Duchy of Anor
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  • Structure
  • Grand Council
  • Counties
    • Grand County of Anorath
    • Grand County of Angleton
    • Grand County of Alayviel
    • Grand County of Sweetwater
    • Grand County of Balmore
    • County of Bleak Ark
    • County of Isilme
    • County of Miruvell
  • Organisations
    • Anorian Guard
    • The Knights of the Sun
    • Anorian Guilds of Industry
    • The Masonic Order
    • Anorian Agricultural Society
    • The Council for Anorian Public Health
    • Virtori
    • University of Anor
    • Treasury of Anor
  • Biome and Tribes
  • Bloodlines
  • Economy
  • Lore
  • The Demalion Empire

Biome and Tribes

Anor will be located in the northern kingdoms of the Demalion Empire. The duchy is at the centre of the Neran duchies within the kingdom. The lands are native to the tribe of Neran but it's not uncommon to see Hrothi and Brudvir within the lands however their population is fewer. Anorians are located in the lower montane forests.
 
Anor exists within a bountiful and beautiful biome. The green and pleasant land filled with lush fields of vibrant grass and plant-life of astrantia snow stars, penstemons and violets that are intertwined by vast forests of jeffrey pines, mountain junipers and ponderosa pines. The wildlife of beavers, canis rabbits, chipmunks, conifer rats, deers, flower-cup porcupines, otter bears and rabbits populate the well protected ore rich high mountain steppes.
 
Anor contains a network of rivers, lakes and steams of clear pure waters, some which connect to the coast and ocean. The ships always hear the echoing sounds of the chicadee and owls within the forests. The lower montane forest covers the lower levels of mountains with areas of forest, grassland, meadows and rivers. In the farmland of Anor you will find the farmers controlling the population of Cutworm moths and king snakes to protect their fields and herds.
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Neran: Diversity
The Neran are the most adaptive, which allows them to exist in virtually all temperature regions. They span from the Lower Montane Forest in the sub-arctic, cool temperate, all the way to the Grasslands and Shrublands in the sub-tropical. They are the jack of all trades and the masters of none. They have the average height of 5ft7 (170cm), average weight of 68kg (150Ib), a medium skin tone, hair colours of browns, chestnut and auburn, they have various shades of blue for their eye colour. They are the faithful of Virtori. The Nerans are the swords of Virtori, they are commonly seen to be involved in mounted combat, animal taming and breeding, and focus on a broad set of crafting and other skills. They are the Dunedain and Riders of Rohan.
 
Advantages

- Approximately a 20% increase in the rate of learning new skills. Can function at varying levels of effectiveness in the largest number of biomes.  

Disadvantages
- No disadvantages  


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Hrothi: Purpose and Discipline

The Hrothi are an organised clan with an inherent caste and social hierarchy. They value age, wisdom, and the beauty of the eternal. The Hrothi are a group of organised people who have a very focused, driven purpose. They have the average height of 4ft9 (145cm), average weight of 57-68kg (125-150Ib), a fair skin tone, hair colours of a slightly more red tone colours of chestnut and auburn to bright red. They have various shades of browns for their eye colour. They are the faithful of Virtori. The Hrothi take their role as Shield of Virtue seriously, if they don't entirely know why. Above all though, the Hrothi are a defensive, stalwart tribe.
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Unlike the Brudvir, they make terrible skirmishers. They are great front-liners, but you'll always hear a Hrothi coming. Hrothi are known for pitched battles, digging, tunnels, libraries, and hoarding - everything, knowledge, wealth, influence, religious relics and so fourth.
 
Advantages


- Strong upper bodies, suited for digging and mending of earth.
- Durable Underground senses - Always know what direction you are facing underground and always know roughly time of the day.
- Short - allows them to fit into spaces most tribes cannot fit into and crouching movement is not reduced as the same as other tribes.
- Dark vision - Ability to see underground with little to no light sources.
- Earthen crafting expertise - Naturally adept at researching new crafting patterns using stone materials and reduced crafting time when using stone materials.
 
Disadvantages


- Slow - move slower than most tribes and are incapable of performing vaulting maneuvers.
- Short - Cannot reach objects as easily as other tribes, larger mounts are unusable and they are limited in the maximum size of objects they can wield.

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Brudvir: Isolated, Solitary, Close-knit.

The Brudvir are almost always the furthest northern tribe, and lack any interaction with the outside world aside from the Hrothi and sometimes the Neran. The Brudvir prefer to develop their skills in solitude or with a close-knit group of friends. The Brudvir community consists of small villages or halmets rather than massive settlements. They have the average height of 6ft3 (190cm), average weight of 102-113kg (225-250Ib), a very fair skin tone, beard and hair colours of a red, blonde to strawberry blonde. They have various shades of yellow/hazel for their eye colour.
 
Bruvdir can learn to be good at sea or ocean travel, and have the lumber and means to do so. They're also a great skirmisher clan, both on land and at sea. If you don't mind going south into the cool temperate biomes, they also make great bounty hunters.
 
Advantages


- Minor resistance to cold and disease
- Sense direction
- Tracking - improved ability to track
 
Disadvantages


- Very low tolerance for alcohol or other poisons and toxins
- Crafting perfectionist - crafting for the Brudvir takes slightly longer.
 

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  • Home
  • Structure
  • Grand Council
  • Counties
    • Grand County of Anorath
    • Grand County of Angleton
    • Grand County of Alayviel
    • Grand County of Sweetwater
    • Grand County of Balmore
    • County of Bleak Ark
    • County of Isilme
    • County of Miruvell
  • Organisations
    • Anorian Guard
    • The Knights of the Sun
    • Anorian Guilds of Industry
    • The Masonic Order
    • Anorian Agricultural Society
    • The Council for Anorian Public Health
    • Virtori
    • University of Anor
    • Treasury of Anor
  • Biome and Tribes
  • Bloodlines
  • Economy
  • Lore
  • The Demalion Empire