This should be done save for the friends/enemies section, but that can't be covered without other nations floating around. So, here it is: the Commonwealth! [hider=The Ogdaren-Torvelli Commonwealth] [center][h1][color=OliveDrab]The Ogdaren-Torvelli Commonwealth[/color][/h1][/center] [center][img]http://i.imgur.com/sSBbk32.png[/img][/center] Ogdaren and Torvell are two distinct city-states, one dwarven and one human, located in the mountainous region known as The Daggers. While the dwarves have built a massive fortress in the mountains themselves, the humans of Torvell have settled in the foothills, enjoying the privilege of being the main "gateway" to Ahn-Karag. A third city, the dwarven port city of Kaloch, is a vassal to Ogdaren and serves as the second entryway into this dwarven realm. Approximately seventy years ago, the two city-states found themselves beset by invaders on all sides. After managing to repel those invaders, they have since chosen to form a Commonwealth, the better to pool their resources for defense, industry and trade. [hider=Dwarf Commoner][img]https://s-media-cache-ak0.pinimg.com/736x/58/d1/98/58d198adc00d6045d3c1288433460a34.jpg[/img][/hider] [b][u]Religion:[/u][/b] The dwarves of the Commonwealth worship Bruen, the god of writing, law, runic magic and trade. They tout him as the father of the dwarven race, though non-dwarven sects of the religion often disagree. The dwarves use a runic writing system based around this religion. Most humans worship the Traveler's Star, a star that serves as a guide to any traveler at night. Their legends say that the star shows the way to their homeland, long since conquered by all manner of beasts, and they will one day reclaim it. Many humans have started worshiping Bruen, however, as the years of not returning home pass on by and their homeland becomes a distant memory. [b][u]Ruled By:[/u][/b] [i]Merchant Republic[/i] - The bourgeois wield great power in both city-states, especially in the human land, but power ultimately rests in the hands of a number of Merchant Princes. These Merchant Princes elect a Crowned Prince, who by law must be "of dwarven blood," to rule the Commonwealth for thirty years. Thus far, two Crowned Princes have ruled the cities, one ruling for fifty years until death and the second, present ruler, Crowned Prince Amglam Forisen, is still in the midst of his rule. [b][u]Enemies/Alliances:[/u][/b]To Be Determined [b][u]Education System:[/u][/b] As trade comes first and foremost in the Commonwealth, the studies of mathematics, writing and foreign cultures comes first and foremost. Astronomy, calligraphy and cartography are highly valued as well, and are the subject of several higher education institutes (which, of course, are by and large only accessible to those with wealthy backgrounds). Thus, among the populations of Torvell and Ogdaren, literacy is rather high (roughly 60-70%). The port city of Kaloch is comparably uneducated (roughly 20-30% literate); fishing and hard labor come before schooling there. [b][u]Defense/Weapons:[/u][/b] The first defensive advantage of the Commonwealth is its natural barriers. With mountainous terrain and an ocean as natural barriers, most invaders would be hard pressed to find a good foothold. Furthermore, dwarven stonework being what it is, the walls that protect the three cities of the Commonwealth are mighty and firm. Even more damning for any would-be conquerors: there are enough ranches, vineyards and mushroom farms behind the walls to keep the defenders sustained for a long time. The real weakness lies in the defenders. While the troops are well-equipped to hold the walls for a long time, most of the professional soldiers are mercenaries whose loyalties lie with their coinpurse and their families, not to the Crowned Prince. Assassins-for-hire are also plentiful. Invading forces, therefore, might be able to exploit this lack of unity in the professional ranks and turn some of them against the city itself. Still, the mercenaries and militiamen of the Commonwealth are not to be underestimated. Dwarven crossbowmen are said to be impressive sharpshooters, and human militia mixed with dwarven Houseguards - those who protect the wealthy merchant houses - made for a sturdy frontline. One of the unique weapons used by the soldiers of Ogdaren is the Wyrmfire: a magical tube with a dragon's head that spews fire from its jaws when its trigger is pulled. Coupled with burning oil, ballistae, and runic enchantments along the walls, this merchant's realm is prepared for a siege. Caravans originating from the Commonwealth typically have crossbowmen and spearmen in their employ as guards. [hider=Commonwealth Crossbowman][img]http://fc03.deviantart.net/fs71/f/2014/132/0/8/dwarven_assassin_by_seraph777-d7i54t3.jpg[/img][/hider] [hider=Commonwealth Spearman][img]http://www.wesnoth.org/units/trunk/pics/core$images$portraits$humans$transparent$spearman.png[/img][/hider] [hider=Houseguard][img]http://fc02.deviantart.net/fs70/i/2011/269/5/f/dwarf_soldier_turn_arround_by_justaman78-d4b1hni.jpg[/img][/hider] [hider=Runepriest][img]http://cdn.obsidianportal.com/assets/55333/Dwarf_Wizard2.jpg[/img][/hider] [b][u]Landmarks:[/u][/b] [i]Ogdaren[/i] - An impregnable fortress-city dug into a mountain in the mountain range known as the Daggers. The populace is chiefly dwarven, though some humans and a rare few half-dwarves (derogatorily called "Halfmen") are among the populace. Its outer walls protect the ranches and vinyards this place is famous for. [i]Torvell[/i] - A walled, hilly human city at the base of the mountain. Streams of water from the mountain peaks flow together to form a river which sidles between the hills and down toward the forest below. [i]Kaloth[/i] - A rather poor port city known for its pubs and for being a mercenary hub. It has a higher crime rate than the other two cities in the Commonwealth. Surrounded by mountains and the ocean on all sides, this small, coastal port is connected to Ogdaren thanks to a well-constructed tunnel network; it is impossible to walk from Kaloth to either of the other cities without using the tunnels. [i]Blackfire Peak[/i] - Scorched black by dragonfire, this mountain is home to the terrible wyrm known as Vraul. Over two centuries ago, this black-scaled dragon came to the region and destroyed another dwarven city-state, a kingdom as Ulrund, and plundered it for everything it had. He has been a menace to the region ever since, burning farmlands, stealing cattle, killing peasants and plundering manors; only regular tributes of gold can stay his wrath. The Crowned Prince awaits the coming of heroes to slay this terrible beast and promises to reward such warriors handsomely. [b][u]Special Information:[/u][/b] The politics within the Commonwealth are perhaps the deadliest within the world. There is even a saying based around this: "Never shake hands with a smiling dwarf lord." Great disputes are sometimes settled by duels, but assassinations, poisoned wine and strange "accidents" are much more common. Even the duels often have a dash of devilry to them; duelists have a habit of poisoning their swords and axes, the better to assure their victory. This may be the reason why dwarves are so resistant to poison. Thankfully, most disputes do not require such overt acts of murder. Most are settled in the courts or with bribes and blackmail. Some Princes are prone to kidnapping the family of their rivals and using them as leverage to make another Prince vote in a way that is favorable to them. Wealthy families have adapted to this over time; kidnapping is not as traumatic to the people of the Commonwealth as it is for other peoples, and some view being kidnapped as a sort of vacation from the drudgery of day-to-day life. There is a sort of formal air to it, and the prisoners are often given reasonable quarters and a servant to assist them. Nevertheless, angering a rival may lead to the summary execution of these souls in gilded cages. Assassins are honored members of dwarven society. These individuals do not dress in black leather and wear clothes that belong to men of the night; rather, they dress like ordinary citizens of the Commonwealth, the better to blend in with the people and go unnoticed. They are trained in the use of poison, explosives, and various forms of weaponry, especially the crossbow. Some are trained in runic or illusion magics. While their identities are secret, stories of an assassin's endeavors are spun everywhere, and it's a well known fact that the Merchant Princes employ assassins regularly. Still, some of these assassins tire of their work and become adventurers - a profession just as honored among the dwarven people, and one that lets the former assassin be adored by the public. The bear is a favorite animal of the Commonwealth and is depicted in a great many of their works of art. They also have a fascination with keeping bears as pets and wearing bearskin cloaks. Dwarves have three names: a given name, a last name, and a family name. Family names are carefully hidden from outsiders, and dwarves never introduce themselves to anyone but family with it. Their last name is usually a reference to their father. For example, Amglam Forisen's last name, Forisen, means "Son of Fori." His family name, which is unknown to outsiders, is a reference to the history of the family. [/hider]