The Races

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Humans: humans are the most prolific race of Amora. They are found on all 3 continents and in the central isles. There are four powerful human kingdoms/empires:
1.) Karthay: Karthay began as a small group of cities at the mouth of the Dido river famed for trade and notorious for piracy and brigandage. However, in the last two generations, the Karthayan nobles have overhauled the city's government, stamped out corruption, and crushed the brigands and pirates that used to lord over the land and sea. This is not to say that such behaviors are absolutely forbidden, but the karthayans have worked very hard to gain legitimacy in the eyes of the rest of the world. Nevertheless, Karthay is seen as a country where a honeyed tongue, style, and money will get you anything.
The Karthayan noble houses, having formed a council (closer to a senate, with 100 members) have gone from being interested in only trade to having imperial ambitions. Karthay, using powerful citizen militias and mercenaries, have conquered most of the territory surrounding the tributaries of the Dido river. Since this is the largest river on the southern continent (in fact, the largest river in Amora), it represents a hugely profitable trade route, and Karthay has grown ever richer through this move. Their territory is very large, second only to Czarra in raw surface area).
The Karthayans employ an infantry heavy force, centered on their heavy infantry citizen militia. These troops are supported by light and medium infantry auxiliaries from subjugated peoples, as well as a mixed citizen/mercenary/auxiliary cavalry (medium to heavy, with very little super-heavy knights).
The Karthayan school of magic is an earth/metal focused school.
The Karthayan religion places Father Mountain as the head of their pantheon, With Dido, the lifegiving River Goddess as his consort. In recent times, the War God Diomed has also gained prominence.

2.) Arthuria: Arthuria is still technically a collection of Fiefdoms, although its identity as a kingdom is essentially assured: a young but wise knight of the duValle line has united the majority of the barons, put an end to brigandage in the land, and subdued many unchivalrous lords. It is known that the Baron Germanicus DuValle has close ties to the Northern Fae Kingdom, ruled by the fabled magician the Raven King. It is believed that his ability to succeed in the unification of Arthuria where others have failed is through the aid of these mystical allies.
Arthuria subscribes to the principles of serfdom, with powerful lords ruling over a vast peasant class: few middle class merchants and artisans exist in between, largely dependent on the patronage of their lords. Although such systems are easily subject to corruption, Arthuria is the most devout of all the kingdoms, and a very strict code of chivalry governs the actions of the nobility. What has, until now, kept arthuria from being a true world power is that amongst the chief tenents of this code is that of "questing": that is, constantly seeking out other noble chivalric foes to test ones skills in battle against. As such, the kingdom has been, almost constantly, in a state similar to guerilla warfare, not to mention the beaurocratic nightmare of having many lords absent from their lands many days, weeks, or months at a time. DuValle has begun to quell this, however, and currently Arthuria enjoys the beginnings of a rennaisance of wealth and prosperity.
The Arthurians do not use spellcasters. They have powerful priests, however, and their ties to the Fae seems to have also given them a tremendous talent for taming and training magical beasts.
The Arthurians worship the Lady of the Lake above all. Their other dieties are led by Justice, who is also their god of war.
the arthurian army consists first and foremost of its super-heavy cavalry (including many beasts other than horses). These are supported by peasant archers and pikemen, as well as a few outriders chosen from men-at-arms.

3.) Csara: