[H1]TO BE DONE[/H1] [hider= City of Yeodrothan] [center] City of Yeodrothan [img]http://flag-designer.appspot.com/gwtflags/SvgFileService?d=11&c1=0&c2=1&c3=1&o=4&c4=0&s=7&c5=2[/img] HEIRS OF VARION [i]"The Blood flows, the Blood gives life. The Blood is life, even after the grave."[/i] [b]—Mudren Fain, Red Priest of the Blood of Varion[/b] [color=9e0b0f]NATIONAL[/color] [/center] -Capital: Yeodrothan -Government Type: Theocracy - The government of Yeodrothan City has a unique structure. The Red Queen is the sovereign of the state. Legislative authority is vested in the Crimson Covenant - a circle of powerful Blood magi- for Yeodrothan City, a body of Magi appointed by the Red Queen for six-year periods. Executive power is in the hands of the Head Minister of Abectors. The state's foreign relations are entrusted to the Holy See's Secretariat of State. Nevertheless, the Red Queen has both absolute power in the executive, legislative and judicial branches over Yeodrothan. The hierarchy of the church and state is explained further below. -Hierarchy: The Crimson Covenant is a group of thirteen individuals, called vicars, and mostly comprised of long-lived mortals each of which has a direct line of communication with Varion herself. The Covenant has kept link between Varion and the day-to-day operations of the faith for many years. Unlike most of the faith, the members of the Covenant know each other and they are protected by Varion's powerful magic. Abectors are Seekers chosen by The Crimson Covenant to be the head of operations over a temple and minor holdings controlled by the Blood of Varion. Some of the numbers of the Crimson Covenant are themselves Abectors, owning some of the ricer lands near Yeodrothan, though most are simply vicars who have proven themselves worthy. The lowest rung of the hierarchy of the Blood of Varion is the clergy. These are Red Priests and other temple officials that follow the directions of the Abectors and most of these know nothing of the influence of Varion or her true machinations. The Order of the Severed Claw is the paramilitary arm of the Blood of Varion and maintains a position equal to that of the Abectors. Their connection to the Blood of Varion is only known by highest ranking members of the Order due to their covert assignments. They make up an impressive spy network that expands nearly the entire Dragon Spine. -Currency: Yeodrothans economical system is adopted from its mother city Vrent which uses valuable carved minerals in the shape of traditional coinage. It's modern currency collectively called Dragon's Heads, is a shared system with Illgarythe and Vrent. [center] ℘ Farthing: Lowest denomination ℘ ℘ Halfshield: five farthings ℘ ℘ Shield: two halves/ten farthings ℘ ℘ Groat: five shields/ten halves/fifty farthings ℘ ℘ Tower: two groats/ten shields/twenty halves/one hundred farthings ℘ ℘ Blood: five towers/ten groats/fifty shields/ one hundred halves/five hundred ℘ Lily: two bloods/ten towers/twenty groats/one hundred shields/two hundred halves/thousand ℘ Eye: five lillies/ten bloods/fifty towers/one hundred groats/five hundred shields/one thousand halves/five thousand farthings ℘ ℘ Dragon: ten thousand farthings ℘ [/center] -Exports: Timber, Alchemy goods/regents, Exotic goods, Leather -Imports: Stone, slaves, arms, cloth, furnishings, leather goods, pottery, refined metals, and all other sorts of finished goods, Natural resources: Coal, mercury, natural gas, sulfur, tin, copper, limestone, iron ore, pyrites, salt, clay, chalk, lead, quartz, arable land. -Population: 585,000 (120,000 who live in the city itself) -Unique Trait #1: -Unique Trait #2: -Unique Flaw #1 -Unique Flaw #2 [center][color=9e0b0f]GEOGRAPHICAL[/color][/center] [img]http://40.media.tumblr.com/7bbf883265f40229d925446c54c6af33/tumblr_njsnlikPuB1qgjsg2o5_1280.jpg[/img] Yeodrothan is a city of watery canals, riverfronts, and dark alleyways where one can easily disappear without a trace. The swampy ground and the nearby Widower’s Wood seem a poor choice for the locale of a major city, and it has required enormous labor to maintain the infrastructure. Nevertheless Yeodrothan has thrived, and as buildings collapse for lack of ground support or simply sink into the mire, a supply of industrious engineers and laborers keep constructing anew atop the crumbling structures. In fact, the Yeodrothanion graveyards are notoriously difficult to maintain due to the boggy grounds and the mysterious fell magic saturating the very soil. It is said the dead are restless even in sanctified ground and often rise to haunt the living— hence leading to many a rumor. Despite such ominous traits, Yeodrothan flourishes because it is a vital trading hub that benefits further thanks to its one of a kind healing blood, this has earned it the moniker of the ‘Red City’. Indeed, Yeodorthan is a mixed bag. Its diverse and colorful culture, center of learning, religious society, and prime location make it a major hub for adventurers, frontiersmen, traders, students, and rivermen. The city of Yeodrothan style takes form as a large collection of gothic-esque, victorian buildings similar to the city of vrent. Yeodrothan itself is a towering, labyrinthine gothic city, home to the Blood of Varion. The city split into three due to the fork of a major river running through it. -Major Towns/Colonies: [u]Mobyhsh Landing[/u]: Mobyhsh Landing also known as the City of Sails, is a port city at the mouth of the River Talabec on the Cernarian Sea. The city was split into northern and southern halves by the River Talabec, and these are connected by the bridges Dalath's Span, Harbor Cross, and the Upstream Span. Other than the Grand Tower of the Arcane, the city is dominated by two- and three-story buildings. The northern section is walled and is almost entirely made up of warehouses. The [i]Dragon Trading Post[/i], Mobyhsh Landing's most successful overland trading company as of 140 YL, is situated on the northern bank, as is the North Gate, the portal between the northern and southern banks. The docks on the northern bank are on the sea coast (western part of the city) and consist of Greysails Harbor, used exclusively for the Mobyhsh navy, and the unprotected Open Shore, which is situated outside the city walls and is the only place foreign shipping can dock. The southern bank consist of a heavily fortified inner section surrounded by caravan compounds. This area is home to the majority of residents and shops. The southern wall is semicircular, with over a dozen towers. The two towers flanking the South Gate are named the Twin Teeth. [u]Fellmoor[/u]: Fellmoor is an important town in South eastern Yeodrothan right on the border with Zar Dratha. Consequently, it has become a heavily fortified military supply center for Yeodrothanite forces throughout the region. In times of peace Fellmoor has been somewhat of a military city, but now it is truly the first line of defense in any war with Zar Dratha. The presence of so much military has created a tense society, however the residents still recognize the importance of the army in their city. Locals have heard tales of the razing of High Fields and other bloody battles of the past and fear their turn may come soon. They are a stalwart people who have stood against the Southernmen and are no strangers to hostility. Most of the residents are of Agarhin blood, but a fair amount of them are Illgarythians, Ventus, and even Velfrites. -Major Castles/Fortresses: [b]Blackwall[/b] This stone and turf fortification once ran the entire South Eastern hills of Yeodrothan from the River Reik north to the foot of the Dragon Spine mountains. The wall was once over eight feet thick and twelve feet tall for its entire length with glacis and a deep ditch filled with row upon row of pointed stakes. In addition to the fastness of Blackwall and Boarsgate, the wall had a score of other round towers, or fortlets, placed along its width. Named after the stone used to construct it, Blackwall was never adequately garrisoned from the onset, and by YL 119 it had been mostly abandoned and fell into disuse. Today the majority of the stone has been reused to construct local stone fences, bridges and buildings and the fortlets are either farming silos or neglected ruins. Only Blackwall is still defensible and currently has a small garrison. [b]Red Keep[/b] This rough-hewn fastness of stone and timber is located in the only wide tract of low ground within the chain of rugged hills that define most of Yeodrothan’s Northwestern border. It was mainly turf and timber before the construction of Blackwall, but stones from the Spine have been used in recent years to fortify the Red Keep. Relatively close to the western border, it is expected to hold its own if attacked and send warning to the city of approaching forces. [b]Bloodgate[/b] -Buildings of Interest: [b]The Grand Cathedral of Varion[/b]: This ancient cathedral is the primary bastion of the Blood of Varion in western Dragon Spine and home to the Crimson Covenant Council. As the grace of this cathedral would lead one to believe, the Church of Varion is the power in Yeodrothan and has full power in city politics. The vicars are respected members of the community responsible for all priestly appointments for the western region as well as overseeing the city itself. They are an unbending group of aged priests each recognized as powerful magi, predominantly of the Path of Justice, led by Vicar Dowd Montfort. Not only is their religious authority nigh absolute, they have virtually full secular power second only to the Red Queen herself. [b]The Alchemists’ Guild Headquarters[/b] of the Red Crucible is the highest center of learning in the known world when it comes to material science. Here theology beyond the variance of blood is considered a waste of time, something that opposes the progress of true research – A stance that differentiates it greatly from the Grand Athenaeum, and makes it incredibly unpopular with local men of the faith. The blood and gunpowder produced here is considered the finest, without exception. [b]The Grand Athenaeum[/b] is among the largest libraries and institutions of learning in the known world. Possessing the oldest records or secrets both mundane and arcane in nature. It is here that the arts of Thaumaturgy are studied and researched.The building is built much like a fortified castle. The Grand Athenaeum is described as a university-like complex of buildings circled by high fortified walls. The complex itself is built upon a large hill within the city that overlooks the eastern side. [b]Yeodrothan University[/b]: The city’s second center for learning is located in a massive but evidently aged estate and is the home for many erudite individuals and their studies. The University features an observatory and many courses strange and sundry for its students ranging from extraordinary zoology to astrometry to alchemical theory. Yeodrothan University is primarily known for one of its most prolific professors, the High Chancellor of the Department of Extraordinary Zoology Professor Viktor Pendrake. -Geographic Features of Interest: [img]http://projet.perle.free.fr/spip/IMG/jpg/altdorf.jpg[/img] Yeodrothan sits at the turgid confluence of the River Reik and the River Talabec, where the slow, wide waters of the two rivers flow in channels between broad mud flats. The docks lining the downstream fringe of the city known as the Reiksport are the last navigable point on the Reik for seafaring vessels, and the city attracts sailors and merchants from the furthest reaches of Avara. Foreign traders, adventurers and fortune seekers and the presence of the Varion Church ensure that the streets of Yeodrothan bustle with diverse activity; Merchants peddle their wares including various sundries, weaponry, “rabbit on a stick” snacks, apothecaries, while Blood Saints sell their services as healers and anything else that will fetch a price, all supporting a flourishing economy. [u]Blackroot Vale[/u] The Blackroot Vale, located on the border of Illgarythe, is a valley of rich grassland through which the River Talabec flows. The river rises beneath the sheer mountainsides of the Dragon Spine Mountains' southern extent. The people of the vale are known in Yeodrothan for their archery skills, and their Yeoman Lord Abector Drithan is an esteemed military leader. [u]Bloodsmeath Marsh[/u] Located on the lower southern east corner of Yeodrothan lands, Bloodsmeath Marsh comprises hundreds of tiny peat moss islands afloat in a sea of murky water, cat-tailed reeds, water locusts, and black mangroves. It is home to few humans—hermits and druids mostly. Difficult to traverse, the marsh is often avoided by travelers who prefer the safety of river travel a few miles to the north. Bloodsmeath is thick with biting insects and poisonous snakes and home to gatormen, bog trogs, and primal gobber settlements [u]Widower’s Wood[/u] Near Yeodrothan is one of the staples of local legend—Widower’s Wood. The Wood surrounds most of the city at a distance of a few miles, at some points coming within a stone’s throw of Yeodrothan. The Wood extends north and east beyond Yeodrothan border into what is technically part of the Bloodstone Marches. Inside the Wood it is always dark and foggy. Twisted, black trees claw their way out of the swampy muck towards the sunless sky. Tracks vanish into slimy seepage almost as soon as they are laid. Strange animals can sometimes be seen scampering through the thick branches overhead. Anyone who manages to bring one down will find the dark meat tough and odd tasting. The only roads through the Wood are narrow, meandering paths that follow the rare spots of solid ground. Even so the muck can be a foot deep at points, making any trip an ordeal. To make matters worse, tribes of swamp beasts, gatormen, or bog trogs will occasionally ambush travelers. A few brave folk do live within the Wood, but the city dwellers think the “swampies” are mad for it. These hardy souls, mostly of Ventus or mixed human heritage, manage to eke out a living by farming small plots of land and trapping the local wildlife for fur and meat. Sometimes they will visit the city and sell their skins in the Quad or barter for things they need. The swampies may be unsophisticated, but anyone traveling in the Wood would be wise to heed their words. -Territory Description:The land ruled over by the city of Yeodrothan is a rather varied assortment. The land immediately around Yeodrothan is a combination of muddy ground and heavy woodland. The Widower’s Wood exists largely on the northeast side of the city, the city itself sitting on the fork of a river - called Crow's Foot- thus the land immediately around Yeodrothan is very swampy. However, thanks to the three rivers large portions of the land around the river's bank are extremely fertile. Granting precious farming land that serve to feed much of the cities livestock. [center][color=9e0b0f]RACIAL[/color] Majority Race: Agarhin [/center] [center]Majority Race Appearance [img]http://vignette1.wikia.nocookie.net/coa/images/1/1b/Tiefling.jpg/revision/latest?cb=20110613164728[/img][/center] -Majority Race Characteristics: Agarhin (translated Blood Child) tend to have an unsettling air about them, and most people were uncomfortable around them, whether they were aware of the Agarhin’s unsavory ancestry or not. While some look quite like normal humans, though all retain pronounced canines and almost reptilian like eyes, with other common features being horns, non-prehensile tails, and pointed teeth. Some Agarhin also have eyes that are solid orbs of black, red, white, silver, or gold, while others have eyes more similar to those of humans. In many other ways, Agarhin were similar to humans physically. Agarhin are, on average, just as tall as humans, from 5'6" to 6'2" (1.67 to 1.88 m) and weighed just a little bit heavier at 140 to 220 lbs (63 to 100 kg). Interestingly females tend to be slightly larger than males. Agarhin skin is usually human-like in color, tending toward darker shades though extending past normal human colors into reddish hues as well. Agarhin hair is often the same color as human hair as well, though dark blue, red, or purple are also common shades amongst the race. Although it was not always the case, Agarhins tend to have better reflexes than their human kin. This, along with their natural propensity for hiding and deceit help to give Agarhin a reputation for thievery and duplicity. Agarhin are also known for their cunning and personal allure, which makes them excellent deceivers as well as inspiring leaders when prejudices are laid aside. Agarhin are especially adept in the arts of magic. They also have an unusual diet among sentient races. In their early tribal past Agarhins feed on the blood of animals supplemented by raw meat. As they evolved they inherited a taste for it and many drinks involved blood mixed with fermented milk. Giving rise to their famous blood cocktails. -Minority Races: Humans, Farrgorms, Ventus, Illgarythians, Velfrites -Minority Race Characteristics: [center][color=9e0b0f]RELIGION & MAGIC[/color][/center] -State Religion: The Blood of Varion -Religious Information: The Blood of Varion is centered on the belief of Divinity Within, which means that the followers of the Blood of Varion do not revere any deity, but the blood that courses through their own veins. Only by embracing the potential power of their blood may they avoid the abyss and live in an afterlife crafted by the individual's own abilities, a place of eternal happiness. While the followers of The Blood of Varion are often distrusted by members of other faiths because of rumors that they worship the dead, the members are not evil. This is widely misunderstood due to the fact that the teachings are dark and driven. While no longer presumed evil, the members of The Blood of Varion are unaligned and follow these exhortations: [list] [*] Believe in yourself: "As the blood is the power, and the blood flows through me, the power is mine." [*] Work to improve yourself and your capabilities. “A complete understanding of divinity within opens the door to immortality.” [*] Meet with others of The Blood of Varion to share in the power of each other's blood. [*] Render aid onto those who are weak so they may yet become strong. [/list] Those of The Blood of Varion are entranced by the meaning of blood, both literal and figurative, as well as heredity. To them, blood is the source of power and the divine, and only through understanding that power is within and not without or through an illusionary otherworldly power can one focus on day-to-day activities and self-improve and ultimately obtain immortality. For if one is strong enough, he may be able to master the source of life and abilities that come from within him and his blood. The Head of the House of Varion who created the craft of Thaumaturgy sits as both leader of state and head of the religion. They have expanded their efforts in Blood Ministrations to other city states of the Dragon Spine. The coffers of Yeodrothan have expanded exponentially thanks to its trade in blood magic. -Religion Demographics: 99% Blood of Varion 1% other -Holy Relics In Possession: -Holy Sites Under Control: -Magical Schools and Curriculum: Blood magic, or blood sorcery, refers to the magic performed by Agarhins, fueled by religious or occult practices and the power of vitae. Much like the Way it is a central part of Yeodrothan culture and religious practice. Through the practice of Blood Magic a Blood Magi can summon boiling fire from their blood, control the weather, and do things which are unnatural even by mage standards. Blood magic, first and foremost, is the practice of using blood— life itself —as a potent fuel for casting spells. This life may be supplied by either the mage or sacrifices, whether willing or unwilling. As such, the use of blood magic often allows a blood magi to cast spells that would otherwise be beyond the abilities of any wizard. While a Vrentian seeks to pierce the veil that separates here and the Other in order to power their spells, Yeodrothions instead draw power from within that of blood itself. The early blood magicians learned that they could also create special rituals thematically connected to any blood magic paths they studied, there was apparently no limit to the number of rituals a blood magician could learn. The Church of Varion has extended blood magic by focusing around healing by infusions of alchemically treated blood. Miraculously, this blood healing can repair wounds and cure or hinder diseases. Yeodrothan's whole culture has since inception been focused on blood, even to the point of blood-based drinks surpassing alcoholic beverages as the most commonly consumed. The most famous path off magic taught in Yeodorthan is Thaumaturgy. Created by exhaustive research and extensive experimentation, Thaumaturgy utilizes the principles of Hermetic magic used by House Varion when it was still a cabal of mages, adapted to be fueled by the inherent magical power of Vitae rather than the Quintessence known to mortal mages. While it is certainly powerful and versatile, it is organised very differently to the Spheres; Thaumaturgy is largely unknown to mages, and universally distrusted and reviled by those who do know of it. [hider=Military] [center][color=9e0b0f]MILITARY[/color] Military Details [/center] [img]http://fantasyartdesign.com/free-wallpapers/imgs/new/World-of-Battles-dark-elves.jpg [/img] The armed forces of the city state of Yeodrothan are largely made up of Militia forces supplemented further by levy troops when needed. Though in recent years a push for a more traditional standing army has been making headway. Yeodrothan calls a meeting of the Crimson Covenant and often vote a leader to act as Abector Of War during times of conflict. The armies of Yeodrothan are assembled from different piecemeal forces that are branched out and given sub-commanders in order to maximize cohesion and flexibility. Units: [b]Infantry Units[/b] Yeodrothan Spearmen These militia of the city, bear wooden spears into combat with a sense of pride, instilled by the long-held traditions. They are experienced fighters due to the dangerous woodland tribes that inhabit their lands, drawn from the surrounding countryside of Widower's Wood and from among the foreboding boughs of the Bloodsmeath Marshs. Though armored sparingly with hard leather and padding supplemented by nasal helms, these Agarhin are efficient at holding the line against a pressing tide, granting archer companies the safety to pepper the enemy from afar. Equipped with six foot spears and teardrop blood red painted wooden shields, Yeodrothan Spearmen are solid defensive units, able to resist attacks from both foot and horseback, so long as they are well-supported. Fellmoor Heavy Spearmen Taking their lessons from such great battles that changed the face of Avara, Agarhins know what it means to "hold the line." The colony city of Fellmoor has seen more than its fair share of conflict, as it shares the border with the wider arid plains allowing wider use of phalanx formations. Basteel mail, reinforced by fine leather to cushion blows, behind a sturdy teardrop shield provides premium protection. On the offensive side, the almost 3 meter long razor sharp spear with a slightly curved blade, suitable for slashing as well as thrusting, warns most enemies to keep their distance or perish. All this coupled with the Agarhin' determination to stand against those who would take what is theirs makes the Agarhin Spear Wall one of, if not the most formidable battle line in all of Avara. These Heavy Spearmen are thus among the finest of the Agarhin army. They are heavily equipped and wield their spears with a deadly grace. However, they are not as useful at fighting in woods because of their heavy equipment, but if the Red Queen wanted a battle in the open, he would rely on these battalions for the core of the army. Supported by archers and Heavy Swordsmen, they can be a severe threat to the enemies of Yeodrothan. Widower Wardens Forest Wardens of the Widower Wood are members of the Rangers Of The Blood and like them are the unseen part of an Agarhin army. These expert woodsmen have lived in the Widower woods for a long time and have perfected the art of stealth and hiding. Many Paleskins have fallen to their blades without even knowing who killed them or seeing no more than a shadow moving through the woods. However, these units aren't equipped to keep up a prolonged fight in the open. If they fail to completely destroy an enemy they must run away and lay another ambush, as surprise is their biggest strength. They are often armed with a mixed bag of equipment, hooded grey cloaks with leather scale mail and short swords dueled with smaller round shields. Woodland Warriors Protected by excellent lamellar armour and chainmail, the Woodland Warriors resemble the traditional way of the native agarhin to handle a heavy axe in battle. Brave and fierce, these hardy warriors are accustomed to fighting in their native forest terrain, and are an effective shock infantry to break enemy formations. [b]Ranged Units[/b] Sentinels of the Widower Wood Trespassing into a wood held by the agarhin Rangers of the Blood is, quite literally, suicide. If within the first moments of your trespassing your body sprouts feather-fletched arrows, then a company of Agarhin Archers are likely the culprit. These Yeoman battalions patrol the reaches of the Yeodrothan realm, slaying every manner of beast in their wake, whether it be as minor as a large spider or as deadly as a swamp troll. Protected by lightweight leather armor beneath their cloaks while wielding longbows and messer blades, these excellent archers excel at guerilla tactics, using stealth to ambush any enemy that dares enter their adopted homelands. Besides being superb waylayers, Sentinel Archers are reliable units, useful for steadily thinning enemy ranks with their deadly volleys of arrows and can become capable melee units if necessary. These Sentinels, due to their ambush abilities and archery skill, compose the backbone of most Agarhin armies- out ranging most gunpowder based weapon or firelocks. Yeoman Archers Drawn from Yeodrothan freeholders required by the Red Queen to be trained in warfare, Yeoman Archers are highly skilled ranged troops. Lightly armoured and equipped with a longbow for ranged combat, as well as wielding a large metal mallet for crushing armoured opponents in melee. Yeomen often lay defensive wooden stakes to help keep enemies at bay. Decades of combat experience inside forested areas to clear out beastmen makes them superb ambushers and snipers who combine stealth and versatility with deadly results. Their long leather coats provide good protection while allowing for the mobility needed to wield their powerful longbows and two-handed curved blades. Blackroot Archers Blackroot Vale is a fertile valley situated on the southern side of the Dragon Spine Mountains. It's lush grassland sustained by the Blackroot River is home to many men who acknowledge Yeodrothan’s banner as their own. Though the Yeodrothanits of Blackroot Vale are a rustic people far from the more civilized coastlines of Mobyhsh Landing and Zar Tarlin or the high walls of Yeodrothan, they are known across the land as skilled bowmen and are a welcome addition to Yeodrothan’s armies. Living so close to the slopes of the Dragon Spine Mountains these archers are used to difficult terrain and due to their lifestyle are quite self-sufficient being able to craft their own arrows and maintain their bows while living off the land and surviving by hunting. As the drums of war begin to echo across the Dragon Spine the people of Blackroot Vale are wary and are making themselves battle-ready for Yeodrothan shall soon have need of them. They wield powerful longbows with great accuracy and have swords for close combat. Armoured mostly with camouflaged leather, they can’t be trusted to hold their ground against heavily armed forces. Yeodrothan Musketeers An improvement on the arquebus by Yeodrothan alchemist, the Yeo muskets are longer, more accurate and fire a heavier shot that can pierce any armour. Like the arquebus, it fires using a matchlock mechanism, a smouldering length of rope as a fuse that ignites the gunpowder in the pan. The noise, smoke and lethality of this weapon causes fear in its targets. These troops are trained to use their surroundings to their advantage, and use skirmish tactics to break and harass the enemy. These Yeodrothan levies can also form an effective firing line when needed. The accuracy of their fire is excellent but they are weak against well-trained cavalry. [b]Cavalry [/b] The mounted forces of Yeodrothan’s army are unique in that they have long since abandoned use of horses in war aside from the odd pack horse where a donkey is not available. Instead they have tamed and breed creatures called [url=http://36.media.tumblr.com/01f6a98d118118c62cac5cf89459ad0a/tumblr_noidiis3vc1qll4xqo1_500.png]Draconites[/url]. These creatures have a similar size and shape to horses, but lack their stamina in long distance running. They do however, make for it by possessing tougher hides, are more resilient, and are often stronger while being more dangerous thanks to their teeth, tail, and claws. Their ability to go longer days without water or food and the ability to traverse terrain that could kill horses make them tactically sound choices for Yeodrothan. Mounted Sentinels Much like their foot counterparts Sentinels patrol the woodlands and swamps of Yeodrothan. Yeoman Horsearchers, due to their ambush abilities, archery skill, and remarkable speed, are a key component to any Agarhin army. Yeoman Lancers Mobile and hard hitting, the Lancers can strike a vulnerable spot and cut through enemy ranks with their sharp lance points causing dismay and destruction among their foes. Such a potent force is a precious commodity and is only brought to bear when it can do the most damage and cripple the enemy. Blood Knights Yeoman of high standing that often act as the bodyguards of Abectors. These units are a rare carry on from old Vrent tradition of mounted forces. They function as both bodyguards for the Yeoman Princes and Lord Abectors(on rare occasions for the Red Queen herself), and also as a vital part of Yeodorthan’s mounted forces. They wear the finest armour the smiths in Yeodorthan can manufacture, and even their mounts are heavily armoured. For weapons they use long ash-shafted spears for charging, longswords for close combat, and a solid teardrop shaped crimson cavalry shield. There are few enemies in the Dragon Spine that can resist a full frontal charge from these valiant Knights. They often paint their armor a dark crimson and wear bright blood red cloaks. [b]Fleshforged[/b] Masters of Thaumaturgy, blood magic and alchemy. The Blood magi of Yeodrothan have long since been crafting all manner of creatures both epic and foul from the hidden vaults of the city. There are two widely known forms of flesh forged creations, but there exist two others less widely known. Many are used as minor bodyguards for Blood Magi or Red Priest. [url=http://static.giantbomb.com/uploads/original/4/44493/1668527-gargoyle.jpg]Gargoyles[/url] Fabulous and bizarre, these large, dense, man-shaped, winged magical creatures look like their namesake architectural features. Gargoyles are clearly supernatural; most are crafted from stone or similar material as automata to serve blood magi and sorcerers as lookouts, guards or for other purposes. Although traditionally known as "Children of the Stones", gargoyles can be created from various materials, from stone, to metal, to wood, and so on. They are given life through Thaumaturgy birthing rituals, with the vitae of their creator often coloring their talents, purpose, and demeanor. When their master dies, they often crumble to dust. Bloodfire Ooze A bloodfire ooze is the unholy result of mixing an immense quantity of blood from innocent beings with the ichor of a demon. It is dimly aware of its surroundings and burns with intense heat. As mindless creatures, bloodfire oozes do not employ any tactics beyond “overwhelm” and “burn.” Master Blood Magi often create them to serve as guards for their labs and to enhance their own magical abilities. Red Priest especially favor these oozes because they empower fire spells cast nearby in addition to providing physical defense. Blood Hulks A bloodhulk can absorb a tremendous amount of punishment, though its vulnerability to piercing and slashing weapons gives enemy soldiers an advantage against it. These mindless, bloated automatons slosh about, following the orders of its creator without thought. Because of its utter lack of intelligence, the instructions given to a newly created bloodhulk must be very simple, such as “Kill anyone who enters this room.” Bloodhulks can be encountered singly or in groups, depending on the proclivities of their creator and their purpose. Their immense strength and ability to absorb damage makes them useful as guards, tougher than zombies but not as expensive or complex as flesh golems. Bloodhulks are commonly found shuffling alongside other minor undead servants in a temples dedicated to the Blood of Varion. Bloodhulks are corpses reanimated through an infusion of the blood of innocent victims in a dark and horrible ritual. Their bloated bodies are filled with viscous gore and unholy fluids, providing them with the endurance to absorb an amazing amount of punishment before falling. They do not possess the need to eat or sleep and make a excellent work force for the Blood magi of Yeodrothan. Although bloodhulk fighters are the most common form of this undead, Red Priests sometimes create larger, more ferocious versions, such as bloodhulk giants and bloodhulk crushers in times of war. Bloodhulk giant A bloodhulk giant is a larger, tougher version of a bloodhulk fighter. It can absorb scores of attacks, making it ideal as a guardian or bodyguard. Blood magi, and red clerics, use bloodhulk giants to fend off enemies while they attack with their magic. They are more costly to make than their small counter parts thus making them much more rare. Bloodhulk crusher The most powerful version of this undead, a bloodhulk crusher is a living engine of destruction. Red priest use these beasts as walking engines of war. Their tremendous durability and great strength allow them to batter down castle gates, smash apart buildings, and crush smaller creatures. They are however, exceedingly rare due to the requirements of their creation. [/hider] NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: -Ruling Dynasty (If applicable): -Military Chief (If applicable): -Religious Head (If Applicable): -Persons of interest: CULTURAL -History: (I will add key historical episodes to the history timeline above.) -Historical Relations and Grievances -Cultural Notes [/hider] [center] [hider=Diplomatic Status] [b]Illgarythe ~ [color=00aeef]Friendly/Trading[/color] [/b] [b] Xub'Roth ~ Neutral/Trading[/b] [b] Vitium ~ [color=6ecff6]Good/Trading[/color] [/b] [b]Abelon ~ [color=9e0b0f]Abysmal[/color] [/b] [b]Zar Dratha ~ [color=f6989d]Unfriendly/Trading[/color][/b] [b]Vrent ~ [color=00aeef]Friendly/Trading[/color] [/b] [b]Yearning ~ Neutral/Trading[/b] *Other factions pending. [/hider] [/center]