Name: Elkheim
Flag:
Region/color on map: Zarmid/ Khaki-brown on the western island
Capital: Arakion
Capital Population: 140,000
Other Major Settlements:
Niraph
A small village to the northwest, this settlement not only supplies Elkheim with most of its much needed gemstone, it is also home to the Brotherhood Headquarters
Drakar
In the east lies Drakar, a city renowned for its high Society presence, mainly due to it being the site of the Society Headquaters
Fort Greenhammer
The largest military fort in Elkheim. If this falls, the nation is doomed
Tapira
Home of the Enclave, this city is one of alcohol and gambling. Despite the sinister atmosphere, Tapira continues to be a popular tourist destination.
Population: 3,500,000
Racial demographics: 70% Naida 20% Human 10% Other
Social dynamics: Almost everyone is considered an equal. Women and men are just as powerful and foreigners are treated with respect. Farmers and labourers are treated very well amongst their peers, but Society researchers and Brotherhood soldiers are given the ultimate respect
Fashion: Peasants wear sleeveless tunics and trousers, regardless of sex. They are typically made of cloth, but richer peasants can afford silk and linen. Summer dresses and skirts are becoming popular amonsgt young females.
The rich wear suprisingly similiar clothes, but these are usually amplified by furs, gems and linings. Travelling hoods are still popular amongst the rich.
Calendar: There are three important dates in the Elkheim calendar. The Sostice, or the longest day of the year, Equinox, the shortest day and Founders Day. All three are celebrated with feasting, dancing, music and wine. Typically, these are the days tourism peaks as well.
Art: There is a large musical culture in Elkheim, namely flutes and music boxes. The recent creation of a basic piano by the Society has astounded and amazed the public. Unfortunately, their creation is yet to be sold to other countries, but is enjoyed in taverns and inns around the nation. The Society announced they will try to improve the simple device (which so far only has the keys, so no fancy effects are possible) but this could take years, and this is a low-priority task.
Law: Other than the basic "theft and murder" laws, the law is quite laid back. Minor crimes like petty thefy usually result in taxes and compensation payments. Moderate crimes like assault, loansharking and larceny result in a stretch in the dungeons. Major crimes like murder and rape will result in the death penalty.
Education: Education is good, with 98% of the population being literate and understanding basic mathematics. However, most children learn from their parents about their trades, and usually follow in their footsteps
Type of Government: Benevolent Despotism
Influence and relations: Elkheim has requested to have an embassy in every major country.
Important People:
High Lord Andohar
Lady Faelen
Lord Tailin
Lady Pinkara
Paladin-General Karus
Brother-Captain Tarkin
Arch-Councilor Ferid Redissimos
"The Shadow"
Trading and tax: Elkheim trades heavily in culinary and gemstones. The food buisness is booming due to low prices and negligable tax rates, simply becase the country has such a huge excess. Gems are a little more valuable, but are still sold relatively cheaply and with low tax. Because of this, the country has never really been poor, and many peasants enjoy a comfortable standard of living.
Major industries: Sugar, wheat, salt, meat, wine, cider, forest fruits, apples, grapes, oak, willow, semi-precious gems (Amethyst, topaz, aquamarine etc)
Major Associations:
The Brotherhood - Anyone seeking adventure, kinship and fame should join the Brotherhood. The Brotherhood is a group of warriors dedicated to the continual defence of Elkheim. They regularly take jobs that are outside the Guards jurisdiction. They will always abide by the law, however.
The Paladin Order - A group of white knights dedicated to the elimination of evil practices (Cannabilism, gravedigging, necrophilia and the like). They are notoriously harsh on the "Reviled" and are merciless in their punishments. They are generally mistrusted, as there presence only ever seems to stir up criminal activity
The Society - A group of scholars dedicated to advancing all forms of peaceful science. They are widely respected and well-known, even outside of Elkheim.Their focuses are medicine, mechanics and physics.
The Enclave - A gathering of the more suspicious members of Elkheim. They consist of scholars of weapons and human anatomy, the thugs that guard them and their work and the mentally insane but highly dangerous "Damned", the results of eating a maddening Taint plant. They live far away from civilisation and are treated with even more fear and mistrust than the Paladins.
Currency: Elkheim Keter
Military - 30,000 Brotherhood Warriors: Light armour cuirass, pauldrons, gauntlets and boots. Variety of swords, hammers, axes, shield etc.
10,000 Brotherhood Archers: Just like Warriors, but they carry shortswords and crossbows rather than longswords and shields.
20,000 Paladin Knights - Heavy plate armours, full body. Tend to use warhammers and mauls.
5,000 Paladin Gunmen: These Paladins carry no melee weapons, but instead utilize single-shot arquebuses. Great killing and armour piercing powers make up for a painfully slow reload time
20,000 Enclave - Heavy full-body half-plate armours, red hoods and masks. Use claymores, zweihanders and bardische axes.
10,000 Enclave Damned: Demented, gibbering madmen, these ferocious creatures can barely be considered sentient. Lightning fast speed and sharp claws make up for their lack of armour and disorganised manner.
30,000 Royal Guards - half-plate hauberks and pauldrons, gauntlets, boots and helmets. Halberds as primary, shortswords and bucklers as secondaries. Reinforced cloth to guard weak spots
15,000 Royal Archers: Archers carry lighter armour than their melee counterparts, and only use shortswords and bows, but they are well trained and dangerously accurate
Landscape: Very grassy and foresty. Pleasant and warm. There are mountains in the north, but they are not very tall. Winter brings a powdery, dusty kind of snow, much unlike that of the more northern nations.
Wildlife: Mainly small, herbivorous animals like rabbits and beavers. Biggest animal is the red deer. Capybaras are a common sight
Notable places: The Red Valley - A beautiful and bewildering valley with naturally occuring red stones. The stones are no more valuable than a regular rock, but it gives the valley a unique and stunning look
History: Pending
Strengths: Calm and peaceful, high culinary exports to poorer nations, fairly rich, huge diversity amonsgt villages, happy civillian population, almost non-existant crime rate
Weaknesses: Low population, low production, no major cultural influences, somewhat divided population, few defendable spots, no natural defenses
Name: Naida
Classification: Sentient
Appearance: Similiar to humans, but with pale, almost white, skin, are a bit taller and a bit thinner.
Shared traits: Tend to be content, peaceful, intelligent
Natural abilities: Heatproof - Naida resist both the hot and cold better than humans
Lifespan: 90 years average
Relations with other races : Tend to get along well with Orcs and Elves
Lanuages : N/A
Religious beliefs : N/A
Preferred occupations: Chefs, farmers, labourers, scholars
Famous people: N/A
Strengths: Intelligent, fairly long-lived
Weaknesses: Low populations, rarely ambitious, do not like foreign territory
Temporary Changes: Continuous stream of Iron, Un-numbered Mercenaries, Exporting Grain
Edit Log: None
Current Status: Peacetime