Just putting the preliminaries down so I can lay claim to my coast.
-Realm name: Tohr Skivlieg
-Flag/Banner:
The Sun of SkadgrNATIONAL
-Capital: Kahsreat, Seat of Ancient Kings
-Government Type: Tohr Skivlieg is nominally a feudal monarchy, but has devolved back into clannish tribalism with the absence of its hero-king.
-Currency: Barter System; Communal Resource Sharing
-Population: 1.3 Million
-Realm Size: 10
-Unique Trait #1: Gravetouched: The Tohr's obsession with death may appear bizarre to a foreigner - the collection and scrimshawing of bones, the elaborate barrows and graves, the covens of necromantic sorceresses and their Volhenge - but to them it is entirely natural. The concepts of life and death are just as natural and organic as breathing and eating to the giants of the northern coast. When the stars are right, when a Tohr stands at a confluence of the dead, such as Volhenge or the Barrows, they may just get the counsel they need, or they may get more than they bargained for.
-Unique Trait #2: (Created by me, mostly to reduce min-maxing)
-Unique Flaw #1: Winter's Bite: Seasons in the ancestral homeland of the Tohr swing back and forth on an extreme pendulum of temperature and humidity, with icy, blizzard-filled winters giving way to muddy, hot summers. Life is not easy for any Tohr, whether they be under pines, amongst craggy hills, or atop the glaciers themselves, and while the saying goes 'a hard life breeds a hard people' that can only go so far. Inclement weather and less than convenient living conditions have pressured most of the Tohr clans into seasonal migrations, from the north, in the productive summers, to the southern coast to wait out the winters with their more settled kin, and back again.
-Unique Flaw #2 (Created by me, mostly to reduce min-maxing)
GEOGRAPHICAL
-World-Realm Map:
Here!-Internal-Realm Map:
And here!-Major Cities (Yellow): Kahsreat (7south), Barivosg (8), Taverlieg (5), Skivleig (7north), Erunthril (5green)
-Major Castles (Blue): Corigeint (7), Mergund (2), Dranfrid (4)
-Buildings of Interest (Pink): The Hall of Kingship (7), The Clannish Holdings (All Over), Volhenge (8)
-Geographic Features of Interest: The Elfsprings (All Over), The Fohrspir Mountains (Northern Border), The Barrowed Moors (7, 8, 9), The Glaciers (East)
RACIAL
-Majority Race: The Tohr (Giants)
-Majority Race Appearance: The Tohr are on the smaller end of the giantkin spectrum, often reaching anywhere between ten to twelve feet in height with typical humanoid proportions that are quite comparable to humanity; they are generally neither excessively lanky nor stout, as some of the older, less sociable breeds of giant tend to be. They tend to be dense of build, and predisposed by nature towards powerful physiques, and even the most sedentary of their numbers would be more than a match for the smaller southern folk on the fields of honor or battle. They have strong features, with prominent jaws and brows that give them a more primitive, savage look.
They are pale-skinned and the vast majority are devoid of distnguishing birth marks and freckles, while those that are possessed of some natural marking are regarded as having been born under auspicious circumstances and possessed of a great destiny, should they choose to pursue it. Inkwork, often done up in rich blues in emulation of woad plant warpaint, is a particularly popular art. Knotwork and script of religious or cultural significance is quite common, and there are few settlements or travelling bands without someone adept in the practice.
Their eyes and hair, in contrast to their ivory skin, are almost always of exceptionally vivid hues, with blue and green eyes more common than brown and blond and red hair more common than the blacks and browns common to humanity, respectively.
-Majority Race Characteristics: The Tohr tend to consider themselves more similar to mankind than to their far-flung, taller cousins. Even so, they possess strength and size enough for the small races to think just the opposite. They are a terror on the battlefield, able hunters, adept craftsmen, and given to great mirth and warm hospitality. And, on the other hand, they are possessed of troublingly voracious appetites, difficulty with the magic arts, prickly senses of pride, and an oft-times problematic eagerness to fight and compete.
-Minority Races: The Fair Folk of the Springs (Elves)
-Minority Race Apearance(s):
-Minority Race Characteristics: (Things like height, species type, biology, etc. Note that due to things like sub-races and cousin species, you can modify the standard races)
RELIGION & MAGIC
-State Religion: (Either create your own local religion or take on a major religion)
-Religious Information (If creating your own local religion, information here)
-Religion Demographics:
-Holy Relics In Possession:
-Holy Sites Under Control:
-Magical Schools and Curriculum: (What forms of magic are common? Note worshiped deity)
MILITARY
-Total Military Size (See Guide For Info)
-Military Details (Unit Types and distribution of numbers)
NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch: High King Skadgr Renniksin av Skivlieg, Hero of the North, Slayer of the Spined Prince, Tamer of Raxarn the Crimson
-Ruling Dynasty (If applicable): Clan Skivlieg
-Constable Of The Army (If applicable):
-Religious Head (If Applicable):
-Persons of interest:
HEROIC DRAMATIS PERSONAE
-Insert hero characters here
CULTURAL
-History
-List of Historical Grievances
-Relations
-Cultural Notes