Currently in the process of building a new little kingdom of pleasant death and suffering, anyone wish to join me?
Kingdom name: Nathrezim
leadership : The lich council
Alignment: Neutral evil
Population: All races and genders are present within Nathrezim, with no exceptions to the rule. However, nearly 75% of the population are either undead or in the process of being raised.
Kingdom focus: The enslavement of the living.
leadership : The lich council
Alignment: Neutral evil
Population: All races and genders are present within Nathrezim, with no exceptions to the rule. However, nearly 75% of the population are either undead or in the process of being raised.
Kingdom focus: The enslavement of the living.
Professions within Nathrezim :
In the underground city of Ahn'kahet:
Apothecaries: Create and sell potions and poisons to the denizens of the city, and procure the necessary components for said items.
Stichers: Stich together the bodies which are used to create Abominations,as well as perform maintenance on the undead army when it begins to fall apart .
Miners: Mine the many exposed veins of saronite in the deep tunnels of Ahn'kahet, taking the metal to the main city to be smelted into a usable material.
Smiths : Use the saronite gathered from the miners to create various arms and armor, even basic household items are made from the metal.
Stable hands: Take care of mounts, although more used to the dead variety than the living they are still capable of handling living mounts.
Mushroom farmer: As the name suggests, these folk harvest the many different kinds of mushrooms down in the caverns.
Stonemason: Carves out the various rooms and passages of the inner kingdom, slowly expanding the city as it is needed. The Stonemasons also create gargoyles, living sentinels which adorn the walls and crenelations of towers.
Rune emblazoners: These jobs are few and far between, their job being to enchant the weapons and armor created by the smiths to further empower them.
Above ground professions:
Farmers: Harvest crops such as wheat, corn and rye to support and feed the living community's.
Carpenters : Create wooden goods and homes for the living as the community expands.
Executioner: Each year a third of all children born are marked for death and reanimation. Once they reach adulthood the chosen few are lined up and killed painlessly, then immediately raised to undeath.
Stable master: Used to handling both living and dead mounts.
Lumberman: Cut down the spruce and oak forests which reside in the cold terrain of the west, providing warmth to the town and lumber for the carpenters.
Hunter: supply the town with meat and furs from the surrounding forests .
Clothier: Turn the furs from the Hunter into durable, warm clothing.
Non legal professions: Nonexistent. The undead keep a firm reign on the living under their control.
Buildings below ground :
Crypts : Where the undead army of Ahn'kahet rest, keeping them organized and ready for any particular occasion.
Slaughterhouse: Where Abominations are stitched up and chosen living are slaughtered, generally the two are not far apart timewise.
Forges: Where the saronite armor and weaponry are created, the flames of the Forges glow a soft blue from the metal it Forges.
Caverns: Deep, cold and dark, what more could you expect?
Ziggurats: Imposing towers embued with lost souls. Upon a hostile target nearing a soul will flee from the Ziggurat and attempt to possess the body of one of the oncoming foes.
Buildings above ground :
Inn: A standard building to eat, drink, and make merry! For a few gold coins you could have a room, a meal, and perhaps some company if you were so inclined. Mead is always being served, and as for the meal, there is a schedule depending on the Inn and the day of the week. Common inn names are ; The Winking Elf, The Grubby Mug, and The Lusty Maid.
Blacksmith: Here you will find a place to find metal goods, whether they be steel or iron weapons, armor, hinges, etc.
Fur trader: As the name implied, here furs can be purchased or sold.
Lumber mill: Here felled trees are processed into planks and boards. Wooden goods can be purchased here, such as ladders or straight lumber.
Crops grown: The crops grown above ground are hardy and strong, just like the people who grow them. The crops grown are Corn, Wheat, Rye, Cabbage, and Potatoes.
The law: There is no real law, other than a few rules which are enforced under pain of death. 1 Do not steal from another. 2 do not Harm another .3 do not kill another. 4 Respect your undead superiors. Non compliance with any of the above rules results in death. Anything not listed here is for the living to take justice into their own hands.
In the underground city of Ahn'kahet:
Apothecaries: Create and sell potions and poisons to the denizens of the city, and procure the necessary components for said items.
Stichers: Stich together the bodies which are used to create Abominations,as well as perform maintenance on the undead army when it begins to fall apart .
Miners: Mine the many exposed veins of saronite in the deep tunnels of Ahn'kahet, taking the metal to the main city to be smelted into a usable material.
Smiths : Use the saronite gathered from the miners to create various arms and armor, even basic household items are made from the metal.
Stable hands: Take care of mounts, although more used to the dead variety than the living they are still capable of handling living mounts.
Mushroom farmer: As the name suggests, these folk harvest the many different kinds of mushrooms down in the caverns.
Stonemason: Carves out the various rooms and passages of the inner kingdom, slowly expanding the city as it is needed. The Stonemasons also create gargoyles, living sentinels which adorn the walls and crenelations of towers.
Rune emblazoners: These jobs are few and far between, their job being to enchant the weapons and armor created by the smiths to further empower them.
Above ground professions:
Farmers: Harvest crops such as wheat, corn and rye to support and feed the living community's.
Carpenters : Create wooden goods and homes for the living as the community expands.
Executioner: Each year a third of all children born are marked for death and reanimation. Once they reach adulthood the chosen few are lined up and killed painlessly, then immediately raised to undeath.
Stable master: Used to handling both living and dead mounts.
Lumberman: Cut down the spruce and oak forests which reside in the cold terrain of the west, providing warmth to the town and lumber for the carpenters.
Hunter: supply the town with meat and furs from the surrounding forests .
Clothier: Turn the furs from the Hunter into durable, warm clothing.
Non legal professions: Nonexistent. The undead keep a firm reign on the living under their control.
Buildings below ground :
Crypts : Where the undead army of Ahn'kahet rest, keeping them organized and ready for any particular occasion.
Slaughterhouse: Where Abominations are stitched up and chosen living are slaughtered, generally the two are not far apart timewise.
Forges: Where the saronite armor and weaponry are created, the flames of the Forges glow a soft blue from the metal it Forges.
Caverns: Deep, cold and dark, what more could you expect?
Ziggurats: Imposing towers embued with lost souls. Upon a hostile target nearing a soul will flee from the Ziggurat and attempt to possess the body of one of the oncoming foes.
Buildings above ground :
Inn: A standard building to eat, drink, and make merry! For a few gold coins you could have a room, a meal, and perhaps some company if you were so inclined. Mead is always being served, and as for the meal, there is a schedule depending on the Inn and the day of the week. Common inn names are ; The Winking Elf, The Grubby Mug, and The Lusty Maid.
Blacksmith: Here you will find a place to find metal goods, whether they be steel or iron weapons, armor, hinges, etc.
Fur trader: As the name implied, here furs can be purchased or sold.
Lumber mill: Here felled trees are processed into planks and boards. Wooden goods can be purchased here, such as ladders or straight lumber.
Crops grown: The crops grown above ground are hardy and strong, just like the people who grow them. The crops grown are Corn, Wheat, Rye, Cabbage, and Potatoes.
The law: There is no real law, other than a few rules which are enforced under pain of death. 1 Do not steal from another. 2 do not Harm another .3 do not kill another. 4 Respect your undead superiors. Non compliance with any of the above rules results in death. Anything not listed here is for the living to take justice into their own hands.
Economic pursuits:
Currency
Those who live above ground use the gold standard, IE ; 10 copper= 1 silver. 10 silver=1 gold. etc. Prices may vary based on the supply and demand, for example a steel long-sword could run somebody around 8 gold if they have a good supply of said items. However if they have only, say two long-swords in stock the price may be raised by as much as 20 gold. (Note, D&D prices can be used by other players to approximate the prices of items in stock) Below ground the only real currency are scourge marks, recommendations given to citizens and travelers who have shown their worth to those of a higher standing, IE a death-lord, lich, or otherwise high ranked undead officials. (Note, to help with pricing one commendation is the equivalent of nearly 50 gold coins, so they tend to be coveted by those who live below.)
Economy
The standard economy above ground is still mostly barter based, "I'll trade my shovel for two chickens" And that type of thing. Coins are rather rare in the kingdom of Nathrezim so far thanks to the current lack of travel between their own nation and others, their entire "Enslave the living" doctrine may be a bit of an obstacle to attracting tourists. With coins rarely being involved people are very rarely poor in these small villages which dot the snowy, hilled landscape of which Nathrezim is located. If one of the undead officials spot any living creature in a state of squalor (Hungry, no shelter and poor clothing) The vagrant in question will have two choices, either agree to become one of the unliving, or join the Nathrezim military as one of it's Living battalions.
Currency
Those who live above ground use the gold standard, IE ; 10 copper= 1 silver. 10 silver=1 gold. etc. Prices may vary based on the supply and demand, for example a steel long-sword could run somebody around 8 gold if they have a good supply of said items. However if they have only, say two long-swords in stock the price may be raised by as much as 20 gold. (Note, D&D prices can be used by other players to approximate the prices of items in stock) Below ground the only real currency are scourge marks, recommendations given to citizens and travelers who have shown their worth to those of a higher standing, IE a death-lord, lich, or otherwise high ranked undead officials. (Note, to help with pricing one commendation is the equivalent of nearly 50 gold coins, so they tend to be coveted by those who live below.)
Economy
The standard economy above ground is still mostly barter based, "I'll trade my shovel for two chickens" And that type of thing. Coins are rather rare in the kingdom of Nathrezim so far thanks to the current lack of travel between their own nation and others, their entire "Enslave the living" doctrine may be a bit of an obstacle to attracting tourists. With coins rarely being involved people are very rarely poor in these small villages which dot the snowy, hilled landscape of which Nathrezim is located. If one of the undead officials spot any living creature in a state of squalor (Hungry, no shelter and poor clothing) The vagrant in question will have two choices, either agree to become one of the unliving, or join the Nathrezim military as one of it's Living battalions.