WIP Realm name: Konugardr, Guardian Kingdom, Steel Mountains. Flag/Banner: [url=http://fc04.deviantart.net/fs71/f/2011/225/9/b/norse_flag_by_fenn_o_manic-d46ehob.png]The Steel Baner[/url] NATIONAL -Capital: Koningsberg -Government Type: Kingdom under Prussian Constitutionalism -Currency: Troy Ounce of precious metal (All mint accepted if pure enough) -Population: 1.8 Million -Realm Size: 12 -Unique Trait #1: The Gates: The East and West bastion never fell and are by law, the only (Permanent) entrance to Konugardr, anything else demanding at least a distance of 500m of granite for protection. -Unique Trait #2: (Created by me, mostly to reduce min-maxing) -Unique Flaw #1: Too much gold: In comparison to anyone outside the kingdom a soldier receives a king's pay, enough to buy a large manor each year, but next to anyone in the kingdom, it's average at best. You're not rich when everyone's rich. -Unique Flaw #2 (Created by me, mostly to reduce min-maxing) GEOGRAPHICAL -World-Realm Map: -Internal-Realm Map: Major Cities: -Koningsberg, the Capital: -Holimar, the Training Ground: - Major Castles: -The West Gate -The East Gate Buildings of Interest: -The Acropolis -The Great Forge -The Arsenal -The Vault -The Express Line Geographic Features of Interest: RACIAL -Majority Race: Dwarf RELIGION & MAGIC State Religion: Holy Relics In Possession: -The Vision -The Antesun -The Deja-vu Holy Sites Under Control: -The Heavenly Top -The Hall of Seers -The Library of Predictions Magical Schools and Curriculum: -The Martelus Academy of Magical Craftsmanship: A private institution financed by the rich workshop owners to form potential mages to economic rather than military or theological activities. While mages formed here have a lesser reputation than others, they are still expert practitioners of the animation of lifeless objects, constructive transmutation as well as Temporal Perception Distortion, allowing them to enormously enhance the construction processes under the mountain. -The Royal War College: To the magical users in the army that manage to go pass basic training, they are generally steered toward the path of officer training and special commands, the Dwarven military doctrines placing greater importance on communication and battlefield intelligence rather than destructive power for spell casters, a way of maximizing their limited numbers: Artillery can deal with firepower, only a mage can see in the future or use telepathy. They thus are specialized in short term precognitions and clairvoyance as well as telepathy, serving as advisers and communication's officer. -The Grand Seminary of Koningsberg: Official theological school of Konugardr and also a school specifically for those with magical powers, it once hosted all those with magic in the Steel Mountains but today has become one of the least popular options for those with magical powers, long hours, a code of conduct and shit pay. Still, those who enroll see training in the art of becoming prophets and deciphering the obscure details of esoteric dreamscape visions and in general, are more apt to see in the future on the long term and see the strings of possibilities and time lines. MILITARY -Total Military Size 65,000 -Military Details (Unit Types and distribution of numbers) NATIONAL DRAMATIS PERSONAE Head of State/Monarch: [url=http://th00.deviantart.net/fs70/PRE/i/2013/002/2/6/thror_king_under_the_mountain_by_gansone89-d5q6mh2.jpg]-King Fulrad the Third: [/url] Ruling Dynasty: [url=http://www.flagofarms.com/images/designs/BremenCoatofArms.jpg]-House Turpin-Gereon: [/url] Constable Of The Army: [url=http://fc02.deviantart.net/fs70/f/2014/251/0/2/old_dwarven_paladin_by_seraph777-d7yhgzn.jpg]-Marshall Gunthar Ingelger: [/url] Religious Head: [url=http://fc07.deviantart.net/fs70/f/2011/314/2/e/dwarf_priest_by_kanaru92-d4frqtr.jpg]-Patriarch Fulk the Gray: [/url] -Persons of interest: HEROIC DRAMATIS PERSONAE -Insert hero characters here CULTURAL -History -List of Historical Grievances -Relations -Cultural Notes