr sacrificed the great breadth of his power and maimed himself to save the West from corruption. It is for that immeasurable sacrifice that to this day the followers of Tyr and beyond call him The Maimed God, the wounded Deity who sacrificed himself in part so the righteous sapient ones of Eithca need not sacrifice themselves in his name.
So dreadful was the Divine War of Eithca, the Spell-plague, that it cast a shadow throughout the Forsaken Lands to darken the air around Oghama Himself. Awake from His slumber in the Forsaken Lands, beyond Eithca, Oghama looked at his most treasured creation with unease. One of the equalizing forces of Eithca looked to be conquering the other, and the son and daughter of Oghama were engaged in terrible, divine war. Tyr had been weakened so that Oghama was forced to carry him back into the Forsaken Lands, away from Eithca. Even the land itself was damaged; chunks of the continents floating off into the sea to be carried away by the tides and by magic and godly interference. It was after the rescue of the Maimed God Tyr that Oghama touched the Seas and the Land and brought back the Nameless One and Oona from Eithca to their true home in the stars. It was also at this time that the Elder Gods conjured Dum Barab, and imbued those they summoned there with limitless knowledge, with the right and the destiny to rule over all Eithca and learn all that was to be learned and master all that was to be mastered. The division between Good and Evil gone, but the balance returned, the followers of the Good and the followers of Evil eternally stalemated, locked in combat to duel for all eternity until one side becomes victor and Oghama comes to cleanse his creation of imbalance once more.
((Still WIP, obviously.))
Looking good so far, well descriptive and I enjoyed their version of the creation story.
Coat Of Arms:
Kingdom of Herovna
King Koniger Velman
Capital city, Skoss Tolmb
Schools of Magic:
Herovna is known for its effective and efficient defensive strategies, as well as being able to maintain sieges upon other cities. Their armies are built to withstand, and their individual drive to succeed notes them as honorable and capable warriors. While the number of mages within Herovna is very small, their spells are particularly effective (no more than any other nation that has magic as a focus, however), and strike fear into their enemies as their conjurations produce terrible skeletal beasts of flame and rock.
All in all, however, Herovnans are not very good skirmishers. Short-term battles and fights on open terrain are a Herovnan armies worst nightmare. Unless they have cover, a strong base of operations, and a foothold, Herovnans do not fare well in battle. Though the spells are powerful more often than not, the number of magic-capable individuals in Hervona is minuscule, with only about 10 or so at a time.
Iron and other metals, leather
Wood, cotton, fish
Name: Amenael Sendiam
Skills: Combat mage, known for her skills with conjuration.
Personality: As a witch, many people rightly assume she is aloof, chaotic, and hard to control. Amanael prefers to follow her own orders and head straight into the heat of battle over standing by the sidelines and cast "cowardly spells".
Brief Character Summary: Amenael is one of the 10 witches of Herovna, making her a powerful magic-practitioner. Though she possess many of the skills Herovnan magic schools and educators can offer, she rarely uses more than a couple spells, preferring to fight with weaponry amidst the battle. Using a double conjuration spell, she can produce sentient and skilled knight-like arms upon her back. The arms can respond, defend, and attack at their own will, though they can be directly manipulated by Amenael.
Name: Unastus Auguslo
Skills: Adept with a greatsword, and known for his godly stamina.
Personality: Unastus is a cold, lonely, and reserved warrior, preferring to keep the boots moving than to sit around and chat. With his calm demeanor and contemplative appearance, many wonder if he enjoys travelling to the fight more than actually fighting.
Brief Character Summary: A notable mercenary that generally works alongside the Herovnan army for some unknown reason. He appeared to them out of nowhere, possessing preposterous fighting skills for someone without prior military experience. He does not ask for pay, merely that he can have food and water as well as the freedom to decline or accept military requests.
Name: Sestune Yezel
Skills: Expert conjurer, specializing in the summoning of masses of skeletal horrors.
Brief Character Summary: One of the 10 witches of Herovna, and regarded as the most powerful of them all, Sestune lives a life of adoration and lavish comfort. Sestune was originally to be left out of the witches group, as her tutor was regarded as one of the ten. Her jealousy and greed however, led her to kill her teacher and -illegally- inherit her library, which she maniacally studied completely. Though she is technically a part of the Herovnan military, Sestune rarely joins in on their expeditions.
Also looking good so far , though sadly what Lord Monbodo mentioned is true full decked plate is rare and costly and not likely something any nation can afford to even common foot soldiers. Padded leather or hard leather however would be fine. Sorry it was not made more clear before.
(Though one can imagine Dwarves being somewhat an exception to this rule but that is usually due to their usually low number and almost religious need to mine and smith metal :P)
Also I have decided against the merge would derail the main story to much.