Aragana

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[[Image:Image004.png|thumb|right|The Magelaw of Aragana]]The Magelaw of Aragana, located on the east side of the continent, is a profound example of the difficulties of life in a magocracy.  It has three major settlements, known as the primary cities, in the region, as the primary coucil of wizards has refused to allow further development.  Outside of the main cities, the region is inhabited by nomatic grugarch, human, and [[gnoll]] tribes, there is also a few villages of lizardfolk on the southeastern peninsula.    Human and grugarch tribes frequently vist the major cities, which serve as hubs for trade.
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The three primary cities are Elfaen in the North, Marawane in the south, and Aragana City neatly in the center of the region. Aragana City is the largest of the three, and it's ruling council nominally rules the Magelaw.
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==Government==
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Each of the cities of Aragana is ruled by a council of nine elder Wizards, one representative from each school of magic, as well as an  archmage who has no chosen speciality of magic.  This Archmage is known as the "Constant" and is the head of the governing council of each primary city.  Aragana takes its name from its capital city, and the Constant of Aragana is nominally ruler of the realm and of the Haridrin.  When a Constant dies, a new one is chosen by the members of his council.  Council members are elected by those those who have established membership in their school of magic within their city.
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==Military==
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The military of Aragana, called the Haridrin, boasts neither the largest nor most veteran troops in Felloar.  However remains almost undisputedly one of the most powerful forces on the continent.  Given it's power, the military's policy is largely pacifistic, reflecting the disdain that most wizards hold for armed conflict.  Each of the primary cities possess virtual autonomy over its partition of the Haradin, however it is rare for any of the cities to deploy its militia unless directly threatened.  The last engagement the Haradin were involved in happened in 834, when the Haridrin preemptively struck at a army of gnolls which were preparing to attack the northern city of Elfaerin.  The result was decisive victory for the Haridrin.
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The Haridrin rely heavily on battlemages to bolster the ranks of their forces.  The much higher than normal concentration of sorcerers in Aragana lends its self towards reliance on magi in combat.  As such, the Haridrin are tactically astute force, capable of a diverse array of dazzeling battlefield maneuvers.
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==Geography==
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The Geography of Aragana is as disperse as any in the Fellaor.  The south is largely an arid desert, inhabited by few of the nomatic tribes,  The nothern party the region is densly inhabited, being forested and relitively game abundent.  With the abundence of the forests there comes a problem, as gnolls also inhabit in the north, and acquired a particular reputation for preying upon travellers.  The gnoll population gives one advantage for the kingdom as their warriors serve as a bulkwork against fiercer invaders from the wastes.  The gnolls and other nomadic peoples tend to habitate around that border between Aragana and the wastes.
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==Demographics==
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Although humans remain the dominant racial group within the Aragainian border, the primary cities are home to a dazzling array of races. the primary racial groups are humans (65%) and elves (25%) within the primary cities,  however, halflings (5%) , goblins (3%), and gnolls (1%)  are also to be found within the city.  A small dwarven Enclave also exists in Mawane, residing principally beneath the city.  A number of human farming settlements are clustered outside of each of the cities, further beyond, Aragana is a wilderness, with a few human settlements, but principally grugarch (wild elves) and gnolls.

Current revision as of 14:56, 24 June 2010

The Magelaw of Aragana
The Magelaw of Aragana, located on the east side of the continent, is a profound example of the difficulties of life in a magocracy. It has three major settlements, known as the primary cities, in the region, as the primary coucil of wizards has refused to allow further development. Outside of the main cities, the region is inhabited by nomatic grugarch, human, and gnoll tribes, there is also a few villages of lizardfolk on the southeastern peninsula. Human and grugarch tribes frequently vist the major cities, which serve as hubs for trade.

The three primary cities are Elfaen in the North, Marawane in the south, and Aragana City neatly in the center of the region. Aragana City is the largest of the three, and it's ruling council nominally rules the Magelaw.

Contents

[edit] Government

Each of the cities of Aragana is ruled by a council of nine elder Wizards, one representative from each school of magic, as well as an archmage who has no chosen speciality of magic. This Archmage is known as the "Constant" and is the head of the governing council of each primary city. Aragana takes its name from its capital city, and the Constant of Aragana is nominally ruler of the realm and of the Haridrin. When a Constant dies, a new one is chosen by the members of his council. Council members are elected by those those who have established membership in their school of magic within their city.

[edit] Military

The military of Aragana, called the Haridrin, boasts neither the largest nor most veteran troops in Felloar. However remains almost undisputedly one of the most powerful forces on the continent. Given it's power, the military's policy is largely pacifistic, reflecting the disdain that most wizards hold for armed conflict. Each of the primary cities possess virtual autonomy over its partition of the Haradin, however it is rare for any of the cities to deploy its militia unless directly threatened. The last engagement the Haradin were involved in happened in 834, when the Haridrin preemptively struck at a army of gnolls which were preparing to attack the northern city of Elfaerin. The result was decisive victory for the Haridrin.

The Haridrin rely heavily on battlemages to bolster the ranks of their forces. The much higher than normal concentration of sorcerers in Aragana lends its self towards reliance on magi in combat. As such, the Haridrin are tactically astute force, capable of a diverse array of dazzeling battlefield maneuvers.

[edit] Geography

The Geography of Aragana is as disperse as any in the Fellaor. The south is largely an arid desert, inhabited by few of the nomatic tribes, The nothern party the region is densly inhabited, being forested and relitively game abundent. With the abundence of the forests there comes a problem, as gnolls also inhabit in the north, and acquired a particular reputation for preying upon travellers. The gnoll population gives one advantage for the kingdom as their warriors serve as a bulkwork against fiercer invaders from the wastes. The gnolls and other nomadic peoples tend to habitate around that border between Aragana and the wastes.

[edit] Demographics

Although humans remain the dominant racial group within the Aragainian border, the primary cities are home to a dazzling array of races. the primary racial groups are humans (65%) and elves (25%) within the primary cities, however, halflings (5%) , goblins (3%), and gnolls (1%) are also to be found within the city. A small dwarven Enclave also exists in Mawane, residing principally beneath the city. A number of human farming settlements are clustered outside of each of the cities, further beyond, Aragana is a wilderness, with a few human settlements, but principally grugarch (wild elves) and gnolls.

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