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Place: The Realm of Stagnetia
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<blockquote data-quote="TheCrazyMuffinMan" data-source="post: 3766983" data-attributes="member: 53470"><p>It's been a while since I could even further Stagnetia, but I will try to get the others done by Saturday.</p><p></p><p>Profile: <strong>Lonned Algej</strong> (The Kingdom on the Mountain, pronounced Lon-NED Al-GEY)</p><p></p><p>[sblock]</p><p>Spoiler: </p><p></p><p>Metahuman Population : 150000</p><p></p><p>Metahuman Population Breakdown: </p><p></p><p>40% humans</p><p>20% elves</p><p>30% half-elves</p><p>10% dwarves</p><p></p><p>Cultural alignment: </p><p></p><p>60% Lawful Neutral</p><p>25% Neutral</p><p>12% Lawful Good</p><p>3% Other</p><p></p><p>Dominant classes: ranger, tactician, wizard, cleric, fighter, monk</p><p></p><p>Queen: Karina Palamedes</p><p></p><p>Primary Figure: Abra Palamedes, tactician L12</p><p></p><p>Key locations:</p><p></p><p>The Arrowmage Guild- The headquarters of the Arrowmages of Lonned Algej, a cabal of bow-trained rangers, tacticians, and crossbow-trained wizards who serve as an army, a royal guard, and a kind of SWAT, when necessary. They are led by Princess Abra Palamedes. Other soldiers are trained in the castls.</p><p></p><p>The StoryCircle- A writers' guild, for both fictional and non-fictional writing</p><p></p><p>The Court of Thousands- A large courtroom, and essentially the Supreme Court for all of Stagnetia.</p><p></p><p>The Great Stockade- The prison where people who break the code of Lonned Algej go. The most heinous criminals are exiled.</p><p></p><p>The Hall of Reason- A public building and theatre for philosophical discussion, debate, and political action.</p><p></p><p>The Grand College- A primary institute of higher learning, teaching all manner of subjects.</p><p></p><p>Lonned Algej has an outer ring of government buildings, surrounding commercial and recreational areas, with residential areas at the centre. The Arrowmage Guild keep a watchful eye over the city, swift to punish criminals and protect the city. On occasion, arrowmages scout other lands in order to train willing people, survey an area, aid those who are in need, or even pursue high-profile criminals when others have failed. The 30 watchtowers at the outer ring of Algej are filled by two Arrowmage Guild members each, on rotating shifts.</p><p></p><p>At age 18, service in either the guild or the army is mandatory for at least one year. If a conscript is not of magical persuasion, they are put in the general army. </p><p></p><p>The commercial area has a market, an inn, a stable, and some major industrial component.</p><p></p><p>Algej is also known for its trade in metal and stonework, magical tools, ranged weapons of all kinds, paper, all manner of meat, and all manner of grain foods. In addition, many mercenaries and scholars in all specialties leave the kingdom to benefit the others with their combative and intellectual capability, respectively.</p><p></p><p>Deity: Generally atheist, but some followers of Revan and even Xardion live here.</p><p></p><p>Primary artifact: The Helm of Reason</p><p></p><p>[sblock]</p><p>AC +2 to head attacks, Int +4, Wis +2, Cha +2, +10 to Will saves, +5 to Int, Wis and Cha based checks.</p><p></p><p>Strongly axiomatic.</p><p></p><p>Chaotic creatures gain 1 negative level as long as they wear it (curable only by removal), and suffer 1d4 permanent Int and Wis drain per full day of wearing it. Once either attribute hits 0, they are permanently unconscious, appearing lifeless to most people (a Heal check at DC 30 allows one to distinguish them from dead people), and they can only be restored by a wish, followed by a greater restoration spell. They have no memory of ever having donned the helm afterwards.</p><p></p><p>Those who are neutral with respect to law and chaos only get the AC and attribute bonuses.</p><p></p><p>Ability: The Commander- For a number of rounds equal to the wearer's Charisma (should I make this Intelligence, in keeping with the dominant classes of Algej?) per day, that wearer may issue a greater command to people in a 50 ft radius.</p><p></p><p>Other abilities: Geas/quest 1/day, mark of justice 3/day, command and zone of truth at will.</p><p></p><p>This ability activates and deactivates as a free action.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="TheCrazyMuffinMan, post: 3766983, member: 53470"] It's been a while since I could even further Stagnetia, but I will try to get the others done by Saturday. Profile: [b]Lonned Algej[/b] (The Kingdom on the Mountain, pronounced Lon-NED Al-GEY) [sblock] Spoiler: Metahuman Population : 150000 Metahuman Population Breakdown: 40% humans 20% elves 30% half-elves 10% dwarves Cultural alignment: 60% Lawful Neutral 25% Neutral 12% Lawful Good 3% Other Dominant classes: ranger, tactician, wizard, cleric, fighter, monk Queen: Karina Palamedes Primary Figure: Abra Palamedes, tactician L12 Key locations: The Arrowmage Guild- The headquarters of the Arrowmages of Lonned Algej, a cabal of bow-trained rangers, tacticians, and crossbow-trained wizards who serve as an army, a royal guard, and a kind of SWAT, when necessary. They are led by Princess Abra Palamedes. Other soldiers are trained in the castls. The StoryCircle- A writers' guild, for both fictional and non-fictional writing The Court of Thousands- A large courtroom, and essentially the Supreme Court for all of Stagnetia. The Great Stockade- The prison where people who break the code of Lonned Algej go. The most heinous criminals are exiled. The Hall of Reason- A public building and theatre for philosophical discussion, debate, and political action. The Grand College- A primary institute of higher learning, teaching all manner of subjects. Lonned Algej has an outer ring of government buildings, surrounding commercial and recreational areas, with residential areas at the centre. The Arrowmage Guild keep a watchful eye over the city, swift to punish criminals and protect the city. On occasion, arrowmages scout other lands in order to train willing people, survey an area, aid those who are in need, or even pursue high-profile criminals when others have failed. The 30 watchtowers at the outer ring of Algej are filled by two Arrowmage Guild members each, on rotating shifts. At age 18, service in either the guild or the army is mandatory for at least one year. If a conscript is not of magical persuasion, they are put in the general army. The commercial area has a market, an inn, a stable, and some major industrial component. Algej is also known for its trade in metal and stonework, magical tools, ranged weapons of all kinds, paper, all manner of meat, and all manner of grain foods. In addition, many mercenaries and scholars in all specialties leave the kingdom to benefit the others with their combative and intellectual capability, respectively. Deity: Generally atheist, but some followers of Revan and even Xardion live here. Primary artifact: The Helm of Reason [sblock] AC +2 to head attacks, Int +4, Wis +2, Cha +2, +10 to Will saves, +5 to Int, Wis and Cha based checks. Strongly axiomatic. Chaotic creatures gain 1 negative level as long as they wear it (curable only by removal), and suffer 1d4 permanent Int and Wis drain per full day of wearing it. Once either attribute hits 0, they are permanently unconscious, appearing lifeless to most people (a Heal check at DC 30 allows one to distinguish them from dead people), and they can only be restored by a wish, followed by a greater restoration spell. They have no memory of ever having donned the helm afterwards. Those who are neutral with respect to law and chaos only get the AC and attribute bonuses. Ability: The Commander- For a number of rounds equal to the wearer's Charisma (should I make this Intelligence, in keeping with the dominant classes of Algej?) per day, that wearer may issue a greater command to people in a 50 ft radius. Other abilities: Geas/quest 1/day, mark of justice 3/day, command and zone of truth at will. This ability activates and deactivates as a free action. [/sblock] [/QUOTE]
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