<strong>Nation:</strong><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_font" style="font-family: georgia;">Amalor</span></span><br/><br/>Amalor is a temperate to tropical country that is made up of a mainland with three large tropical islands off the coast.  The mainland is mostly temperate and is made up primarily of plains, forests, several mountains/rocky hills, and a number of small lakes.  The islands are mostly tropical and are made up of jungle and mountains (volcanoes).  Besides the three large islands, there are many smaller islands (<em>note: these are not shown on the map</em>) surrounded by a huge protective reef.  Amalor contains no deserts, tundra, or wastelands.  Swampland is rare.<br/><br/>Plains:          20%<br/>Forests:        20%<br/>Jungle:          25%<br/>Hills:             15%<br/>Mountains:   15%<br/>Swamp:        05%<br/>Desert:         00%<br/>Icy tundra:    00%<br/>Wastelands: 00%<br/><br/>Examples of the terrain of Amalor:<br/><br/>(http://www.freeimagehosting.net/uploads/th.556dc60952.jpg) (http://www.freeimagehosting.net/image.php?556dc60952.jpg)<br/>Plains such as this are common on the mainland.<br/><br/>(http://www.freeimagehosting.net/uploads/th.7007e8963d.jpg) (http://www.freeimagehosting.net/image.php?7007e8963d.jpg)<br/>An example of the islands, with the barrier shoals clearly visible, and the shallow sea within.<br/><br/>(http://www.freeimagehosting.net/uploads/th.32096c55b2.jpg) (http://www.freeimagehosting.net/image.php?32096c55b2.jpg)<br/>The tropical island of Zahanar, just one of many in the sea just off the coastline.<br/><br/>(http://www.freeimagehosting.net/uploads/th.3ec53cb746.jpg) (http://www.freeimagehosting.net/image.php?3ec53cb746.jpg)<br/>The island of Naxias, said to resemble the outstretched hand of some ancient titan reaching upward from beneath the waves.<br/><br/>(http://www.freeimagehosting.net/uploads/63206b4ce2.jpg) (http://www.freeimagehosting.net/)<br/>The coastline of Zerxia, one of the larger islands.  The mainland of Amalor can be seen just beyond.<br/><br/>(http://www.freeimagehosting.net/uploads/th.ebfad52c2a.jpg) (http://www.freeimagehosting.net/image.php?ebfad52c2a.jpg)<br/>An example of the type of flora at the more temperate Northern end of the country.<br/><br/>(http://www.freeimagehosting.net/uploads/a9eb19cc5c.jpg) (http://www.freeimagehosting.net/)<br/>Scenes like this are typical of the rocky uplands near the mountains.<br/><br/><strong>Fauna:</strong>Amalor is host to many varieties of species that have adapted to different types of terrain.  In the Southern islands there are various types of constrictor snakes, ranging in size from 6 to 18 feet in length.  Also common in the islands are many exotic and colorful birds (parrots being common) and lizards.  The islands also are the home of numerous rare types of insects, most quite large and vividly colored, such as the Altrusian Butterflies, which are as big as condors and serve the same function (they are scavengers) and the Jagurthan Fireflies, known to range in size from 2-3 feet long and hunt at night for small rodents.  Primates are rare in Amalor (the only monkeys to be found are the tiny capuchins in the islands) and apes are completely extinct in the country.  In the forests are all the typical forest creatures normally found elsewhere (squirrels, rabbits, foxes, owls, raccoons, etc), but few larger mammalian predators (such as bears).  The plains host large grazing beasts of many sorts, ranging from wild cattle and horses to colorful fleet-footed landbound lizard-birds (which can be anywhere from 1-3 feet high and emit an odd warbling sound when running).  The hills and mountains are home to a variety of mammals and birds, including the fierce Amalorian Eagle, a large avian dubbed the "wolverine of the sky."  The first tyrant queen adopted one as a pet and they have remained the national bird (and symbol) ever since.  Few reptiles exist in the mountains, but there is one peculiar type of "wolf-lizard" that dwells there, but is rarely encountered.  In the caverns underground, there are numerous insects and a type of giant spider, the Pellucid (as large as a chariot) which the Dark Elves have domesticated over the years.  Like the cattle used by humans, the Dark Elves tend to their spiders with similar care.  The primary source of a highly lethal poison, these spiders are routinely milked of venom and sometimes slaughtered for food, though only the Dark Elves seem to enjoy the meat.  Another variety of giant spider, the Thipsids, are bred for their webbing, which is harvested and used to make sturdy rope or clothing.  The Deep Worm, a huge underground-dwelling caterpillar, serves the same purpose until it goes into its chrysalis years later to become a Gloom Wing.  The Dark Elves exploit the uses of both Deep Worms and Thipsids with equal zeal.  It should be noted that the only types of poisonous creatures in Amalor exist below the surface, either underground or in the ocean.  There are no known venomous creatures roaming the land.  The shallow sea contains a rich variety of sea life common to warm waters, including a number of unique species.  Dolphins and porpoises are common in these waters and twice a year huge packs of Orcas migrate here and stay for about a month before moving on.   A large species of eel can be found in the shallow sea, as well as in the lakes and rivers, and these creatures have an alarming penchant for aggressive "amorous invasions" of the unwary swimmer (wriggling in headfirst to whatever orifice it can force itself into).  Such eels are mostly harmless, though there is one species that shoots out sharp stinging spikes from a band around its neck after it has inserted itself headfirst into its target.  A number of the constrictor snakes found in the islands also exhibit this same behavior.  The Amalorians regard them as nuisances at worst and cute pets at best.  It is known that a species of medium-sized black dragons exists in the country, dwelling near dormant volcanoes, but sightings are rare and the creatures tend not to attack unless provoked or if their caverns are invaded.  There are other dangerous creatures either known or believed to exist in the ruins scattered throughout the country, but cataloguing them all has been a difficult and time-consuming task.  A type of nocturnal bird, the Nightflyer, is a type of horned owl that has been domesticated because of its intelligence and homing ability.  These birds are typically used for delivering information great distances.  The less intelligent, but even faster, Red Swift is used during daylight hours when the Nightflyers go to roost.  Both birds are fairly large, about the size of a falcon, and can carry a large scroll or small book with no signs of difficulty.  Most human Amalorians have domesticated a wide range of animals, which serve a variety of uses, but most common are livestock animals (chickens, cows, goats, sheep, and pigs), beasts of burden/transportation (horses, bulls, oxen), pets (dogs, birds, snakes) and communication (the two types of birds mentioned earlier).  Cats of any kind are very rare in Amalor, with only a few larger types ever having been reported in the jungle.<br/><br/><strong>Flora:</strong>Just as there are many varieties of animals found throughout Amalor, so too are there many more typs of plants.  The Southern islands are made up of lush jungle including many types of palm trees, and these islands host a rich variety of delicious fruits.  Pineapples, bananas, coconuts, mangos, and berries of all types can be found, as well as medicinal herbs and useful substances (like rubber, caulk, and Saleris, a sap which, when combined with a vinegar solution and dried, acts like a strong waterproof sealant).  There are also a rich abundance of plantlife in the plains and forests as well, including deciduous trees of all sorts and sizes (though the truly titanic redwoods of the time of the Elves are gone), shrubs and bushes of all kinds, and even a peculiar type of vine that produces a crystalline object (when the breeze blows this vine is essentially a wind chime).  The woodlands are also where the mighty Ironwood is found, a large sturdy tree that is often used for a variety of purposes from furniture to bows/arrows, to the mighty Amalorian war-club (a terrifying weapon banded and studded with steel, this tool can easily break bones and crush skulls of even the most heavily defended foe, the horrible impact going right through the armor).  Near the coastline can be found wild orange trees, lemon trees, lime trees, and otther fruit trees.  Many Amalorians have created orchards of these fruit trees, and also the fruit trees of the islands.  In the mountains there are typical alpine plant life, getting more sparse the higher up the mountain one goes.  Near the snowy peaks grows a rare type of colorful flower, dubbed a snow lily, which blooms in winter and grows upward through the snow to the surface, displaying vividly colorful petals.  Snow lillies come in a variety of colors, but most are yellow, red, green, purple, or blue.  Orange snow lillies are the rarest.  There is also a type of berry that grows near the snowcaps which is quite delicious, and somehow remains cold even for several days after being plucked.  Many types of vegetables found on the plains have since been long cultivated by the Amalorians.  Carrots, potatoes, cabbage, lettuce, tomatoes, grapes, onions, garlic, leeks, corn, pumpkins, cucumbers, celery, radishes, and beans being commonly grown.  A number of grains from the meadowlands also make up the standard Amalorian crop.  Wheat, rice, and barley are the most typical grain crops of the nation, and used to make leavened and unleavened bread.<br/><br/><strong>Rocks &amp; Minerals:</strong>Deposits of gold, silver and copper can be found in average quantities in the country, though these ores are only allowed to be mined sparingly by royal decree and the mines are operated only by the state.  Mithril ore deposits exist in the region and are carefully mined and worked by the Dark Elves and Half-Elves, equally.  Vividly colored quartz of all hues can be found underground, and some of these crystalline deposits can be quite huge and come in a variety of geometric shapes.  Emeralds, rubies, diamonds, sapphires, opals, amethysts, and other such gemstones are much rarer, but have been found.  Limestone, granite, shale, slate, and several types of marble are found in great abundance throughout the region (the hills contain the most easily accessible deposits).  Jade is somewhat rare but some deposits exist in and around the forest regions.  Magnesium, brimstone, and lava rock is found near various volcanic mountains in the islands, as is chalk and sandstone in hills and cliffs near the beaches on the mainland.  Iron ore and tin are very common throughout the region and is either exported raw or worked into steel and sold.  Deposits of an unknown tin-like metal, antimony, and lodestone can also be found in the mountains.<br/><br/>A highly rare type of metal, called Eldrithium, can only be found in Amalor.  This metal is very heavy but highly resistant to magic.  Merely holding it for a period of time will slowly drain away any enchantments placed upon the person of the holder.  It is a difficult metal to work with, and only used by master Amalorian armorsmiths belonging to a specific guild.  Eldrithium can only be worked once.  If it is melted down and worked a second time it will break down during the process into a dirty bronze mess that, when hardened, is much like tin (with no magic resistant properties).  The anti-magical nature of Eldrithium prevents any smiths from using magical means (even alchemy) to work it, as the Half-Elven sages of Amalor found out, though the Dark Elves continued to try much longer before giving up.  When worked correctly, Eldrithium can be shaped into steel-hard armor that, alone, is impressive, but also is highly resistant to magical effects.  A secondary reason the Amalorian infantry utlizes this armor is that, if lost on the battlefield, it is unlikely to be useful to any but the most physically powerful foe (being so heavy that it's unlikely a normal person could wear it for long, much less fight in it...and magically-enhanced strength is no solution since the armor drains away that property from the wearer as long as the armor is on), and also because the armor provides a means to gradually strengthen the body of the Amalorian wearing it.  Over time it builds the muscles and gets easier for the wearer to bear, and is a sign of personal pride to the Amalorians.  Because of its nature, Eldrithium is never sold or exported (it is unlikely there would be enough left to export, anyway, since so much of it is used in the smithing process).<br/><br/>Amalorian alchemist-seamstress guilds have also uncovered a process to make a substance known as Steelsilk.  This material is glossy and looks shiny and metallic but feels like comfortable sheer silk and has stretchy properties.  It can be either silvery chrome, shiny gold, or colored in a variety of brilliant hues.  These garments are sometimes sold/exported from time to time.<br/><br/><strong>Architecture:</strong>Provided are some examples of Amalorian structures.  Houses are shown in the section regarding population (below).<br/><br/>(http://www.freeimagehosting.net/uploads/a85e9bb069.jpg) (http://www.freeimagehosting.net/)<br/>The Temple of the Goddesses, built by the Giants and dedicated to all 12 of the deities of Amalor.<br/><br/>(http://www.freeimagehosting.net/uploads/th.8880074401.jpg) (http://www.freeimagehosting.net/image.php?8880074401.jpg)<br/>A standard example of an average Amalorian temple devoted to one of the goddesses.<br/><br/>Three views, from different angles, of the Hippodromes found in all three of the major cities:<br/>(http://www.freeimagehosting.net/uploads/th.cb73d5fa02.jpg) (http://www.freeimagehosting.net/image.php?cb73d5fa02.jpg) (http://www.freeimagehosting.net/uploads/th.9ef5815ddc.jpg) (http://www.freeimagehosting.net/image.php?9ef5815ddc.jpg) (http://www.freeimagehosting.net/uploads/th.1792985d47.jpg) (http://www.freeimagehosting.net/image.php?1792985d47.jpg)<br/>Chariot racing is just one of many sports found in the nation.<br/><br/>(http://www.freeimagehosting.net/uploads/th.c7e3945ed2.jpg) (http://www.freeimagehosting.net/image.php?c7e3945ed2.jpg) (http://www.freeimagehosting.net/uploads/th.0e9c9862c9.jpg) (http://www.freeimagehosting.net/image.php?0e9c9862c9.jpg)<br/>Amphitheatres such as this are also found in all three major cities.  Oratories, musical performances, even erotic plays are all typical fare of Amalor.<br/><br/>(http://www.freeimagehosting.net/uploads/d3a786f92c.jpg) (http://www.freeimagehosting.net/)<br/>Some towns even boast their own small amphitheatres, such as this one.<br/><br/>Also of note are the massive arenas located in all three major cities.  The arenas host a variety of entertainments, typically combat (which is usualy non-lethal, thanks to healers nearby, but some deaths/executions are not unknown), but can also include sports, athletic events, and varied acts such as acrobatics, dancing, and musical performances.  The arenas, themselves, are a work of architectural genius, with many versatile options capable of being employed.<br/><br/>The huge Colossa of Tanthis is also noteworthy, having been built by the giants out of solid marble, the statue straddles the harbor, one foot on either side, a gorgeous athletic nude figure forever standing watch.<br/><br/>Many permanent enchantments have been placed on the statues and buildings throughout the country, the most common being artificial illumination, or illusory effects.  Many fountains have enchantments in place to ensure the water remains pure and and fresh.  Temperature control is a popular enchantment inside some buildings (such as the temples).<br/><br/>The Aquatic races construct their homes and buildings out of shells and coral, along the style of their forebears though in much smaller scale.  There exist several stone Amalorian stuctures at the sea floor where the Tritons have built replicas of some of the temples on the surface but earthquakes have largely damaged these structures.  They are still in use by the Aquatics, however, and slated to be fully repaired at a later time.<br/><br/>(http://www.freeimagehosting.net/uploads/th.d71603c0b9.jpg) (http://www.freeimagehosting.net/image.php?d71603c0b9.jpg)<br/>The Temple of Sa-Arthesh Slori (marine goddess of health), damaged 100 years ago by subsurface earthquakes.<br/><br/>The Centaurs typically do not build standing structures but do make use of the large breezy stone buildings constructed for them by the other Amalorians.  A number of wooden stockades have only recently been built by the Centaurs, as sort of camps in various distant parts of the nation, as they prefer to stay mobile and not remain in one location for too long.<br/><br/><strong>Climate: </strong>The climate is usually balmy and warm all year round (very mild winters which seldom go below the 60's) and snow is unheard of except in the mountains.  Rainfall is a bit higher in Amalor, particularly in the islands, and very common in the months of December and January.  The summer months can sometimes be very humid, especially in the islands.  From time to time, Amalor's relatively pleasant climate is marked by extreme conditions, such as hurricanes and typhoons, with flooding soon to follow.  Fortunately these occurrences are fairly rare.  Phenomena such as tornadoes and drought are unheard of in Amalor.<br/><br/><strong>Geological activity:</strong>Amalor is not a new nation, it had been colonized by many races over the past, going back even before most historical tomes relate, but one constant seems to be unstable geological activity.  Earthquakes and volcanic activity have been the ruin of more than one empire here.  At one time Amalor had even sunk to the sea floor, only to be raised ages later in yet another upheaval.  Many academics postulate that Amalor was, and still is, a sort of hub area.  A landmass floating, bouncing, and bobbing on a sea of lava like a cork on the surface of a pond.  Priestesses hold that Amalor is a blessed focal point of the goddesses and the centerpoint of change and mysteries which can never be fully understood, the volatile changes all being the will of the goddesess.  The priestesses use a different analogy, describing Amalor as a finely worked set of shield, armor, and weapons, all being cast in fire (volcanoes) hammered out by the goddesses (earthquakes), and then cooled (hurricanes/floods), all of which are necessary before the result is complete.<br/><br/><strong>History</strong>(The Eight Known Eras of Amalor):<br/><br/>It is surmised the very First race to inhabit the region was an insectoid race, long since extinct.  Not much is known of them, or how long their rule lasted (some would say a million years), but a few rare structures and evidence of their ancient empire have been uncovered, though hardly what they must have looked like long ago.  Some sort of illegible script has been found excavated from quarries or found on jungle cliffs worn away by erosion.  Some sages surmise this to be evidence left behind by this ancient race.  A few fossils have also been found of very strange plants and animals that must have existed during the time of the insectoids, but only a rare few fossilized remains of the insectoids have ever been found.<br/><br/>The Second race to inhabit the region were the Reptile Men (or Lizard folk, as some call them).  Their structures and artwork were largely lost due to a cataclysm that shook the area and destroyed most of the life on the planet, according to scholars.  They lived in a time when huge reptilian beasts roamed the world.  These Reptile Men were likely a varied race, with some being lighter of build, and others heavier of build, but most were roughly 5-8 feet tall, from the fossilized remains.  They were apparently masters of some sort of crystal technology that has been lost after their passing.  They had a spoken and a written language, that much the scholars today agree upon, because there are some stone tablets that point to that, however, not much of the rest of their culture is known.  It does appear they were at war with some sort of sea race who existed at the time, which some have dubbed the Fish Men (note: many believe the Fish Men to be the first known sentient race, older even than the Insectoids, and had survived numerous mass extinctions).  There's also some controversial carvings found in at least two ruins of Reptilian structures that indicate a pimititive proto-elven race that had been encountered by the Reptile Men.  There are no other records of mammalian life at this time, which begs the question: where did this primitive elven race come from?  The Reptile Man race vanishes from global dominancy (as does the age of the great reptilian beasts) during the same time as the primitive elves seem to have appeared.  Many would provide answers for why this happened, ranging from the scientific to the religious, but in truth it is all pure conjecture.<br/><br/>The Third race to colonize the region were the Elves, much much later and there is evidence that Amalor was a much different place during the height of their reign (which some believe lasted for 20,000 years, but of course, there is no conclusive proof).  Amalor was much colder, dryer, and forested by massive conifers (redwoods and sequoias) that served as their cities.  Elegant stone structures also dotted the land, testimony to the engineering genius of the Elven race.  Sadly, the Elven structures are all in ruins now, but can still be seen in various parts of the country, crumbling in the mountains, overgrown in the islands, half-buried in caverns, and on the sea floor.  The ancient Elven colony here fell due to violent earthquakes and wildfires that forced them to flee to other areas.  Some of the Half-Elves who have returned claim to be the long lost descendants of the original Elven inhabitants but most sages scoff at the notion.<br/><br/>(http://www.freeimagehosting.net/uploads/01f66546ed.jpg) (http://www.freeimagehosting.net/)<br/>An example of the remains of a Third Age Elven ruin<br/><br/>The fourth race to inhabit the area were the Dark Elves, who sought to claim the area as a sanctuary and military outpost.  They built incredible cities underground out of the living rock, cultivated a special fungus that produced oxygen, and developed a vast society largely unknown to the savage primitive humans (neanderthals), lurking above.  The Dark Elves built few structures on the surface, as they were constantly at war with the bestial and brutish humans there, often winning battles against them but never gaining a conclusive victory, and so they retired completely to their underground empire where it was safe.  Alas, the instability of the region claimed the Dark Elven colony much as it had done the Elven one previously.  Even the powerful magic of the Dark Elves was not sufficient to hold back the lava and tons of rock that ended their civilization here after it was founded only 10,000 year ago, (based on the best information available).  Some Dark Elves have emigrated back to Amalor for much the same reasons the Elves have, but their claims of lineage are unsubstantiated.<br/><br/>The Fifth race to claim the area were what many sages dub the Aquatics.  After the volcanic activity that destroyed the Dark Elven colony, there was a long period of time marked by the expansion of glaciers which since melted as the world's climate warmed and further earthquakes caused the entire region to sink beneath the waves and what we now call Amalor became a shallow sea.  Sea Elves, Tritons, and Mermaids created a thriving civilization under the warm, sunny, vibrant sea and built vast cities out of huge shells and living coral.  Some of these can still be found in odd locations (due to the oceans having receded over time) such as on some of the islands, hills, and lowlands.  The Aquatics were a robust and friendly culture, engaging in trade with the surface world races that survived the epic worldwide flood (most of the world was underwater during this time).  This did not last, however, as the surface world erupted into chaos and war from the lack of resources and living space, and the conflict spilled over to affect the Aquatics in a way still as of yet undetermined.  Many scholars believe it was some form of disease which was only a minor inconvenience to the surface races, but deadly to the Aquatics.  Others surmise it was some form of plague brought from a star that impacted in the ocean and dissolved, freeing millions of tiny organisms, but there is no shred of proof of this.  Some priests say it was the wrath of the gods.  Whatever the cause, the Aquatic civilization was abandoned as the various surviving sea races split off and left the area, living nomadic existences and settling in other areas.  Some have since returned, and there has been no sign of the bizarre sickness that affected their forebears, and so they have begun to rebuild new colonies under the sea, close to the islands that dot the coast.<br/><br/>The Sixth race to inhabit Amalor were the Giants, a huge race of modern-looking humans (by this time the humans had changed to what we know of today) who came to the area when the oceans receded, geographic upheaval thrust the landmass upwards, and the climate warmed.  The Giants would have been the inheritors of the entire world, for none could match their sheer strength and power for long.  However, the Giants were also a warlike people who could not get along with each other and their reign was a short and violent one, which destroyed them, as a people, and their civilization in Amalor was no different.  Only the ruins of their mighty structures remain, mostly destroyed by the forces of other Giants.  The few remaining Giants who inhabit Amalor today, scholars agree, are the direct descendants of the Giants who dwelled here in the past.  They are less warlike than their predecessors and more apt to live in peace with the other citizens of Amalor, having apparently learned the lesson of their self-destructive past.<br/><br/>The Seventh race to colonize Amalor were the Centaurs, a nomadic tribe who emigrated here roughly 1500 year ago.  They built no grand structures like the previous races, but have lasted the test of time.  Their wars with human invaders have largely shaped and molded both cultures into a warlike one.  The Centaurs,huge creatures, were masters of hit-and-run tactics and their bows and spears are legendary in their effectiveness.  The humans, also quite large relative to other humans worldwide, became masters of infantry tactics, developing the shield phalanx and using heavy armor.  Although the humans would eventually win the war, the Centaurs are still quite numerous in the region (equalling in number the Half-Elves) and now staunch friends of their former foes.  Both races ended their costly war 200 years ago and now combine their might.<br/><br/>The Eighth race to colonize Amalor are the humans, specifically the Amazons.  A race of humans that has no males, but rather a third sex.  This third sex, dubbed as futa, has a female body but male genitals (they are not hermaphrodites, they do not possess a vagina as well, only a penis and testicles).  It is rare, but some futa are born with two sets of penises.  Unapproved sorcerous experimentation has resulted in even more unusual results (such as four breasts and/or four arms).  Upon their arrival, the Amazon priestesses instituted a program to breed out all the males from the entire population (including every race in the country) and over time this process has resulted in a nation of females and futas only.  Males are only allowed here as visitors for short periods of time.  Male slaves are not allowed.  The Amazons of Amalor ruled with an iron fist, having built their rule on conquest, and to the casual observer their culture would seem barbaric.  Their architecture is mostly stonework decorated with frescoes, friezes, and painted designs ((**OOC: think of Crete, Greece, Babylon, Sumeria, or Egypt for influences**)).  The horses, dogs, and bulls of the region are bred for size and strength and never sold or exported (only the common/lesser breeds are ever traded).  The Amazon race is thought to be at least somewhat related to the Giants (much as some surmise the Centaurs to be) because of their size and strength.  Most Amazons are at least 7 feet tall, some being 8 feet, and virtually all are very muscular or at least physically fit.  There are no sickly, frail, waifish, or obese Amazons in Amalor, thanks to a rigid regimen of daily exercise, a healthy diet, and frequent sparring.  The Amazons are the current predominat race to inhabit Amalor and are well aware of the instability of the region in terms of both the present and the past.  They trust in their goddesses to protect them, and the other races, from disaster, but it will remain to be seen if this is any more effective.<br/><br/>(http://fapomatic.com/thumbs/0951/hhj_leamazons_s.jpg) (http://fapomatic.com/show.php?loc=0951&f=hhj_leamazons_s.jpg)<br/>(L to R) The present Battle-Mistress, Gymnasthena (aka Jemella) and Tyrant Queen Elissandra<br/><br/>(http://fapomatic.com/thumbs/0951/hhj_cytoplasmfull.jpg) (http://fapomatic.com/show.php?loc=0951&f=hhj_cytoplasmfull.jpg)<br/>Third in the chain of command is High Priestess Narina<br/><br/><strong>Religion:</strong>Pantheistic.  The state religion practiced by every race, is to the Amazon goddesses, of which there are 12.  Every race has their own versions of the 12 Divines, and worship at the same temples.  The predominant one, however, is Syldanism (worshippers of Syldana).  It is Syldana who keeps the Amazons safe by their exclusion of males, and her wisdom that has provided for their continued survival through the other goddesses (via the futas, by keeping natural disasters at a minimum, by the inclusion of other races, by providing ample resources, by keeping them strong and healthy, etc.  a different job for a different goddess). Through the efforts of the priestesses, vampirism and all known types of undead, have been eradicated from Amalor (though in truth, few cases had ever been reported), and lycanthropy is unknown here thanks to numerous medicinal plants.  One type of violent and aggressive spirit, known only as an Entity, remains and resists all known attempts at exorcism.  Entities are invisible, very strong, can discharge an electrical current, and seem to thrive on raping the unwary.  These malevolent spirits are few in number, and no one is certain even what they are.<br/><br/><strong>Shapeshifters:</strong>Few other nations are aware that a colony of these beings inhabit Amalor, and fewer yet know their true appearance (some believe they are sexless milk-white humanoids, others say they are scaley and dark blue with glowing eyes, yet others argue they are large tentacled horrors).  What is known is that all Shapeshifters in Amalor belong to a secret society called the Protean Sisterhood.  The Sisterhood's motives are unclear but they serve the nation and the Queen in whatever capacity desired.  Other nations, perhaps rightly, believe the Sisterhood to be an elaborate spying operation.  No Shapeshifter has ever actually been caught abroad, however, to corroborate this, but there have been numerous odd occurences and bizarre accounts of certain people being at two places at once.  The Shapeshifters are naturally resistant to magic and psionics, developing this resistence slowly over the course of thousands of years to the virtually impenetrable level it is at today.  An ancient race that has long since been dying out, the Shapeshifters entire culture and civilization has been lost to them over the ages (if they ever possessed one of their own at all) and they now identify with their adopted culture, that of the Amazons.<br/><br/><strong>Races:</strong>The population of Amalor is 100,000, and consists of the following citizens:<br/><br/>Humans:          40%<br/>Half-Elves:       15%<br/>Centaurs:        15%<br/>Giants:             05%<br/>Sea Elves:       10%<br/>Tritons:            05%<br/>Dark Elves:       05%<br/>Mermaids:        03%<br/>Shapeshifters: 02%<br/><br/><strong>Population centers:</strong>The nation of Amalor boasts three major cities.   The capital city of Gynasica, is located roughly in the center of the country and the nearby terrain is open meadow and idyllic forests, with a river flowing from a mountain to the North.  The second biggest city is Tioniphus, located in a well-defended hilly region Northwest of the capital.  The third largest city is Tanthis, located along the Southern coast.  There are numerous other small towns and villages throughout the country, however, most of these having originated as either temporary camps or military posts.  There are very few permanent villages in the islands of the nation, owing to the ferocity of the hurricanes and typhoons which occur unexpectedly.  All of the three major cities are high-walled and bristling with defenses (some very ingenious in nature), with Amalorian citizens prepared for military duty at a moment's notice.  Industry thrives in all three major cities and the villages beyond, with surplus goods being actively exported to other countries and trading partners.  Nevertheless, military drills are still incorportated into daily life.  The open plains around Gynasica are often used for large-scale military maneuvers and drills.  It is not uncommon to see huge troop formations of Amalorians perfecting their craft out on the plains on any given day.  The naval fortress, located in Tanthis, also regularly patrols the coasts and islands in either the large Triremes out in the open sea just beyond the reef wall or the smaller shallow-drafted Destroyers (raiding ships, like lateen-sailed sloops) inside the reef wall where only small craft can go.<br/><br/>(http://www.freeimagehosting.net/uploads/th.35f7480938.gif) (http://www.freeimagehosting.net/image.php?35f7480938.gif)<br/>A typical Amalorian dwelling<br/><br/>(http://www.freeimagehosting.net/uploads/th.79c0eb5c7e.jpg) (http://www.freeimagehosting.net/image.php?79c0eb5c7e.jpg)<br/>Another example of an Amalorian home.<br/><br/><strong>Resources/Exports:</strong><br/><br/>Foodstuffs (Grain/fruit/vegetables):                          25%<br/>Master craft items (statuary/paintings/tapestries):  10%<br/>Rare minerals/gemstones:                                        10%<br/>Livestock (lesser horses, oxen, etc):                         10%<br/>Black pearls and rare coral (black, blue, etc)             05%<br/>Minor enchanted items (amulets, potions)                05%<br/>Iron/steel items:                                                       10%<br/>Textiles (wool, fur, cloth):                                         10%<br/>Medicine (herbs, salves, unguents, etc):                   05%<br/>Mithril ore:                                                                 05%<br/>Rare spices (from the islands):                                  05%<br/><br/><strong>Imports:</strong><br/><br/>Slaves:                               25%<br/>Spices:                               04%<br/>Lumber:                             18%<br/>Stone (masonry):               15%<br/>Finished/worked goods:     18%<br/>Foodstuffs (foreign):           15%<br/>Erotica:                                03%<br/>Magic items:                        02%<br/><br/><strong>Economy:</strong>Copper, silver, and gold are all mined on the mainland (no deposits have yet been found on the islands).  These precious metals are typically neither imported, nor exported.  The amounts mined is strictly based on economic need and an effort to avoid inflation.  The coins minted, in order of value, are the copper Enth, the silver Melath, and the gold Janth (all named for Amazon leaders of the past).<br/><br/><strong>Appearance:</strong>Most human Amalorians are dark complected, though a few lighter complected ones do exist.  Hair color is usually black, brunette or blonde, with red hair being a rarity.  All Amalorians are heavily muscled and smooth skinned (pubic areas are bald).  Amalorians are very well-endowed, all having very large breasts (some would say overly large), which lactate from puberty to around age 50.  Large clits are common, as are oversized penises/testicles among the futa (both in terms of width and girth, making sexual intercourse a thing of both pleasure and pain).  Body piercings are not uncommon.  Typical piercings are in the nipples,  the earlobes, the tongue (a small stud), and the clit.  Tattoos are not usually seen as attractive and all but unheard of in Amalor.  Clothing is typically sparse, and nudity is common among slaves.  Most citizens wear simple thongs (going topless), or merely a thong and skimpy halter top.  Some wear a simple skirt over the thong (usually the more conservative Amalorians), or the skirt and no thong.  The elderly wear robes or long gowns.  Amalorians traveling abroad often wear cloaks or robes, as some countries have taboos against near-nudity, and there is also the problem of colder climates.  Amalorians prefer beauty to be displayed for all to enjoy rather than covered up and kept secret.<br/><br/>Amalorian Half-Elves are mostly just like the humans, with the exception being their noticeably pointed ears, higher eyebrows, and more delicate facial features.  They are not as slightly built as in other lands, but instead can be just as big and muscular as the humans of Amalor.<br/><br/>Amalorian Dark Elves are dark skinned, with shades ranging from chocolate brown to light grey.  Their hair is always jet black, never white.  They are slightly shorter and less bulky than humans.  The half-breeds are otherwise similar to their Half-Elven Amalorian brethren.<br/><br/>The Sea Elves are green-skinned, with shades ranging from vivid green to dark green, and their hair color is always either black or some variant of dark green or dark blue.  Their hair always has a 'wet' shimmering glossy look.  Their physiques otherwise are the same as the Dark Elves, with half-breeds favoring the human side (like the Half-Elves).  They can breathe air or water equally well.<br/><br/>Amalorian Centaurs are massive brutes, their horse-halves being similar in build to a clydesdale or shire, but about 50% bigger, and their muscular human upper torsos being equally huge in proportion.  They typically wear their hair long and flowing or tied tightly into a long ponytail.  Coloration of their horse halves usually ranges from dark brown (chocolate) to light brown (chestnut).  There are no known variants of other colors.  Hair color tends to be brown, black, or blonde.  Amalorian centaurs are known for their huge breasts, which they never cover (except occasionally during times of war) and the ample and delicious milk they provide.<br/><br/>The Giants of Amalor are not the ugly twisted creatures of legend and myth that some would physically protray them to be, but rather more like merely humans of large scale.  They tend to be 18-20 feet tall on average, though some half-breeds can be found who are only 10-12 feet in height.  They otherwise appear as any other human Amalorian (as previously described).<br/><br/>The Mermaids of the shallow sea are, as all their kind, human above the waist, and fish below.  Their hair color and scale color can vary widely.  They are bigger in size than most Mermaids found elsewhere and usually more athletic and stronger.  They are not as numerous, however.  Their large breast size aids them in buoyancy but makes deep dives more difficult.  The Mermaids sometimes visit surface locations with the aid of special magic which allows them to breathe and remain wet.  Surface travel is difficult for them, however.<br/><br/>The Tritons of Amalor are a blue-skinned race with fish-like legs and human-type torsos with barely-noticeable gill slits on their necks and  webbed hands.  Hair color tends to range from light blue to dark blue to black.  They suffer from the same problems with surface travel as the Mermaids, but still manage it from time to time with special magic.  They have trained dolphins to serve them much as humans have trained dogs, however the dolphins seem much more intelligent and can communicate.  All of the Aquatics speak the same language as the dolphins (to humans it sounds like clicks and high-pitched squeals), but can also speak the Amalorian language as well (though only above the sea).<br/><br/>The Shapeshifters appearances varies greatly.  Their true forms are unknown to most, even other Amalorian citizens.  There is nothing identifiable about them to indicate they are anything than what they currently appear to be.  In many cultures their presence would incite paranoia and they would be hunted down and exterminated.  To the Amalorians, they are novel allies and useful to have around.  During some celebrations a few Shapeshifters are known to reveal their abilities, in the spirit of sexual pleasure, but still never reveal their actual true forms.  It is believed this is more because they don't wish to unnerve their fellow Amalorians by their true forms (which is said to be frightening), rather than out of any other motive.  Many Amalorians believe the Shapeshifters to be children of the Goddess of Change/Chaos, and their presence here keeps her appeased.  It would be a bad omen for the country should the Shapeshifters ever disappear.<br/><br/><strong>Military/Defense: </strong>The Amalorian nation is somewhat legendary (or notorious) in that at a moment's notice it can turn the entire population into a highly effective, expertly trained fighting force.  This is entirely due to the fact that all citizens are soldiers and trained from a young age in the arts of combat.  The military regimen continues all throughout life, and dominates the entire culture, ensuring a perpetual state of readiness for battle.  The military, itself, is divided into infantry, cavalry, artillery, and navy.<br/><br/>The Infantry consists primarily of humans, armed with long spears, shortswords (for stabbing), and armored in very heavy Eldrithium armor consisting of breastplate (covers front/back), helmet, armguards, and leg guards.  They also carry a large round shield emblazoned with the mark of their division.  The metal alloy of the armor and shields comes from a mineral found only in Amalor thus far.  Eldrithium typically can only be found in molten form miles underground but seismic activity has caused it to be found in a few rare places near the surface at a few locations.  This metal can be worked into armor as hard as steel and is strongly resistant to magic of all sorts.  It is particularly heavy, however, and because of it's nature, cannot be enchanted to be lighter (the Dark Elves have tried for centuries and failed).  Nevertheless, Eldrithium armor is still used by the infantry, and quite effectively at that, thanks to their muscular physiques (the armor serving to make them stronger the longer they wear it, a perpetual work-out).  The anti-magic effects of the armor will not provide any extra protection against some spells (such as fireballs, explosive iceballs, and other similar area-effect concussive spells) but is very effective against enchanted weapons, magicked arrows, and person-targeted spells (such as lightning bolts and magic missiles).   The infantry makes up the backbone of the army, and contains the highest number of troops.  Expertly trained in a wide variety of fighting tactics, on a variety of different terrains, and totally fearless, this is one of the most well-respected (if not outright feared) and highly effective military shock-troops in the world.  The Infantry, by itself and working alone without any of the other military branches, has achieved remarkable victories in the past over much more numerous and powerful foes.  It is perhaps a fortunate thing for others that the Amalorians are no longer seeking to expand their borders.<br/><br/>The Cavalry consists mainly of centaurs.  Armed with powerfully strung elven-made composite longbows (most are enchanted, allowing perfect accuracy for incredible distances) which pack more destructive force than a small ballista.  The most lethal aspect of the bows, however, is that most are enchanted to allow the user to visually target enemies far far away, even beyond normal visual distances.  The arrows are specially constructed by the Dark Elves to pierce even the thickest enchanted armor and the arrowheads designed to shatter inside the target, leaving dozens of sharp metal barbs inside the body.  Some Dark Elven arrows contain deady poison, while others are designed for other effects (smoke,  fire, electrical shock, etc).  Centaur troops are capable of a high degree of accuracy with their bows even while running at full speed (though certainly more deadly when standing still), making them a highly manueverable and very deadly military unit.  The secondary weapon of the Centaurs is the long spear.  When hurled, these weapons do more damage than even the arrows from the composite bows, but the range is halved.  Most human-sized foes would not survive a direct hit, but the rare local venom applied to these weapons (courtesy of the Dark Elves) ensures that even a scratch would quickly lead to sickness (and eventual death).  The third weapon of the cavalry is the shield and sword, when battle is at close range.  A two-handed sword is a one-handed weapon in the hands of the massive centaurs, and the huge shield is twice the size of a typical infantry shield.  During times of war the Centaurs shod their hooves in spiked metal.  The mass rushing attack of the Centaur cavalry is terrifying to behold, and the sheer weight of these huge warriors would crush even the most well-armored foe.  Excellent night-vision also allows the Centaurs to function just as well in dark conditions as in daylight.<br/><br/>The Artillery, made up of Giants and Dark Elves and Half-Elves, is divided into two types: Heavy and Light.<br/><br/>Heavy Artillery units are comprised of the Giants.  The Heavy Artillery division includes truly massive siege weapons capable of inflicting<em>tremendous</em>damage.  Most of these siege weapons can only be operated by Giants (because of the size of the machines and the strength required to load them).  The ammunition is often of three types, the first is a type of sphere which explodes on impact and throws out tiny metal pellets in all directions with great force (anti-personnel).  The second is a huge heavy sphere with 8 spiked 10 foot chains attached to it which is fired at solid structures (effectively punching through walls or destroying buildings).  The third is a spiked ball which can be filled with various payloads (flaming oil, diseased substances, explosive chemicals, etc).  The Giants possess many different types of siege weapons (and new ones are always being tested) but seldom take part in the invasion of other lands.  These horrific weapons of destruction are used only in the defense of Amalor, fortunately.<br/><br/>The Light Artillery is comprised of the Half-Elves and Dark Elves.  Master snipers, these troops are able to fire at the enemy from great distances away with unerring accuracy.  Using smaller versions of the bows made for the Centaurs, the Dark Elves and Half-Elves are no less deadly with them and, given sufficient time, can whittle away any army into nothing with constant sniping from up to a mile away.  Also masters of stealth, the Dark Elves and Half-Elves can cause just as much damage and chaos when up close and unseen.  The forests and wooded hills are their preferred killing grounds, and hit-and-run tactics are their main strategy.  It is rare when these units fight on open ground, but they are expertly trained to do so, nevertheless.  Armed with mithril shortswords and armored in mithril chain and helmets, these troops can sneak into enemy territory silently (owing to enchanted elven boots), slit the throats of guards, sleeping troops, sentries, etc., and quickly make their way back out before an alarm can be sounded.  When defending city walls, the Dark Elves and Half-Elves typically man the light siege weapons of their own design.  Less destructive than those of the Giants, these weapons can be fired more often, owing to a rapid auto-fire mechanism limited only by the amount of ammunition on hand.<br/><br/>The Navy is comprised mostly of Humans and Aquatics (Sea Elves, Tritons, and Mermaids).  The Humans serve aboard large Triremes, which are armed with siege weapons fore and aft as well as huge and very sharp "beak" on the front of the ship below the water line (this weapon used for ramming).  The Human troops are armed with bows and spears for distance attacks, and swords/shields for close-up fighting and boarding.  The ships are treated wth a special resin found in the area so as to be fire-resistant.  The sails and decks are lined with the same resin.  It's possible to still set fire to an Amalorian warship, but it takes much longer (or requires a much higher degree of heat).  For this reason, the Amalorian warships typically employ fire against other vessels, since there's less risk to themselves.  Of special note is a hot sticky flaming liquid that the Amalorians have discovered (and kept a closely guarded secret) which has thus far proven to be very effective against most other vessels and troops.  Fired from a cannon (via a pump mechanism), "Amalorian Fire" has a range of up to 120 yards and continues to burn on the surface of the water for nearly an hour.  These large warships are only used in the open sea, out beyond the reef wall.  Inside the shallow sea the Amalorians employ smaller, quicker, and more manueaverable warships dubbed Destroyers.  These vessels are wind-powered (though they can be oared if necessary) and lighter armed than the huge Triremes, with a much shallower draft, allowing them to skim over the deadly reefs below and easily dart past exposed rocks.  Neither ship is particularly effective during a storm or bad sailing conditions, however, and are prone to capsize when faced by extremely rough seas with exceptionally high waves.<br/><br/>The Aquatic troops make up the Marines and are specially trained to fight below the surface of the sea.  Using sharp coral spears tipped with lethal venom (from a variety of sea creatures), wickedly barbed shortswords, and sturdy tridents, they are able fighters beneath the waves.  They normally employ their loyal dolphins, quite intelligent sea mammals, in their attack strategies.  The Dolphins are capable of shooting through the sea at great speed and striking a swimming target with tremendous force, killing most human sized foes with one hit, and stunning larger ones.  The Tritons, and Mermaids are capable of surviving on the surface for only short times without special magical aid to allow them to breathe the air (not so for the Sea Elves, who can breathe both air and water), so they have perfected "hit-and-submerge" tactics to an art form.  They are also expert saboteurs, using hand drills to pierce the hulls of ships, and large ropes and nets equipped with barbed grapnels to latch onto the sides of smaller vessels and capsize them (using the combined might of several Aquatics working together).  The effectiveness of these troops are strictly limited to the seas, but they are quite capable forces in their element.<br/><br/>Part of Amalor's defenses is the terrain of the country itself.  There is a huge reef wall that surrounds the islands and the coastline which would tear the bottom out of even the sturdiest of vessels (and even metal-hulled ships fare no better) and the sea around the islands and coast is very shallow, and almost a maze of channels.  Seagoing Amalorians are well-aware of how to navigate the shallow sea, but foreign captains typically have no access to this information (hence the unusually high number of shipwrecks at the bottom of the sea).  Even careful Amalorian vessels sometimes founder or get washed up on the shoals during sudden storms, so weather patterns are carefully monitored and the advice of the Aquatic races of Amalor is well-respected by the Navy.<br/><br/>Spells cast into the country from areas outside of it don't seem to work (or work very poorly), for unexplained reasons.  The dual effect is that spells cast from Amalor into other countries also has the same difficulty.  It is as if there is some unseen barrier or screen of static that interferes with the transmission of long-range spells.  Magic cast inside the nation works quite well, however, but only for the Amalorians, it seems.  Many foreign spellcasters who have visited the country have reported that they still had problems working their magic, whereas the native born Amalorian spellcasters had no such problems.  Some believe that the mana of the region differs from that of other areas and merely takes a long period of time for the body to soak it in before magic can be properly cast.  The military does contain some spellcasters but exactly how many may vary greatly (this is perhaps done intentionally so that the enemy never know precisely what the capabilities are of any given legion).  Knowledge of every inch of the terrain in their country (a byproduct of constant patrols and manuevers) gives the Amalorians a huge advantage when fighting invaders in their own country.  However, the Amalorians are at an equal<em>disadvantage</em>when fighting abroad in strange lands.<br/><br/><strong>Lifestyle: </strong>Amalorians are a no-nonsense, practical, industrious, and brave people.  Some detractors have compared them to ants, forever toiling away, serving their queen and society with single-minded fanaticism, and fiercely fighting as a single unit with steely determination.  Others have compared the country to a vast beehive, no less apt an analogy, since bees serve their queen with total loyalty, are usually female, hard-working, fight bravely, and typically force males completely out of the hive.  An interesting pair of comparisons, given that the very first known race to colonize Amalor were, indeed, a race of sentient insectoid creatures.<br/><br/>In Amalor, unlike some other countries, sex is seen as a basic necessity and practiced openly and often.  Public orgies are typical, usually taking place as part of some religious service, holiday, or royal decree.  Lust is viewed by Amalorians as a positive emotion, and romance is looked down upon as a foolish and wasteful frivolity.  Sex with multiple partners is common, and there is no stigma attached to it, but there is a stigma attached to prudery and having relations with only one partner (which is rude in Amalor).  The sense of moral outrage some foreigners might feel towards a "whore" is exactly the same disdain Amalorians would feel towards those who typically abstain from sex, seeing such individuals as either conceited or timid.  Unsurprisingly, in sexual matters the Amalorians are as fierce and brazen as they are in combat; it's just another type of battlefield to explore and conquer.  Sex between females and females is common, as it also is between futas and futas, and futas and females.  There are virtually no sexual taboos in Amalor, and certain open celebrations that are fun and lively to the Amalorians would likely cause total shock and even disgust to envoys from a few other lands.  This doesn't deter the Amalorians in the slightest and most look upon it as a good thing, sort of like "weeding" a garden in order to keep it in order.  Amalorians abroad, however, are respectful of the ways of their hosts, whatever they may be.  Amalorian travelers to other nations may politely engage in sex, but in most circumstances they are only biding their time until they return to Amalor in order to indulge all their<em>true</em>carnal desires.<br/><br/>Amalorians are always born to a futa and a full female.  Babies are born as either futa or full female.  Typically the pregnant mothers deliver with the help of a priestess, as all priestesses are well-trained in healing and many possess regenerative magic to aid the process.  After being born, the child is raised by either the futa or female parent (sometimes both) until the age of six.  The child is then raised by the state and educated/trained by the military until age 18.  The age range varies depending on different races (Dark Elves, for example, start later in life), but the time span of service is roughly equivalent.  Even after the training/education period ends, the individual is forever part of the military and it remains a lifelong duty.<br/><br/><em>Strengths:</em>Military might (first and foremost, one of the most experienced and best trained armies in the the region at present, and can quickly mobilize virtually the entire population with incredible speed), usually pleasant climate, abundant (and still largely untapped) resources, divine magic (at times this is also a weakness), sexual hedonism, effective communication system that allows quick coordination and information dispersal, and the entire area is a veritable archaeological treasure trove.<br/><br/><em>Weaknesses:</em>Unstable geology (earthquakes, volcanic activity), occasional very powerful hurricanes (typhoons and floods), no males are allowed to remain here (only females and futas can be citizens), history of poor relations with other countries, foreign spellcasters at a disadvantage (though this is also a strength if faced by hostile mages), no spell-casting units, no flying capability, and some very dangerous predatory creatures/monsters exist in the wilderness and the ruins.