Krinleaf

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Dominator of Xel'da'kor
Politics and Religion
Capital: Krinia
Religion: Matter
Government: Monarchy
Ruler: 'The Dominator'
Primary Magic: Dojutsu
Population and Economy
Population: Dokkar, Humans.
Languages: Dark Alfar
Tax Revenue: 2,788
Resources: Mana 1,350
Food surplus 3
Adamantium 250
Levistone 10
Books 120
Common Draft 12 (halved)
Noble Draft 2
Horses 30
Beasts 25


History

The Dark Elves, or Dokkar, have always been withdrawn. They started as a group of alfar who wanted nothing to do with the nearly global empire that their bretheren created. They fled far away, to an unground realm where they would be secure and named it Darkenhome. They rarely if ever have anything to do with the outside world after this. This lack of interest in the outside world caused many others to view the Dokkar as a mere fairy tale. The necromancers knew they were more than myth however, and ruthlessly attacked their holdings during the war. The Dokkar had no choice but to fight, and take a more active role in the world after the war, since their existence was revealed to the other races when they fought the Necromancers.


Politics

The people of Krinleaf are ruled by the Dominator. The Dominator is the supreme leader of the Dokkar people. His people view him as a living god. The Dominator has ruled the Krinleaf people since they broke off from their Alfar bretheren, and he shows no signs of dying anytime soon. He has lived an unaturally long life, even for a Dokkar. He appoints Ministers from the noble class. These ministers do the day to day running of the state.


Religion

The people of Krinleaf worship the Dominator as God-King of the Dokkar people, rather than the tradional 'gods'. This was not intentional on the part of the Dominator, but he has used it to full effect. As the savior of the Dokkar people, the Dominator has long been respected. Not only did he found the nation and defend it from all attacks, he is the single oldest Dokkar in living memory, well past the age lesser dokkar reach, and still yotuhful in appearance. He is also the most powerful sorcerer in the kingdom of Krinleaf. This powerful combination led a radical minority to think of the Dominator as a god sent from heaven to save them. This faction gained popularity among the people after the Necromantic war, and the ministry, sensing a way to solidify their power with the people, made it the offical 'religon'. While not a religion in the traditional sense, as people do not pray to the Dominator, commoners feel that he is infalible, and practically worship him. The ministers and nobles are not so faithful, but they do honor and respect their leader, and very few would replace him given the chance.

Persons of note

The Dominator
Absolute ruler of Xel'da'kor. Savior of the race. Led a group of dissident alfar away from mainstream society and forged his own nation

Minister Gruul Freedon
The current high commander of the army. A war monger, always seeking an excuse to attack and conquer.

Minister Nash'al Forlief
The current commander of the Xol'da'kar airforce. A calmer head than Freedon.

Minister Mel'kun
Advisor to the Dominator on foreign policy. Views violence and force as a last resort.

Captain Draemore
Young military commander of the first trading fleet expedition.

Envoy Draa'k
The first transcontinental ambassidor from Krinleaf. She is a rising young star in the minstry ranks.

Domains

KRINIA (95)

 Underhaven (+25) +50g, +375 mana, admantium, gold, beasts, very defensible.
 Fortifications (+10) (Must be seized)
 Underhold (+50) -4 food, +700g, +500 mana, +30 books, +5 common, +2 noble.
 Goldmine (+10) +250g.

KRINIAN (40)

 Underdark lightfield (+20) +3 food, +50g, +125 mana, +2 common, adamantium, gold beasts, defensible.
 Town (+10) -1 food, +200g, +10 books, +2 common.
 The deeps (+0) -25%g output, attritional, horrors.
 Fortifications (+10) (Must be seized).

MELFORT (25)

 Countryside (+10) +2 food, +100g, +3 common, Horses.
 Major River (+5) +1 food, +50g, (potentially) defensible, river transport.
 Paddocks (+10) -1 food, -1 common to domain it's in, +30 horses.

GREYLEAF (50)

 Underdark lightfield (+20) +3 food, +50g, +125 mana, +2 common, adamantium, gold, beasts, defensible.
 Town (+10) -1 food, +200g, +10 books, +2 common.
 Goldmine (+10) +250g.
 Adamantium Mine (+10) +250 Adamantium.

THE GARDENS OF THE LOST (30)

 Elven wilds (+10) +2 food, +50g, +50 mana, +3 common (somewhat) defensible.
 Town (+10) -1 food, +200g, +10 books, +2 common.
 Wizards tower (+10) +50 books

THE KRINIAN DEPTHS (45)

 Underdark (+15) +1 food, +50g, +125 mana, +1 common, admantium, gold, very defensible, beasts.
 Genesis (+10) +1 food, +50 mana, units heal rapidly, +1 common.
 Goldmine (+10) +250g.
 Stockades (+10) -1 food, -1 common, +25 Beasts.

THE XELDARAN CASCADES (25)

 Mountains (+5) +50g, very defensible, adamantium, levistone, gold.
 Levistone Quarry (+10) +10 levistones
 Town (+10) -1 food, +200g, +10 books, +2 common.

THE HELSBURG TERRITORIES (Conquered) (10)=2,500g Hills (+10) +150g, +1 common, defensible, adamantium, gold.

Military

Special Forces Branch
The Dominators' Own
Trained intensively since childhood, these special soldiers use both magic and martial prowess to furthur the Dominators goals both at home and abroad. Cross them at your own peril.

Dark Elf Warlock cost x2 = 400 gold + 200 mana + 60 books + 2 noble draft
longsword cost x2 = 100 gold
alfar blades x2 = 200 gold + 100 Mana
full plate x2 = 120 gold
adamantium plates x2 = 120 adamantium
Warlock total cost = 850 gold + 300 mana + 120 adamantium + 2 noble draft
Warlock total upkeep = 20 gold (twice as much during wartime)

The Death Guard
Knight cost x10 = 2000 gold
longsword cost x10 = 500 gold
hand leadcaster x10 = 200 gold + 100 mana
adamantium weapon x10 = 500 adamantium
adamantium casing x10 = 300 adamantium
full plate x10 = 600 gold
embodied armor x10 = 1000 mana
Knight total cost = 3,300 gold + 800 adamantium + 1,100 mana
Knight total upkeep = 100 gold (twice as much when moblized) + 110 mana


TOTAL POINTS

 DOMAINS (310)
 DOKKAR (20)
 MILITARY 
 LEFTOVER (70)