Queen Abrogail II

Alexandra Volkonskaya's page

85 posts. Alias of TheoreticallyYours.


Full Name

Princess Alexandra Volkonskaya

Race

DMG: -0 | AC: 12 (tch 12, ff 10) | CMB: 0, CMD 12 | F: +1 R: +2 W: +3 | Init +2 | Perc: +0

Classes/Levels

| Spd: 30ft. | Active Conditions: None |

Gender

Spells:
1st 6/6 DC 16 |
Female Human Sorcerer (Rakshasa) 2

Size

Medium

Age

24

Alignment

LE

Languages

Common, Draconic, Dwarven, Elven

Strength 7
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 20

About Alexandra Volkonskaya

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CRUNCH
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Basic Stats:

Princess Alexandra Volkonskaya, third in line for the Empire of Zamorozhenny (Jar-moro-shenny)
LE Female Human Sorcerer (Rakshasa) 1
Str 7 (-2) | Dex 14 (+2) | Con 12 (+1) |
Int 14 (+2) | Wis 10 (+0) | Cha 20 (+5) |

Senses;
Init +2; Speed 30 ft.
BAB +1; CMB 0; CMD +12;
Concentration +7 (1d20 + caster level + ability mod)
Fort +1 (CON); Ref +2 (DEX); Will +3 (WIS)
Resistences:
Immune:
Conditional
AC 12, ff 10, touch 12; (+2 Dex)
HP 18 (HD: 2d6 + 3, +2 CON, +3 feat)

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FEATS AND TRAITS
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Feats:

[BONUS] Eschew Materials (General)
[BONUS] Sorcerous Bloodstrike
1st Toughness

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SKILLS AND LANGUAGES
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Skills:

Bold are class skills; Italic means the skills can’t be used untrained.
2 + INT; 2 BG

Adventuring Skills
Acrobatics (DEX)
Bluff (2) +10 (CHA)
Climb (STR)
Diplomacy (1) +6 (CHA)
Disable Device (DEX)
Disguise (1) +9 (CHA)
Escape Artist (DEX)
Fly (DEX)
Heal (WIS)
Intimidate (CHA)
Knowledge (arcana) (2) +7 (INT)
Knowledge (dungeoneering) (INT)
Knowledge (local) (INT)
Knowledge (nature) (INT)
Knowledge (planes) (INT)
Knowledge (religion) (INT)
Perception (WIS)
Ride (DEX)
Sense Motive (WIS)
Spellcraft (1) +6 (INT)
Stealth (DEX)
Survival (WIS)
Swim (STR)
Use Magic Device (1) +9 (CHA)

Background Skills
Appraise (INT)
Craft (INT)
Handle Animal (CHA)
Knowledge (geography) (INT)
Knowledge (engineering) (INT)
Knowledge (history) (INT)
Knowledge (nobility) (1) +3 (INT)
Linguistics (1) +3 (INT)
Lore (INT)
Perform (CHA)
Profession (WIS)
Sleight of Hand (DEX)

Languages:

Common, Draconic, Dwarven, Elven

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CLASS ABILITIES
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Weapon and Armor Proficiency:

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells:

A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline:

Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer’s abilities.

The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.

Rakshasa Bloodline:

At some point in your family’s history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape. Your birthright is a secret you may be forced to keep from societies that would never deal with you if your heritage were known.

Class Skill: Disguise
Bonus Spells

  • Charm Person (3rd)
  • Invisibility (5th)
  • Suggestion (7th)
  • Detect Scrying (9th)
  • Prying Eyes (11th)
  • Suggestion, Mass (13th)
  • Polymorph, Greater (15th)
  • Mind Blank (17th)
  • Dominate Monster (19th)

    Bonus Feats

  • Arcane Armor Mastery (Combat)
  • Arcane Armor Training (Combat)
  • Deceitful (General)
  • Detect Expertise (General)
  • Empower Spell (Metamagic)
  • Armor Proficiency, Light (Combat)
  • Martial Weapon Proficiency (Combat)
  • Stealthy (General)

    Bloodline Arcana: Add half your sorcerer level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).

    Bloodline Powers
    Silver Tongued (Su): At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness). If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC 10 + your sorcerer level) to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

    Mind Reader (Sp): At 3rd level, you can read minds as a spell-like ability. This ability acts like detect thoughts, except it lasts only 1 round, you use it on a single target as a standard action, and if the target fails its Will save, you gain information as if you had concentrated on it for 3 rounds. You may use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 20th level.

    Hide Aura (Sp): At 9th level, you can conceal yourself from prying magic. This ability acts like a constant non-detection spell cast upon yourself. You can end or restore this protection as a move action.

    Alter Self (Sp): At 15th level, you can change your shape into that of any humanoid at will. This ability acts like alter self, except you may remain in a chosen form as long as you want.

    Outsider (Su): At 20th level, your natural form becomes an animal-headed humanoid, like a true rakshasa. This does not affect your ability to speak or cast spells. You can use your alter self or other disguise and polymorph abilities to assume your original form or other forms when it suits you. You are forevermore treated as a native outsider rather than as a humanoid (or whatever your original type was) for the purpose of spells and other magical effects. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type. You gain DR 10/piercing.


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    RACIAL ABILITIES:

    Bonus Feat: Humans select one extra feat at 1st level.

    Heart of the Snows: Humans born in chilly climes treat cold climates as one category less severe. They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions. This racial trait replaces skilled.

    Favoured Class – Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

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    MAGIC:

    +5 Cha | 1st – 2 | 2nd – 1 | 3rd – 1 | 4th – 1 | 5th – 1 |
    Orisons – 7 known (DC 15) (Favored Class: Human)
    (2nd - 5 + 2 favored class)
    (PRG:CRB) Detect Poison (Divination)
    (PRG:CRB) Dancing Lights (Evocation)
    (PRG:CRB) Ray of Frost (Evocation)
    (PRG:CRB) Message (Transmutation)
    (PRG:CRB) Arcane Mark (Universal)
    (PRG:CRB) Prestidigitation (Universal)

    1st level – 2 known / 6 per day (DC 16)
    (PRG:CRB) Mage Armor (Conjuration)
    (PRG:CRB) Color Spray (Illusion)


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    SORCERER SPELLS
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    Cantrips:

    Abjuration
    (PRG:CRB) Resistance

    Conjuration
    (PRG:CRB) Acid Splash

    Divination
    (PRG:CRB) Detect Magic
    (PRG:CRB) Detect Poison
    (PRG:CRB) Read Magic

    Enchantment
    (PRG:CRB) Daze

    Evocation
    (PRG:CRB) Dancing Lights
    (PRG:CRB) Flare
    (PRG:CRB) Light
    (PRG:CRB) Ray of Frost
    (PRG:APG) Spark

    Illusion
    (PRG:CRB) Ghost Sound
    (PRG:UC) Haunted Fey Aspect

    Necromancy
    (PRG:CRB) Bleed
    (PRG:CRB) Disrupt Undead
    (PRG:CRB) Touch of Fatigue

    Transmutation
    (PRG:CRB) Mage Hand
    (PRG:CRB) Mending
    (PRG:CRB) Message
    (PRG:CRB) Open/Close

    Universal
    (PRG:CRB) Arcane Mark
    (PRG:CRB) Prestidigitation


    1st level:

    Abjuation
    (PRG:UC) Adjuring Step
    (PRG:CRB) Alarm
    (PRG:CRB) Endure Elements
    (PRG:CRB) Hold Portal
    (PRG:UI) Obscure Poison
    (PRG:UC) Peacebound
    (PRG:CRB) Protection from Chaos/Evil/Good/Law
    (PRG:CRB) Shield
    (PRG:UC) Shock Shield

    Conjuration
    (PRG:UC) Abundant Ammunition
    (PRG:UC) Air Bubble
    (PRG:UM) Corrosive Touch
    (PRG:UI) Desperate Weapon
    (PRG:CRB) Grease
    (PRG:UM) Icicle Dagger
    (PRG:UM) Ki Arrow
    (PRG:CRB) Mage Armor
    (PRG:CRB) Mount
    (PRG:CRB) Obscuring Mist
    (PRG:APG) Stumble Gap
    (PRG:UM) Summon Minor Monster
    (PRG:CRB) Summon Monster I
    (PRG:CRB) Unseen Servant

    Divination
    (PRG:UM) Anticipate Peril
    (PRG:CRB) Comprehend Languages
    (PRG:UI) Cultural Adaption
    (PRG:CRB) Detect Secret Doors
    (PRG:CRB) Detect Undead
    (PRG:CRB) Identify
    (PRG:UC) See Alignment
    (PRG:CRB) True Strike

    Enchantment
    (PRG:UI) Aphasia
    (PRG:UM) Bungle
    (PRG:CRB) Charm Person
    (PRG:UM) Delusional Pride
    (PRG:CRB) Hypnotism
    (PRG:UC) Lock Gaze
    (PRG:APG) Memory Lapse
    (PRG:UC) Moment of Greatness
    (PRG:CRB) Sleep
    (PRG:UM) Unprepared Combatant

    Evocation
    (PRG:CRB) Burning Hands
    (PRG:UM) Ear-Piercing Scream
    (PRG:APG) Flare Burst
    (PRG:CRB) Floating Disk
    (PRG:APG) Hydraulic Push
    (PRG:CRB) Magic Missile
    (PRG:CRB) Shocking Grasp

    Illusion
    (PRG:UI) Auditory Hallucination
    (PRG:CRB) Color Spray
    (PRG:CRB) Disguise Self
    (PRG:UC) Illusion of Calm
    (PRG:CRB) Magic Aura
    (PRG:UC) Negative Reaction
    (PRG:UI) Open and Shut
    (PRG:UM) Shadow Weapon
    (PRG:CRB) Silent Image
    (PRG:APG) Vanish
    (PRG:CRB) Ventriloquism

    Necromancy
    (PRG:CRB) Cause Fear
    (PRG:CRB) Chill Touch
    (PRG:UM) Decompose Corpse
    (PRG:UM) Interrogation
    (PRG:CRB) Ray of Enfeeblement
    (PRG:UM) Restore Corpse
    (PRG:APG) Sculpt Corpse

    Transmutation
    (PRG:APG) Alter Winds
    (PRG:CRB) Animate Rope
    (PRG:APG) Ant Haul
    (PRG:APG) Break
    (PRG:APG) Crafter’s Curse
    (PRG:APG) Crafter’s Fortune
    (PRG:UC) Damp Powder
    (PRG:APG) Dancing Lantern
    (PRG:CRB) Enlarge Person
    (PRG:CRB) Erase
    (PRG:APG) Expeditious Excavation
    (PRG:CRB) Expeditious Retreat
    (PRG:UC) Fabricate Bullets
    (PRG:UI) Fabricate Disguise
    (PRG:CRB) Feather Fall
    (PRG:UM) Forced Quiet
    (PRG:APG) Gravity Bow
    (PRG:UI) Handy Grapnel
    (PRG:CRB) Jump
    (PRG:UC) Jury-Rig
    (PRG:UC) Liberating Command
    (PRG:UC) Longshot
    (PRG:CRB) Magic Weapon
    (PRG:UC) Mirror Strike
    (PRG:UM) Polypurpose Panacea
    (PRG:CRB) Reduce Person
    (PRG:UC) Reinforce Armaments
    (PRG:UM) Snapdragon Fireworks
    (PRG:APG) Stone Fist
    (PRG:APG) Touch of Gracelessness
    (PRG:APG) Touch of the Sea
    (PRG:UC) Unerring Weapon
    (PRG:UM) Vocal Alteration
    (PRG:UC) Weaken Powder
    (PRG:UI) Wizened Appearance
    (PRG:UM) Youthful Appearance


    2nd level:

    Abjuation
    (PRG:CRB) Arcane Lock
    (PRG:UC) Bullet Shield
    (PRG:UC) Endure Elements, Communal
    (PRG:UM) Miserable Pity
    (PRG:CRB) Obscure Object
    (PRG:CRB) Protection from Arrows
    (PRG:UC) Protection from Chaos, Communal
    (PRG:UC) Protection from Evil, Communal
    (PRG:UC) Protection from Good, Communal
    (PRG:UC) Protection from Law, Communal
    (PRG:CRB) Resist Energy
    (PRG:UC) Warding Weapon

    Conjuration
    (PRG:CRB) Acid Arrow
    (PRG:APG) Arrow Eruption
    (PRG:APG) Create Pit
    (PRG:UM) Cushioning Bands
    (PRG:APG) Dusk of Twilight
    (PRG:UC) Fiery Shuriken
    (PRG:CRB) Fog Cloud
    (PRG:CRB) Glitterdust
    (PRG:UC) Mount, Communal
    (PRG:UC) Reloading Hands
    (PRG:UC) Returning Weapon
    (PRG:APG) Slipstream
    (PRG:APG) Stone Call
    (PRG:CRB) Summon Monster II
    (PRG:CRB) Summon Swarm
    (PRG:CRB) Web
    (PRG:UM) Web Shelter

    Divination
    (PRG:APG) Create Treasure Map
    (PRG:UI) Detect Magic, Greater
    (PRG:CRB) Detect Thoughts
    (PRG:APG) Elemental Speech
    (PRG:UI) Know Peerage
    (PRG:CRB) Locate Object
    (PRG:CRB) See Invisibility
    (PRG:APG) Share Language
    (PRG:UM) Share Memory

    Enchantment
    (PRG:UC) Bestow Weapon Proficiency
    (PRG:UM) Compassionate Ally
    (PRG:UI) Compulsive Liar
    (PRG:CRB) Daze Monster
    (PRG:UM) Delay Pain
    (PRG:UI) Hidden Presence
    (PRG:CRB) Hideous Laughter
    (PRG:UM) Oppressive Boredom
    (PRG:UC) Qualm
    (PRG:UC) Tactical Acumen
    (PRG:CRB) Touch of Idiocy
    (PRG:UM) Unnatural Lust

    Evocation
    (PRG:APG) Burning Gaze
    (PRG:CRB) Continual Flame
    (PRG:CRB) Darkness
    (PRG:UM) Defensive Shock
    (PRG:APG) Elemental Touch
    (PRG:APG) Fire Breath
    (PRG:CRB) Flaming Sphere
    (PRG:UM) Frigid Touch
    (PRG:UC) Frost Wall
    (PRG:CRB) Gust of Wind
    (PRG:UC) Pilfering Hand
    (PRG:UM) Protective Penumbra
    (PRG:UC) Ricochet Shot
    (PRG:CRB) Scorching Ray
    (PRG:CRB) Shatter
    (PRG:UC) Spontaneous Immolation

    Illusion
    (PRG:CRB) Blur
    (PRG:UI) Dark Whispers
    (PRG:UM) Disguise Other
    (PRG:UM) Ghostly Disguise
    (PRG:UM) Haunting Mists
    (PRG:CRB) Hypnotic Pattern
    (PRG:CRB) Invisibility
    (PRG:UM) Mad Hallucination
    (PRG:CRB) Magic Mouth
    (PRG:CRB) Mirror Image
    (PRG:CRB) Misdirection
    (PRG:CRB) Phantom Trap
    (PRG:UI) Shifted Steps
    (PRG:UM) Symbol of Mirroring

    Necromancy
    (PRG:CRB) Blindness/Deafness
    (PRG:UC) Brow Gasher
    (PRG:CRB) Command Undead
    (PRG:UI) Dress Corpse
    (PRG:CRB) False Life
    (PRG:CRB) Ghoul Touch
    (PRG:UI) Languid Venom
    (PRG:UM) Pernicious Poison
    (PRG:CRB) Scare
    (PRG:UM) Skinsend
    (PRG:CRB) Spectral Hand
    (PRG:UM) Steal Voice
    (PRG:UM) Unshakable Chill

    Transmutation
    (PRG:APG) Accelerate Poison
    (PRG:UC) Adoration
    (PRG:CRB) Alter Self
    (PRG:UC) Animal Aspect
    (PRG:UC) Ant Haul, Communal
    (PRG:UM) Badger’s Ferocity
    (PRG:CRB) Bear’s Endurance
    (PRG:UM) Boiling Blood
    (PRG:CRB) Bull’s Strength
    (PRG:CRB) Cat’s Grace
    (PRG:UI) Codespeak
    (PRG:UC) Certain Grip
    (PRG:CRB) Darkvision
    (PRG:UC) Destabilize Powder
    (PRG:UM) Disfiguring Touch
    (PRG:CRB) Eagle’s Splendor
    (PRG:CRB) Fox’s Cunning
    (PRG:APG) Glide
    (PRG:UC) Kinetic Reverberation
    (PRG:CRB) Knock
    (PRG:CRB) Levitate
    (PRG:UC) Magic Siege Weapon
    (PRG:CRB) Make Whole
    (PRG:UM) Masterwork Transformation
    (PRG:CRB) Owl’s Wisdom
    (PRG:CRB) Pyrotechnics
    (PRG:UC) Recoil Fire
    (PRG:UC) Reinforce Armaments, Communal
    (PRG:CRB) Rope Trick
    (PRG:UM) Sculpt Simulacrum
    (PRG:UM) Silk to Steel
    (PRG:CRB) Spider Climb
    (PRG:UC) Stabilize Powder
    (PRG:UC) Telekinetic Assembly
    (PRG:UC) Thunder Fire
    (PRG:UC) Twisted Space
    (PRG:CRB) Whispering Wind

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    EQUIPMENT AND GOLD (SUMMARY)
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    59gp 7sp
    MW Backpack [50gp], Cold Weather Noble’s Outfit [83gp], Signet Ring (Wolf) made of Mastodon Tusk [15gp], Noble Jewelry [132gp], Belt Pouch [1gp], Grooming Kit [1gp], Perfume [5gp], Stationary (10) [10gp], Inkpen [3 sp], Ink [8gp],

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    EQUIPMENT AND GOLD (DETAILED)
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    Alexandra’s Background:

    Alexandra Volkonskaya, only child of Talin Volkonsky, younger brother to the current Emperor and previously the 3rd in line to the Throne.

    Alexandra’s mother past away when she was 3 years old, taking her unborn sibling with her. People whispered about it, that it was because her mother was a foreigner, part of a political marriage with the neighboring Parian Kingdom, the primary trade partner by land and a key source of grains and other field crops. She wasn’t strong enough to with stand the harsh climate and frozen winter’s of Zamorozhenny.

    Although this tragedy caused whispers about her mother, none were about the young Princess. She was everything they could wish for; black hair, pale skin, and her sole trait from her mother and a hypocritically adored and praised feature were her piercing blue eyes.

    Her personality was ever calm and cool, which she was praised for as well, though it was really her narcissistic and possibly sociopathic nature that simply prevented her from really caring. Which was fine, she was a royal. She had bigger things to deal with. Surprisingly, it is this very narcissistic nature that lends itself to her utter dedication and passion about her country and its people; for she sees them as a reflection of herself. After all, her whole life she has been told that she is the country manifest – even if it was by servants and brown-nosing nobles.

    Her arcane abilities manifested early, around her 6th birthday, and she immediately began her studies in the arcane, along with those in diplomacy, nobility, and other courtly affairs. How was anyone to know that it was the source of this arcane power, the Rakshasa, that had weakened her mother to the point that she succumbed to illness? It had never been an issue before, for it was from within the bloodline of the House of Wolves that the Rakshasa blood had originated. Internal marriages were fine because they were already influenced.

    Her father was strong and stoic, loving his daughter as gently and wistfully as the wind does the snow. She adored her father, and his passing under suspicious circumstances drove her further to perfect herself, and to become so powerful that nothing could touch her.

    Her Uncle, Emperor Alexander, for which she was named, loved his brother and took the care of the adolescent Princess as his personal responsibility. With both her parents deceased, Alexandra inherited the place of 3rd in line to the throne, something her cousins might have cared about had they seen a woman as a threat.

    The praise she received did earn her cousin’s ire though, and they rarely engaged with her other than out of necessity, to uphold face, or appear a certain way. For what kind of person would dislike the beautiful, fragile, tragic, orphaned young Princess?

    She learnt to play the game, use her past, her appearance, and her powers to twist people around her finger. As she got older, she began to feel more and more spiteful toward her elder cousins, the heirs to her empire. An empire that deserved better, the best. Wasn’t she the country manifest? Wasn’t she blessed with the arcane? Wasn’t she intelligent, beautiful, politically suave and delicately democratic? Was she the best choice for heir?

    She did the only reasonable thing, gathered allies, information, anything she could. She wanted this, but she knew enough to know that loyalty to family wasn’t something to be sniffed at. She couldn’t be seen to be against her own blood, couldn’t just usurp them. She needed the country to want her as much as she wanted it. So, she aimed to be loved, adored, admired, she would know this country better than anyone, and it would be the country that usurped her cousins.

    She was royal blood. Arcane blood. But she needed more than the people; they were scattered, and news travelled slowly across the plains. Any whisper of a coup or treason and she was done. She’d talk her way out, but it would be a stain impossible to remove.

    She would bind her time, but time was running short as her Uncle aged and all those close to him began to prepare for the inevitable. She made sure that she was there for him at every beck and call, gathering favour while she could, the picture-perfect image of a concerned and loyal woman, doting on her Uncle when she had nothing to gain, for she wouldn’t rule after him. That was what she aimed for, but it presented a more urgent issue. Without her Uncle, what would happen to her lifestyle?

    She knew, and it disgusted her. Political marriage. To a wealthy family, native or foreign. She would need to serve the new Emperor unquestionably. So before then, she needed to act. Be appointed something, be tasked something, anything that would send her out of the country long enough for her to be ready to take it. She didn’t have the ingrained mistrust of foreigners; her mother had been one. Besides, she didn’t trust anyone, so it really didn’t matter.

    She didn’t want to leave, but her Uncle granted her permission to travel. She wasn’t the heir, there was no harm in her seeking to train as a Minister, something being well traveled would surely assist? She managed it well, it came out as the Emperor’s idea, much to the pleading of a worried Princess for her Uncle for him not to send her away. But he insisted, she should go while she was young. She had seen enough family die. This was his dying wish for her. So it seemed.

    She left gracefully, a gentle smile for her people. For herself. It was what the Emperor wanted…

    It was what the Empress wanted.

    Empire of Zamorozhenny:

    Sovereign Emperor Alexander Volkonsky VI

    Heir apparent Prince Ronald Volkonsky I

    Other Successors Prince Ustov Volkonsky III (2nd), Princess Alexandra Volkonskaya (3rd), Prince Havoc Voronoysky (4th)

    Government Absolute Monarchy

    Royal Motto Pura et perpetua (Pure and everlasting)

    Council

  • Minister of War (defense, military, weapons)
  • Minister of Works (trade, employment, production)
  • Minister of the People (voice people’s concerns, death and birth rate, areas of trouble, starvation, basically should know and inform what the people are going through)
  • Minister of the Mind (education, universities, research, science, magic, foreign knowledge)
  • Minister of the Body (medicine, health, food, hunting, farms)
  • Minister of the Soul (religious leader, divine magic)
  • Minister of Coin (financial manager, trade, revenue, budgeting, allocating grants and funding, treasurer)
  • Minister of Foreigners (all outsider interaction, knowledge, trade)

    Many positions over lap and require them all to work together to accurately advise the Emperor in running the country.

    National Holiday 7th day of Winter

    National Values Family, Loyalty, Country, Hard-work

    Religious Worship Family, Death, Cold, Mountains, Dark, Fire

    Alignment Lawful Neutral

    Flag White with a black mountain outline bordering around a wolf with the tusks of a mammoth.

    In the far north-east a massive country has stretched it’s way across the ice and snow. It’s people, the Zamorosi, are a stoic, hard working lot, worshipers of the cold, death, and dark. Though that may paint them as less than friendly, after a hard day’s work they are hospitable, if cautious. To turn a traveller away at night is to sentence them to death, and to be rude to a host is to invite it upon yourself.

    With a population of just under 200,000, the capital city of Lednik hosts around a quarter of them. In the city centre, standing resolute and intimidating is Dom Volkov, the House of Wolves, and the home of the royal family for the last 600 years. It’s walls home over 5,000 live in servants, cooks, tutors, guards, and other minor workers whose duty it is to ensure that this palace reflects the country and her monarchs. In addition, the Silver Shield is made of 500 strictly trained and disciplined soldiers who answer only to the royal family. Emperor Alexander’s direct guard hosts 200, with his two direct heirs, Ronald and Ustov, holding 150 each. The Emperor’s Guard are the only one’s with Silver trimming, though all 500 are considered Silver Shields.

    Vanice (vah-neece) is the second largest city, and centre of trade. Located on the coast on the Frozen Sea, the cargo ships of Vanice are some of the strongest and largest there are. Massive icebreakers with reinforced hulls, huge steam engines, and most sporting crews of over 100, these beasts are known to locals as the Mammoths, and are the lifeblood for trade by water.

    Zamorozhenny’s key exports are metals and gemstones, and have many mining towns in the scattered mountain ranges of the country, particularly around their largest volcano, Mother’s Love. Here they mine gold, copper, and other base metals along with diamonds and occasionally obsidian.

    Mine’s don’t only hire miners and prospectors but, like most of the country, seek out those with elemental affinities, particularly with fire. Anyone who can heat the rock or equipment enough to get Mother to give up her bounty easier is a welcome addition to any mining company.
    Their main imports are grain, cotton, flaxen, hops, wine, and various vegetables such as potatoes and beetroot.

    Only during the harshest of winter’s is the country put completely to rest and even termed to be in hibernation. While surveyor’s estimate the country’s population to be close to 200,000, due to how scattered the populace is, and the high mortality rates outside the larger cities and settlements, it’s impossible to truly determine how many live in the frozen wastes.

    This harsh climate does hold natural life, with the bison and Mastodon Elephant being the two most crucial to everyday life. They are the main source of transport and field work, carting the ores and raw stones into the settlements where they are refined for sale and trade. Killing one of these massive creatures is punished by death unless starvation can be proven, or the animal has become too old, sick, or injured for it to be humane to keep alive. The slaughter of a bison is a noteworthy affair, but one of a Mastodon halts whole communities, and a massive feast is held using the meat, fat and offal. The hide is turned into hardy boots and gloves, the wool woven into coats, pants, scarves, hats and all sorts of warm winter wear. The bones are hollowed out for the marrow, and then carved into instruments, cutlery, ornaments, and accessories. To present a potential partner with an engagement gift of Mastodon bone, especially of the tusk, is said to bless the marriage and family for as long as that item remains in the family.

    Some, though very few, have even won the loyalty of a Winter Wolf, the patron animal of Zamorozhenny’s royal family. To do so is to become a local legend, one that may even grant the attention and acknowledgment of the Emperor himself.

    Elk is the primary source of meat and food to most of the country, and they are hunted throughout the summer. Summer is the only legal season to hunt them, and there are size and age restrictions, and individual amount limitations. Businesses however have a much higher number, and this has lead to some areas hunting them to near extinction.

    The Crystal Blue is the largest fresh water river in Zamorozhenny, stretching from the northeastern mountain range, through the centre, past Lednik, and amasses in the south east into the fresh water lake, Tear. Here, during the warmer weather, is where much of the seafood comes from, as the surrounding oceans and seas are much too volatile and frozen much of the year round. The Crystal Blue has many smaller branches, and is the main source of fresh water to the Zamorosi.

    Zamorozhenny is a pro-magic country, with many of the main universities catering to the studies of the arcane. They are also heavily religious, and so also cater to the studies of the divine. They are somewhat suspicious of foreigners, preferring traders who come and go quickly than traveller’s or ambassadors, who tend to out stay their (short) welcome. If you don’t speak Zamorosi, or even attempt to learn their culture, you will receive a welcome much cold than the climate. Zamorosi are very proud and hold their language, culture, customs and traditions in high regard. To enter their winter wonderland and ignore her heritage and culture will turn these normally cautious but hospitable people into those who will grow increasingly hostile.

    This attitude is so ingrained that there is normally no punishment for crimes against foreigners if those foreigners can’t speak the language or prove they know anything about the country and its people. They are slow to trust, but their loyalty is absolute. They are more forgiving than many believe, as they know that life is short, harsh, and cold without the company of others. Normally, a bottle of booze, cooked meat, or a bag of coal will have you back in good graces soon enough.