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In The Name Of God - OOC Thread


The_Mad_Skylord
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IN THE NAME OF GOD

 

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https://www.youtube.com/watch?v=u2W1Wi2U9sQ

 

In days long vanished, there stood a civilisation that lived as a blessed utopia, where lived men who were masters of art, philosophy and the magical sciences. For centuries, this utopia reigned supreme on earth, until God brought fiery vengeance upon these Ancients, for their hubris, and cast their people down, with the enormity of his wrath. Or, at least, so the legends say. None truly know what happened to that civilisation, but all know the wonders of the machines they left behind. Even now, thousands of years after the Fall, Ancient Mana Engines work as if it were the day they were made. Across the known world, man has come to rely on these relics of the past, using them to provide light, heat, running water. Using them to power airships, and to take to the sky. Arcane Engineers toil endlessly to replicate these wonders, eager to usher in a new era of prosperity and wonder. But life, fickle and dangerous as it is, is never so simple.

 

For the world is not as it was in the myths that speak of the Ancients, it is not a wondrous, united place, where man lives in seamless unity, working together for the betterment of all - no, it is not that. It is a harsh place. A hard, cruel place, where the pettiness of man has never been so pronounced, or the divisions, so apparent. The world is segregated into nations, nations built high upon ethnic and cultural identity. Nations, built around and fortified with religious and political differences. Nations, where blind hate for their neighbours is the everpresent, inescapable norm.

 

In the south east lies arguably the greatest of this world’s nations - or at least, the largest, if you are not Trazmiri. The Azari Trazmir is a vast, rich land, with a diverse range of internal cultures, and distinctive geography. From vast mountains in the south, around which Trazmiri industry is built, to the great plains and steppes of the north, from whence come their infamous cavalry, to the vast salt wastes that span much of the country’s centre, there is little that cannot be found in Trazmir. The Azari Trazmir is ruled by the Azar, Ozdemir II, called the Great by his friends, and the Tyrant by his enemies. Governing the Azar’s empire in his name are his governors, who hold lifetime appointments to manage their territories. Most famous of these governors is the Kiralski traitor, Radzimir Pasha, a genius general who betrayed his country and his religion to take refuge in the Azar’s Court. He spends his days guarding the lands around Kwarwy Pass, where most of his force of elite infantry is raised from.

 

North of Trazmir is a strange, vicious land, called Orchemya. Heavily divided and incredibly internecine, Orchemya is a land populated by a race of giants, who stand anywhere from 7 to 10 feet tall. Rich in resources, the Orchemyans occasionally cross the mountains to raid Imperial territories, and the sight of one of these giants sprinting up with a 4 pdr held like a gun, blasting grapeshot into the ranks of infantry and then charging in like a berserk madman is something that most veterans speak of with great dread. Orchemya is divided into dozens of minor kingdoms and petty duchies, where each local lord attempts to enforce his rule over his neighbours, usually unsuccessfully. In rare circumstances, warlords sometimes manage to unite the region and lead the Orchemyans forth on a vicious spree of blood lust. This has happened thrice in the past centuries, and each time the giants have been turned back, but only with great Imperial losses. For now, the region is quiet, though talk abounds of a particularly powerful warlord, deep within the poisoned heart of the region.

 

South west of Trazmir is the country known as the Kungvold Estergaard, a nation of hardy seamen, who primarily make their living from whaling and trade, who gleefully take to the water as if sea salt were in their very blood. Estergaard is a pretty place, filled with glittering sand, and characterised by warm, sunny weather. But it is far from a soft place - the soil of Estergaard is poor, and the small maritime nation is oft wracked by the terrible storms of the Southern Oceans. But to be Estish is to sail - and the people of this hard land roam the seas, fishing to put food on their table, and to provide their merchants with goods to sell. Estergaard boasts the finest navy in the world, and often clashes for control of the Bay of Estmarr, with Trazmir and the Empire both. Trouble brews, however, between religion and between legislatives, as King Petyr II and the Republican, Ulrik Carstensen, both seek to empower their respective political factions.

 

Of the Northern Kingdoms, the mightiest is the Osvanti Kemijar. Though poor, Kemijar is a military power of exceptional renown. Her armies are fierce, excellently drilled and extremely bold. Under the guidance of the soldier-king Henrikk IV, the armies of Kemijar have come to dominate in the northern regions, and the Koprani-Kemijari alliance has placed immense pressure on the far smaller Kingdom of Valgrym. Here is the greatest bastion of Jozsefism in the world, and it was here that Jozsef fled, following his condemnations. Kemijar is a harsh, cold and impoverished land, and always Henrikk looks south, to the territories occupied by Kiralska, two centuries before, where much of the population is ethnically Kemijari. Imperial-Kemijari relations have never been colder, especially as Henrikk moves to further his ambitions in Valgrym.

 

Allied to Kemijar is Vostike Kopran, a neighbouring Kingdom, ruled by Henrikk’s younger brother, Kasper I. Though Kasper is a sickly, frail man, in an incredibly cruel place to live, he is beloved, as both an exceptional general and a benevolent ruler. The people of Kopran adore their sickly warrior King, and often look uncomfortably across the border, for Kasper’s heir is none other than Henrikk of Kemijar. Kopran is the coldest, bitterest place in the world- that boasts a nation, at least - and Kopranian politics are defined by their need to access the Kozeps Sea, dominated by Valgrym, in order to easily trade with both Kemijar’s more civilised areas and the Empire. As of late, Kopran seems intent on gaining this access by means of military force, and has joined Kemijar in pressuring the small, fairly weak Valgrymian state.

 

Vostike Valgrym is a small country, with a small army and a respectable navy. The country is rich, but split in half by the straits known as the Teeth, which control all access between the Kozeps Sea in the south, and the Sea of Czwarza in the North. Upon the throne of Valgrym, sits the Emperor of Kiralska, for the Imperial House of Dusza has held both nations in personal union for centuries now. In practice, Oliver-Kaj Stiernhelm, Jarl of Jykland, is the ruler of Valgrym, as the royally appointed Governor-General. A famed commander, Stiernhelm is determined to resist Kemijari and Kopranian invasion, even as continuous religious schism and political dissatisfaction threatens to tear Valgrym apart.

 

Neighbouring Valgrym, on the eastern side of the Teeth, is the vast, inhospitable region known as the Wold. A wilderness, characterised by its beauty, savage and feral. Inhabiting the Wold are a thousand tribes and clans, who call themselves the Aitribhead (or Aitrianni) in their own tongue, but who are most commonly known throughout the world as the Dzikny, mercenaries of great skill and renown. The Wold is a cruel place, and many of these Dzikny have chosen to forsake it over the years, choosing instead to settle in the western half of the Empire, where their clans are given land in exchange for military service. Constant raids define these borderlands, and even the Imperial controlled border is closer in nature to the Wold than it is to the rest of the Empire.

 

Amongst all of these nations, surrounded on every side, opposed on every front, is the Empire. Called Tym Kiralska Birodaloz in the tongue of Cazimir, the first Emperor, the Empire is a vast, diverse land, filled with wealth and beauty. Mountains, hills, plains, streams, marshes, forests and bogs are present in every corner of Kiralska, and it truly is a land of comfort, and easy living. Within the borders of the Empire lies the capital of Rzechsaw, where the great canal gives access from the Southern Ocean into the Kozeps Sea, along with Vazryow, the ancient, sacred seat of the Patriarch, and the heart of the Vaseric Faith. Kiralska is a holy land, where piety and faith dominate daily life. It is from the Empire that two of the greatest schisms (or heresies, should you listen to the Vaseric Church) have originated - the Jozsefites and the Magites. Of her neighbours, the Empire finds friends only in Valgrym, where the Emperor rules in personal union. The Empire is large, powerful and diverse, but Kiralska is faced with foes on every front, along with deep internal rifts.

 

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The Empire is a large, ethnically diverse nation, in a position of central dominance in the southern parts of the Known World. On three sides, it is bordered by hostile peoples, and on the fourth it shares a sea with a hostile maritime power. The Empire is the beating heart of the Vaseric Faith - both the holy city of Vazryow and the Patriarch reside within the Empire’s vast borders. Key to the Empire’s wealth and military capabilities is the Kozeps Sea, a large inland sea with only two entrances - one in the north, called the Teeth, is dominated by the Kingdom of Valgrym, while the Imperial Capital of Rzechsaw is built around the Great Canal, giving access from the Southern Ocean into the Kozeps. Militarily, the Empire is fairly powerful, and boasts a wide array of armies and navies - from the Imperial State Army and Navy, to various regional state armies, to private armies and fleets owned by free cities and noblemen - the Empire has a vast source of military power at its disposal.

 

Tym Kiralska Birodaloz is ruled by the Emperor, appointed by 9 Electors. These Electors are, in turn, appointed by the nobles’ parliament, called the Sejm, to perform this service. In reality, most Electors pass their seats down with their titles and, until recently, a new Elector had not been appointed in nearly two centuries. The Sejm also serves as an arm of governance to the Emperor, often managing much of the minutiae of such a large, diverse territory. While the Imperial State Army and Navy, along with the Dragoner Korps, answers to the Emperor, the Sejm appoints the Streztadt-Generals (State-Generals) who manage the various regional military forces. The Sejm provides a service of mediation - by Imperial law, disputes must be settled with the Chambers of the Sejm though, in reality, many nobles choose to ignore this, and simply spill blood anyway. The Empire is home to a diverse range of nobility, from Marcher Lords and Counts, to Barons and Knights, to Dukes and Kings, as well as a wide spectrum of Free Cities, which can be ruled by anything from a merchant’s republic, to a military dictatorship. The Sejm exists to create a synergy between these unlikely allies.

 

In recent years, the Empire engaged in the Fourth Trazmir War, in a bloody attempt to regain former Imperial territories from its age-old enemy. A bloody defeat, inflicted by the hands of the traitor Radzimir, near Kwarwy Pass ended that long conflict with the death of four Electors and the Emperor himself. While one of these seats remains in its ancestral hands, that of the Grand Duke of Arscea, the other three are of lineages destroyed in the male line, and it now falls to the Sejm to appoint replacements. The inheritor of the Imperial Throne was the infant son, Maciej, of the previous Emperor, Ioan VII. With the swift ratification of the remaining Electors, Maciej has been crowned as Ioan VIII, Emperor of Kiralska, King of Valrgym, Grand Duke of Rzechsawa etc etc, but true power in the Imperial Government lies now with Jan Dusza, Duke of Prizeczs, the young Emperor’s uncle, who stands as regent until the youthful monarch reaches his majority.

 

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Politics, in the Empire, falls into a number of divisions. First, foremost and most prominent is the divisions between those who back the Jozsefite True Mechanists’ Order, and those who support the Vaseric Magitechnical Guild. These religious orientated politics are the bitterest and most divided source of opinions in the Empire, and the only thing either side tends to agree on is “Death to the Trazmiri”. Also particularly prominent is the divide between Dusza loyalists and their disorganised opponents, which tends to overlap with religious politics (the Dusza are staunchly Vaseric). Much contention can also be found surrounding geographical politics - the eastern lords tend to demand action against Trazmir or Kemijar, whilst the lord of the west call for more support in their efforts to quell Dzikny raiding, and the southern cities demand increased levies and taxes (and sometimes open war) be focused on their primary trading rival - Estergaard. These are, however, simply the broadest and most general factions - in the Sejm, every man looks out for his own interests, and nobody else’s.

 

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The two primary religious factions in the Empire are the Vaseric Church, who sponsor the Magitechnical Guild; engineers of anything and everything to do with arcane technology, or the Jozsefites, a newly arisen band of dissidents who venerate the True Mechanists’ Order, who control most production of firearms, gunpowder and artillery, along with more mundane innovation. The primary difference of theology between the two churches is their stance on magic - The Vaserics regard magic as a gift from God, which exists solely for the betterment of man, while the Jozsefites consider magic to be a devilish creation, that resulted in God’s destruction of the Ancients. Jozsefism is growing particularly popular in the Empire, especially amongst the poorer peasantry, who could afford none of the luxuries presented by arcano-tech anyway. 

 

Less widespread, and hated by both factions, are the Magites, a heresy that believes magic to be the living incarnation of God himself. Magites are particularly prominent in the eastern sections of the Empire, in territories that have switched between Imperial and Trazmiri hands many times over the years. Magite beliefs are very close to Trazmiri beliefs - Trazmir regards magic to be a part of God, and considers the usage of all magic, including foul practices involving the Cursed Arts, to be an act of worship. As a result, Trazmir tends to be tolerant of the Magite heresy, whereas the Empire prefers to deal with such heretics with violent and vicious pogroms, often burning whole families of Magites when they are found.

 

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In The Name Of God is a homebrew gunpowder fantasy FRP,  based in a pseudo-late 16th century setting. In The Name Of God operates on a mechanical system, for which we use an automated Google Sheet to make simple. In The Name Of God is a co-operative FRP, and all players take positions as nobles or free cities in the Empire, a large state comparable to the Holy Roman Empire in structure. Within the Empire, most NPCs are based on Polish, Romanian and Hungarian aesthetics, but for player applications, a nation based on anywhere in central or eastern Europe is totally acceptable. While the game may appear daunting at first, please don’t feel intimidated, as both myself and Will (my co-moderator) are more than happy to help out anyone who is unsure or confused, and veteran players are also more than happy to help out. If you’re interested, feel free to join up!


 

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APPLICATION

Discord name (PM if you wish): 

Nation Type (County/Marcher Lord/Free City):

Nation Flag (optional):

 

Nation Name:

Nation Culture (Brief description):

Nation History:

Religion (Jozsefite, Vaseric):

 

Special Characters (Up to 3, generals/agents may be added or included if purchased with starting funds):


 

Edited by The_Mad_Skylord
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The state ensign of Przeworsk

 

COUNTY OF PRZEWORSK

 

Discord name: Already in the Dissy

Nation Type (County/Marcher Lord/Free City): County

Nation Flag (optional):

 

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The arms of the House of Wróbl

 

Nation Name: County of Przeworsk

 

Nation Culture:

 

The Przeworski are but a cultural sub-group of the overarching Kiralski identity which dominates the Imperial Heartlands, The Przeworski are defined by their affinity to the sea, using it to bring heaps of wealth manifest to their shores. As a result, the coast-dwelling Przeworski have adopted lavish lifestyles from the regional barons down to even the commoners, with ample coin to reliably provide for their families. Should one not choose to pursue the career tradesmen, the Przeworski lowlanders often seek employment within the Przeworski Navy, to such an extent where press gangs are deemed wholly unnecessary. However, not all Przeworski are granted such opportunity, for in the north are the Przeworski highlands which are marked by bitter, mountain peaks and dense woodlands. These parts are where the forces of the County’s State Army are often raised from, where the men often lead deadend lives though whose breed is both strong and hardy. The Przeworski are fine shipwrights, carried not by their might in gunpowder, but the care and craftsmanship poured into each hull laid upon the shores of Przeworsk. Due to their geographical location, they have often butted heads with the Estish Kingdom to their south, having engaged in many a naval skirmish with their neighbor, much to the dismay of the greater Empire, already hampered with strife and enemies.

 

Nation History:

 

Przeworsk began as no more than a lowly feudal lord’s holding- a burgeoning town located on the Kastyny Bay- and one of few natural harbors on this particular stretch of southern coast. Naturally, ships from all corners of the world anchored here for safe refuge, restock provisions, and offload their wares. With these seafarers came the tradesmen, who would claim whole seaside neighborhoods for themselves and dedicate them to their professions, buying and selling goods, and transforming them into a different product entirely. Przeworsk soon gained the reputation of a bustling, prosperous city, as industry sprouted and immigrants came crashing in like the tide itself. As a result, the lords of Przeworsk gained much influence over their neighbors, subsuming all but the mightiest neighbors, with economies and militaries to rival their own. Yet as the decades pressed on, more and more of Przeworsk’s neighbors were drawn into the Kiralski Empire as enemies began to circle the disparate states, who now sought unity and protection. Rather than face subjugation by force and almost certainly face defeat, the Przeworski ruler opted to swear fealty to the Emperor resulting in him and his legitimate male issue named Counts of Przeworsk, a title which the family holds to this day.

 

The lineage of Wróbl has weathered the storm through the Empire's golden days to their darkest hours, with many a member and Przeworski citizen having given their life in defense of Kiralska. Throughout the course of their existence, the House of Wróbl has shown no intention of deviating from their intrinsic connection to the Kiralski Empire and have been regarded as staunch loyalists to the Imperial Throne. However, this loyalty may very well be seen as a fault, as the Late Count Mariusz the Greater, father to the current Count Mariusz the Younger, was all too eager to call the banners and raise funds for an ill-conceived and fated expedition, which culminated and his death and the Empire's humiliating defeat to the Azari Trazmir. The immense loss of Przeworski life and a handful indispensable warships was an immense setback for the new Count, having inherited an outraged population and a state on the brink of financial ruin. Yet, Mariusz the Younger swore to avenge his father, committing every last bone in his body to restoring the realm to it's former glory so that Przeworsk may once again take to the seas, resting only when the Trazmiri fleets lays foundered at the depths of the Southern Ocean.

 

Religion:

 

The House of Wróbl and the majority of Przeworsk are staunch Vaserics, with the ruling family tracing their lineage to the Vaseric saint, St. Henryk the Fair; a benevolent ruler, renowned arbitrator, and progenitor of the House of Wróbl. Przeworsk has maintained favorable relations with the mother church over the years, making liberal use of the arcane wares they provide.

 

Special Characters:

 

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Mariusz Wróbl, Count of Przeworsk

 

The Count Marius is now  half a decade into his reign, having brought about unprecedented prosperity to his people, with no indication of slowing down. Marius is a staunch supporter of the Imperial throne, but most importantly, of the regent, Jan Dusza, to which his support can often be counted upon. Though a benevolent ruler, he has been a firm advocate for the curbing and dismantling of both Estish and Trazmiri influence in the Southern Ocean. Though far from the borderlands, he has often sided with the plight of the Marcher Lords, though criticized in the Sejm as having nothing to lose in these far-flung wars. Yet this could not be any farther from the truth, as both Eestergaard and Trazmir cut deep into the market, wounding not only the sailors who fought to preserve the Prezworski way of life, but the Count’s coffers too.

 

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Adrian Wróbl, Heir Apparent to the County of Przeworsk

 

Adrian, son of the Count Mariusz has only recently come of age. Though he is young, he has been deeply engrained with knowledge passed on by his father. Count Mariusz has high expectations of his only son and heir and treads a thin line between pressing him towards greatness and driving between them a wedge as a result of his ruthless education and drilling. To his father's relief, their relationship has remained amiable. Thus far, he has revealed himself to be a man of  honor, perseverance, and a firm believer in loyalty and civic duty. Since his eighteenth nameday, Adrian has faithfully commanded the Przeworski fleet, acting as the executor of his father's will upon the seas, having been bid to take a hardline stance against the Estish to protect Imperial trade and fishing rights.

 

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Settlement map of the County of Przeworsk, officially; Lands of the Coronet of Saint Henryk

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APPLICATION

Discord name: no

Nation Type: Marcher Lord

 

Nation Flag:

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The Koháry Lion, placed upon a bed of Biharian blue representing the mountains and the ocean.

 

Nation Name: 

The March of Bihar

 

Nation Culture:

The March is comprised of a majority Kiralskan population, due mostly to the fact that Bihar is in direct proximity to the Imperial Capital, Rzechsaw. Whereas Bihar was once a prosperous core territory of the Imperial Heartland, from which they enjoyed the bounty provided by its Capital, it has now been suffering for generations as a war-torn border province in direct conflict with the Azari Trazmir - who have since managed to maintain their hold on the conquered Kiralskan eastern borderlands following the failed Imperial Campaign of Ioan VII. This developing position has garnered the Biharians the start of a unique identity; a culture emboldened by revanchism, martial prowess, and bravery in the face of adversity, specifically from the Trazmiri. However, with the Imperial Capital so close and the cultural differences so minute, the average commoner from elsewhere may simply view the two cultures as one in the same.  

 

Bihar is also a hub of Vaseric beliefs, serving as an extension of the influence of the Church within the Imperial Capital - which has not allowed for much in the way of religious tolerance. Especially of those of the Magite Heresy, which has often been extinguished within Bihar, not only through official State initiatives, but also by the local populace's own accordance. To their Jozsefite counterparts, they regard them with disappointment - unenlightened individuals who were unfortunately led astray by a senile old man to misinterpret the Will of God, and His magical wonders. Bihar has long enjoyed the creations of arcano-tech and other magical assemblies, with the region usually being the first of the Imperial Provinces to receive any sort of popular innovations or inventions during their propagation. The common Biharian folk have seen no need to scorn the authority of the Church, and so remain proudly traditionalist.

 

But above all these disdains, there is none stronger than a Biharian’s hatred for the Trazmiri, and their dogs, the followers of the Traitor, Radzimir Pasha. Long has it been now that Bihar has endured the vile cruelties brought upon them by the Azari Trazmir, leading to many wishing to reciprocate these events ten-fold. Most Biharians do not believe that the Fourth Trazmir War ever ended, and will seek to do harm to those who hold Trazmiri affiliations.

 

Nation Description:

For the longest duration in its history, Bihar has been a subject to the direct rule of the Crownlands, established as a demesne for Imperial Capital and its Emperors, from which it served its purpose as a breadbasket to fuel growth. However, following the Trazmir Wars, the eastern Imperial Borders were pushed all the way to a mere few leagues away from the Capital, stopped short by the Kwarwy Mountains and its defenses. This change in territories saw the necessity for the establishment of a dedicated military presence in the region, henceforth creating the March of Bihar, under the rule of House Czacki, who also enlarged its borders to its modern day state. The Biharian Provincial Army was also founded during this time under the purview of House Czacki, alongside with the local Imperial State Army garrisons.

 

Predating the establishment of the March is the Imperial Order of Kwarwy, which has been present in the area since time immemorial, by Imperial standards atleast - taking upon many variations to its ranks, name, and order. It is said that the mountain citadel, its original name long forgotten, is a construct from the times of the Ancients - such tales are just unproven rumours as of so far. It does not cause surprise as to why such assumptions are made however, for its walls consist entirely of pure white stoneworks, alongside with its wondrous crumbling relics of arcano-tech resembling old Mana Engines. The Order is not constricted to just the Citadel, their presence is seen throughout all of Bihar, and by some extension, sometimes elsewhere in the Empire. With their official duties being the protection and maintenance of the Imperial Highways in the East, as well as the defense of the Capital from within the Kwarwy Mountains.

 

The Capital of Bihar has long been situated in Binarks, a coastal city south of the Kwarwy Pass - though it may not be for long, as recent events prove that the city is in a precarious position, being in the path of any potential Trazmari naval invasions. With its sacking during the Fourth Trazmir War, many of its inhabitants fled north along the coast, to find a more defensible settlement within a Bay, known now as Nowy Binarks - be that as it may, the State government still rules out of the original city of Binarks, for now.

 

The old House of Czacki would be made extinct during the Fourth Trazmir War, with the popular Istvan Kohary made as its Margrave following the approval of the local nobility and confirmation of the Imperial Regent. Today, it serves as the forefront against any Trazmari Incursions, defending the nearby Rzechsaw with everything it has to offer. The Biharians await the day for when they can be unleashed upon the Trazmiri, reclaiming the east for God and Emperor.

 

Religion (Jozsefite, Vaseric):

Both the common populace and the ruling class are devout Vaseric adherents as a result of their continued and direct proximity with the Imperial Capital, which itself is a Vaseric stronghold. However, hidden away from prying eyes, various heresies lurk in the underworld of Bihar, along with whatever Trazmiri corruption there may be present.

 

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The Sacking of Binarks,

Fourth Trazmir War

 


Special Characters:


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The Lion of Kwarwy Pass

Margrave of Bihar,

Lord István of the House of Koháry (General)

 

István Koháry is of Falzsprzem origins unlike his Kiralski subjects in Bihar. He was born in the City of Siofok, in the western half of the Empire along the coastline near to the Kungvold Estergaard - brought into this world by a family of Knights, who attempted to dictate that his life would be the continuation of his predecessors. A life he would adhere to, somewhat. Whereas his parents expected the boy to remain sedentary, István would instead strike out into his known world, a world constrained by the borders of the Empire that is. As a gullible young man, he enlisted into the Imperial State Army to seek excitement, and served several tours in the north along the borders of the Osvanti Kemijar where his skills would be tested by both the environment and the hostile Kemijari. 

 

Following some years later of military service, Istvan’s impetuous temperament, combined with his natural affinity for warfare, caught the attention of Sir Michał, a then Orderman of the Kwarwy Citadel in Bihar, who took Istvan under his tutelage, organized his military discharge and formally inducted him into the Order. At this point in his life, István formed a romantic relationship with the daughter of the Czacki Margrave of Bihar, which was later approved of and officialized by marriage under the Vaseric Church. This surprising acceptance by the tolerant Margrave would create the foundation for Istvan's continued social successes, which led him to be eventually officially recognized as an Imperial Knight, tasked with the command of his own platoon of subordinates within the March. He had fulfilled his familial expectations, but on the wrong side of the Empire, which bothered Istvan none, for he considered the entire Empire his home - his roots growing ever firm into Bihar now.

 

For some time, he led a rather uneventful life, watchful for any Trazmiri activities like any good Knight should be, but instead took to enjoying his life. His attitude and behaviorism also significantly mellowed as he became a part of the Margravial family, alongside the creation of his own. His wife would give birth to both a son and a daughter - the son taking up his father’s profession out of admiration, while the daughter finds her own love in the southern oceans, taking to the waves of the Southern Ocean in an unorthodox betrayal of societal expectations. None of which bothered Istvan much, as he found joy in his children carving out their own fate, like he had done himself. Decades go by as Istvan climbs the ranks, and watches his family grow some more as his son welcomes his newborn daughter. He spends most of his days in the coastal Capital of Bihar, Binarks, where his son served as a house guard to the Margrave, with himself tasked with the oversight of the Order within the city as well. It was not to last, for a dark turn was soon to take place, as all good things must come to an end.

 

With the commencing of the Fourth Trazmirian War, Istvan found himself initially tasked with the defense of Kwarwy Citadel as Sterzstadt-General, Baron Symanski led his forces to Arscea to engage the Trazmiri detachments in the region, though resulting in rather inconclusive combatry for both sides. Aggravated by the lack of immediate success, Emperor Ioan VII raised the might of the Imperial Armies, with this new formation came Istvan and his division of Imperial Knights from Kwarwy Citadel. With the combined might of the Empire, the offensive was renewed, but nothing could prepare the Imperials for the cunning and deceit of the Traitor, Radzimir

 

Through the clever machinations of the Trazmiri, the Imperial Armies found themselves led into a trap within the eastern entrance of Kwarwy Pass. The tightly packed regiments of the Emperor's Army found themselves as target practice for enemy artillery emplacement upon the slopes of the mountains, from which they rained hellfire upon the Imperials. The ensuing combat led to the death of Emperor Ioan as he attempted to reorganize his battle formations, struck down from the skies along with his dragon. The Grand Duke of Arscea soon follows in this demise as he took command of the fracturing army, a stray bullet cleaving through his forehead. Capitalizing on such disarray, the Trazmiri Cavalry was deployed, causing the highest bout of casualties during the battle, and eliminating several of the Imperial Elector Lords. It is during this battle that Istvan becomes a household name, praised for his effective and timely participation.

 

Amidst the panicked rout of the Imperial Army, Istvan held his division firm against the tide of the Trazmiri, forming a mess of schiltron formations throughout the battlefield - the unwavering banners of the Imperial Order of Kwarwy bringing to his side some of the fractured units of the Imperial Guards. However, it seemed as if it were to be a dire last stand, with round shots whistling through the ranks, cavalry nipping at their edges, and sporadic volleys felling men by the dozen. It was through God's Own Grace, or perhaps more appropriately, the late Duke Arscea's son, Jan Antoniewiecz's intervention that saved Istvan and his remnants from being slain to the last, for the arrival of Jan's standards brought upon a renewed hope to the crumbling formations of the Imperial regiments. Istvan's persistence had bought enough time for the new battlefield-forged Grand Duke of Arscea to reorganize his forces and relieve the remainder of the Imperial Army. The battle lines had been reformed, and the scales of battle tipped ever so slightly, causing the Trazmiri advance to be checked. Following these new developments, Istvan continued the fight without pause, carving through many unfortunate enough to confront his zweihander. He fought in the melee with an unmatched zealous furiosity, rallying allies to him, and being shunned away by his enemies. With this newfound momentum, the Duke of Arscea had managed to rescue what was left of the Army, broke free from the entanglement, and withdrew into the depths of Kwarwy Pass.

 

Though there was much to be distraught, the survivors nevertheless cheered for both the Duke and Istvan on that fateful day, holding the two responsible for their rescue. By popular acclaim, Istvan was dubbed the "Lion of Bihar" for his style of melee and courage following the death of the Emperor - while the aristocracy applauded him for the retaining of the last few of the Imperial Standards. Atleast 20-thousand soldiers out of the 50-thousand would survive thanks to the actions of these select few.

 

God would rather compound tribulations with even more disasters - for a division of the Trazmiri fleet had sailed under the cover of darkness to Binarks, launching a surprise raid that would once again catch the Imperial Forces by surprise, leading to the demise of much of the Kohary family, and the extinction of the ruling House of Bihar. The raid would eventually be repulsed by Grandmaster Michal, who would later send a letter to Istvan, informing him of the tragedy that had just taken place - that only his granddaughter survived.

 

The news devastated Istvan, for a time he became noticeably despondent and dull, unaware of his newfound praises. He would later be recalled to a smouldering Binarks, at which point a crowd of Biharian Nobility proclaimed him as their Acting Margrave - the blood of his granddaughter expected to eventually continue the line of the old Margraves. Later confirmation from the Imperial Capital would see Istvan formally ennobled on the pretense of his martial deeds and connections to Bihar, now establishing him as the Margrave of Bihar. Leading Istvan to the current date.

 


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Imperial Grandmaster of the Order of Kwarwy

Sir Michał of Bihar (General)

 

The Grandmaster is an elusive figure, appointed to the Biharian region by unknown  Imperial Authorities within the Capital. His history is not known to the public, but his service records prove himself to be a formidable commander regardless of his origins. None other than a select few know that it was the Grandmaster that had orchestrated for Istvan Kohary to be put forth as a candidate for becoming Margrave, communicating with both the Imperial Capital, and swaying the opinions of the Biharian Nobility to Istvan’s side.


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Heir to Bihar, and of House Koháry

Kateline of the House of Koháry (General)

 

Granddaughter of Istvan, and Heir to the Kohary House and the March of Bihar. During the Raid on Binarks, she committed herself to the defense of the harbour town, sparing her when a division of Trazmiri sailors found themselves in the Margravial Palace, where her father and mother were killed along with the Margrave and his own family. Records say that Kateline was responsible for the sinking of 2 Trazmiri Galleons as she organized the coastal artillery returning fire while warding off landing parties, earning her an early Knighthood. With her Grandfather’s arrival to Binarks, she found out that she was now in line to rule Bihar, as he was proclaimed the Heir to the March - a responsibility she solemnly accepted.


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APPLICATION

 

Nation Type: County

 

Nation "Flag":

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Though the County has no official flag, they typically use the eastern depiction of a wyvern for state functions and seals/minting.

 

Nation Name: Balcescu County 

 

Nation Culture: Though close to the Core of the Empire, Balcescu County has a relatively diverse array of peoples. The Mandruleanu Counts have always been lax in terms of immigration. As a result the melting pot of a county is relatively tolerant to most. Since they sit so close to the border, there's even a thriving community of Trazimiri Imperials in most cities. One thing they all share in common is the love of their land. Mostly fertile fields, the people dot the land in small hamlets and towns primarily. One can walk though the roads safe, being greeted at the porch by any home they pass. It has become custom for people living on the roads to leave small boxes of supplies out. Travelers are free to help themselves, leaving trinkets from their journeys as payment.  

 

So though the County may boast no single culture, it is instead a representation of when cultures collide. In Cities entire quarters have become destinations for whole culture groups. A Dzinky community of merchants could be living next door to Trazimiri refugees, all sharing the same streets. However in the country is decidedly more Imperial, being so close to the Capital. The simple rural class however is not immune to the outsiders in any certainty. As the decades went on, they too began to inter marry and mix with others. 

 

Though diverse, the County is a firm bastion of Imperial Influence. Their large population, Vaeseric beliefs, and proximity to the Capital have made them an ideal land. Taking pride in this, the Balcescuans have an intense devotion to their land and identity. They are decidedly cold to outsiders, seeing themselves above most others. This won't stop them from offering food and shelter, just not in the warm manor reserved for neighbors. And if those outsiders decide to stay in this paradise, and earn their keep one day, they will be welcomed in as a neighbor too.

 

Nation History: The County of Balcescu is one of a slow but steady march forward. In ancient days these lands were used by nomads descending from the mountains to graze their herds. The lush lands, and lack of rugger terrain led to more and more using the land. As time progressed it was a hot bed of new age settlements, particularly along the river to the north. More and more this land was home to humans abandoning the ways of migration. 

By the time the Empire had formed, Balcescu was a thriving hub of feudalism. They were scorned as a lazy and weak people, sticking to their fields. But from an inside perspective, they had all they needed. There was no need for blood shed and expansion, in their land it was a paradise itself. This however did not bode well for the burgeoning Empire. Their armies vastly outmatched the Balcescu militias. So when they arrived at the border, the people of the land simply bowed to the new rule. Avoiding violence, they were sworn into the Empire on amiable terms.

 

Ever since the people have resumed their enjoyment of peace and prosperity. Though many sons recently have been thrown into the Trazimir war, the County as a whole remains unscathed besides in population. House Mandruleanu is compose of Staunch Imperialist who were granted nobility dating back to the surrender to the Empire. Using the fact they joined the Empire willingly, the relatively minor noble house has embedded itself in the County wholeheartedly. 

 

The People of the County are proud Vaeserics, and practice Magitech to it's fullest extent. Scholars here eagerly travel to the nearby Capital. There they learn their trade, and bring the wonders back home. Balcescu cities are numerous, well populated, and augmented with this wonderful arcano-tech. Even in the deepest parts of the country Magic is studied and performed.

 

Religion: Vaeseric

 

Special Characters:

 

Dragomir Mandruleanu

5/8/10

Married to Loredana (8/5)

Sons;

Iulien Mandruleanu 8/4/7

Cristofor Mandruleanu 2/6/3

Dragos Mandruleanu 8/7/3

Natalia Mandruleanu 8/3

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Count Dragomir Mandruleanu has enjoyed the bounty of Balcescu for neigh on forty three years. Though many of his ancestors and cousins pursued Magitech, he forsook this tradition early on. Leaving most of the administering of the County to his stewards and sons, Dragomir instead pursued a life of political career. Using his County's proximity and influence on the Capital, he has graced the halls of the Sejm for decades now. A fiery orator, he is a staunch Imperialist, always quick to bring up his County's close past with the Empire. Though not invested in Magitech, he is also a die hard supporter of it's use, and exploration into other magical fields. In recent years he has put down the pen for the sword more and more. Ever since the great betrayal, life near Trazim has been far more perilous. 

 

Surány Csanád

2/12/7

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A stylized depiction of Surany, commissioned by none other than himself.

 

Surány Csanád is the head architect of Balcescu's Magitech development and application. A renown mage and developer, he frequently travels to the Imperial Capital to learn and trade knowledge with the Guild. A enlightened thinker, philosopher, and designer. Some (himself) may call him a genius at his craft. He is an eccentric old man, with many mysteries and knowledge of magical lore. Though he thinks so highly of himself, outwardly he is an arrogant prick. His personality is like salt rubbing a wound, none can bear him for long. But his power and intellect keep his post as the County's head Magician.  

 

Constansa Cojoc

2/3 [Withered arm]

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Little is known of this young lady, besides here fierce devotion to magical research. Something of a mystery to most, the Mandruleanu's keep her on a small pension. To any who meet her she seems an energetic and lively youth. Always found galloping around, on her latest study.

 

Starting Location; 

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Edited by GrimBeard
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The Tiered City of Żyrasol

 

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Nation Type: Free City

 

Nation Name: The Tiered City of Żyrasol

 

Nation Culture: The people of Żyrasol are proud of their crafts and their studies - Shown in the fact that its two most prominent castes are scholars or artisans of various forms. This is also highlighted by the Ziedymra (Seven Advisors) - a council under the Knazmis (The Prince of the City) made of the three heads of Żyrasol's arcane universities and the four manufactory lords of its industrial boroughs, who help maintain order and welfare within the city. Like any tightly knit community which has refined their trade for generations, they are wary of others coming to steal from them or bring them harm. To this end, many generations ago the great river was channeled into a moat around the city itself and large walls were erected so that only those sanctioned by the city could enter its heart. Culturally this level of isolation also found its way into the fashion of Żyrasol's people with personalized masks becoming vogue as well as an easy way to identify others by their profession and status. The city itself was remodeled countless times, evolving into a three tiered design, where the Knazmis' keep and its heavy artillery are able to keep a watchful eye towards any would be intruders at the highest level - this is also where the three universities are maintained. The middle shelf is for the scholars, craftsmen, and the orderly classes.. The lowest tier is for the general laborers who form the backbone of the Tiered City, with its various herbalists and farms.

 

Despite its wariness towards outsiders entering the hearth, Żyrasol is a nation of inventors, scholars, and merchants. It actively seeks trade, and those who can appreciate the weapons and general goods it creates, as well as diplomatic relations. Through the safety of its walls and the refinement of its defenses, it has historically maintained an amiable but largely neutral position to the Empire around it both politically and religiously.

 

Nation History: Originally the city had started as an extension of a craftsman's workshop, which expanded as one of his three sons went and achieved education from the Imperial capital and returned with fringe knowledge of arcane workings. Apprentices, clients, and merchants gathered until over time it became a small town steeped in the tradition of artisanal work and some level of melding the arcane with the hammering of smiths. This town soon became a city, and the founding family eventually became venerated as some form of local nobility which would eventually lead to the bloodline of the Knazmis.

 

However, like all experts of their craft, there was no shortage of times when the city was raided either directly or with discrete sabotage for its fine wares and production methods. Eventually this paranoia led to the isolationist policy of splitting the lake and erecting walls so only those trusted could enter the heart of the city proper - with a port on the opposite shore of the moat becoming its own branch city as a free trade location and the resident of foreign guests who were not quite trusted enough to enter the core. This is also where those who wish to become apprentices or acolytes reside until such a time that a master or university accepts them. 

 

By the time the Empire became cohesive and moved to the walls of Żyrasol, it was welcomed but kept at arm's length like all others. The Free City welcomed its protection, as the Empire welcomed its wares - especially its designs on artillery and weaponry. As the Free City itself did not have an abundance of soldiers and gunpowder for open warfare, instead taking the approach of an impregnable defense, the arrangement was pragmatic and required honestly little adaptation from Żyrasol itself as the Knazmis' bloodline was merely of the city and thus did not seek to infringe upon the noble lines of the nation proper. 

 

Religion: (Publicly) Vaseric

 

Special Characters (Up to 3, generals/agents may be added or included if purchased with starting funds):

 

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Wyktor Mstizla, the Knazmis

 

The current ruler of Żyrasol, the Prince of the City is Wyktor Mstizla. He is just over a decade into his reign, and like generations before him he maintains the tradition and order of the city. Having trained under prominent Artillerist and graduating from the arcanotech university, he is credited with the design of the Dziakolo - the hand held grenade launcher used by the city's grenadiers. He is known for his firm but fair care of his citizens.

 

 

 

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Szymon Lyna, Keeper of the Watch

 

Szymon is the current Keeper of the Watch, he maintains control over the security of the city both through its police and military garrison. His father married the daughter of one of the major merchant companies of the Tiered City, and from an early age Szymon has shown a remarkable grasp of logistics that makes him a formidable addition to the advisors of the city.

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Myrtin Mstizla, the Dzynmis

 

Myrtin Mstizla is the currently sole child of Wyktor, and as the heir he is known as the Dzynmis - Son of the City. Following the traditions of his family, he served as a page under the Keeper of the Watch from his sixth to thirteenth year. After his thirteenth birthday he returned to the Keep and enrolled in one of the city's universities, having been there now for a year. Like his father he has already shown a sense of firm adherence to the systems of law and order within Żyrasol though he is considered to be much more of a social bloomer by those who know them.

 

Starting Location :

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Edited by Garbage
added heir and watch captain
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APPLICATION

Discord name (PM if you wish): Thou has it

Nation Type (County/Marcher Lord/Free City): County

Nation Flag (optional):

 

Nation Name: The County of Budivel

Nation Culture (Brief description):  

The Culture of Budivel is one that is surprisingly meritocratic. Which is due to a variety of reasons. One being that being part of the empire has given the county a long period of peace. One in which the count was able to centralize his power and no longer have to rely on barons. Whilst a second factor is that the County has a large amount of skilled workers. Partially due to the status as a haven for Jozsefites. This means that there is a stronger middle class with severe influence. Both of these attribute to the fact that though there is still a nobility, one does not get certain position by just lineage. Though it is still certainly a benefit.

Other than that one other tradition of the people of Budivel is that they are hard workers who put a great amount of value on being punctual. With tardiness being seen as a sign of low piety and low class. The people of Budivel also are good sailors. However, due to a lack of conflict less importance is put on the military. Though this trend is starting to be upheaved by the Jozsefite schism. As the county is now surrounded by those with a different set of beliefs, making the chance of invasion far higher. 

 

Nation History: 

Before the rise of the empire, the County of Budivel was not a prosperous region. It was surrounded by too many enemies on different sides and with far too few resources. It had great amount of lumber, yet it's enemies were all on land. The land survived, through harsh struggle, but it did not prosper. Then came the Trazmirites slowly creeping further South, their foul heresies corrupting all that fell under their sway. The Count of Budivel sent aid, but it was not enough. Only under the leadership of the Grand Duke were the Trazmir with their heretical magics driven off. Sent back to their cursed ancestral homelands. Partially due to gratitude for defeating the Trazmir, and partially due to fear of their growing influence, then Count of Budivel Iosef III swore his allegiance to the grand duke of Rzechsawa. Thus falling into what was to become the empire. 

Due to giving their allegiance voluntarily the counts of Budivel were able to retain much of their influence and power. Both of which decreased as the empire grew to expand. Rather than focusing on it's military, the county could now focus on other pursuits. Continuing development in seafaring and many different industries. Quickly becoming part of the economic heartland of the empire.

 

Then came the turning point in history, the discovery of the heretical Augustine engine. The moment that the foul magi-engineers grasped the hubris of the ancients. Treading in the footsteps which lead to their downfall when they were cast down by God. Leading the people of the empire into damnation.

 

The only person who stood against this was Saint Jozsef. He recognized the vanity of the Vaseric church, that in their greed for power they would invite divine retribution. Yet even as he spoke his words of truth, he was cast away by the demons of the Vaseric Church. Lost in their heresy, they condemned all followers of Jozsef. Putting their magi-engineers n the same level of demigods. Whilst the honest craftsman was cast down, despised by the heretics up high. And any of those who would speak the righteous words would be exiled and cast down.

Seeing that taint which was corrupting the empire, and the pious men who were being exiled, the County of Budivel became a refuge. A haven for those who did not wish for the Vaseric Faith to dominate their lives. The Magi-engineers were sent away, whilst the religious authorities of the county soon denounced the actions of the Vaseric Church. Forming one of the first Jozsefite branches. The Budivelites, those who believe that the institution of the Vaseric Church is not inherently bad, but that it has now been corrupted by the foul taint of magic. 

Thus the Budivelites occasionally heed the words of the Vaseric Church in the capital, though they are effectively completely autonomous. This denunciation of the Vaseric Church has led to much criticism, yet one can not deny that the influx of skilled workers across the empire proved to be of great benefit to the empire. 

Since then, the County of Budivel has remained one of the only Jozsefite strongholds in the centre of the empire.

 

Religion (Jozsefite, Vaseric)Jozsefite

 

Special Characters (Up to 3, generals/agents may be added or included if purchased with starting funds):

 

Starting location:
https://imgur.com/a/GDdKAsU

Edited by DoomedDM
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Spoiler

 

Discord name (PM if you wish): You have

Nation Type (County/Marcher Lord/Free City): March

Nation Flag (optional): Below

 

Music

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County of Chrósty

 

Culture of Chrósty

Chrósty, being a march, is a hot pot for a mixture of culture and beliefs. Peasantry of the county are a mixture of both native Osvanti and resettled Kiralski, with both also representing the split in Jozsefite and Vaseric within the region. The harsh winters and Kemijar raiding ensures a difficult life for the peasantry itself, ensuring fortified towns bolstered with magitech engines to provide heating within the winter. The Jozsefites of the county resent this usage of magic, however outright refusing this aide is rare due to the severe winters that blanket the county, especially after the thermal springs of the region were cut off from across the border.

 

A feudal society, the peasantry are beholden to their local lord, the baron or the count Chrósty himself. Those who live within the cities of the county however are beholden to their burgomeister, an elected official of the town that administers the people in the service of their lord. The noble class of the region is burgeoning and powerful, highly militaristic and disciplined, they control all the cards in Chrósty. Nobility of Chrósty are deeply Vaseric, ascribed to the central doctrine of the church. They sponsor the Magitech guild, specialised in the area with heating enchantments.

History of Chrósty

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Source

The March of Chrósty has existed on the Osvanti border for the two centuries since the initial push. The Lords of Chrósty, House of Lasko, held the border for the vast majority of that time, until 1682 and the extinction of that line. Sandwiched between the two rivers from the Tatra Mountains in the west, the Vistula River to the south and the Warta to the north, the great lake Mamry to the east, the Chrósty is a bastion on the border.

 

Originally a simple county, they entrenched in their cold northern lands, the slow advance of the Vaseric faith bringing with it the aids to the living standards of the county. The fortified cities therefore gave rise to a heavily entrenched magitech guilds, the local guilds being some of the most skilled in heating enchantments, in order to keep the winter easier to weather. With the formation of the Empire, Chrósty sworn to the growing empire, the cultural Kiralski started to seed the land with migrants, encouraged by programs from the heartlands.

 

This seeded land grew in population so that the northern border was secured, a flat plain where the Kiralski Hussars reign supreme. Great forts and cities, bolstered by Magitech have ensured a hard border in which the Militarily supreme Osvanti are repulsed at this short border, so much so that the skirmishes found on this border is the only real form of conflict that has been seen except for the Lewki War of 1665. This war saw the extinction of the Lasko line, the former barons of Lewki being raised to their place, the Książek family.

 

Vaseric to the core, the rise of the Jozsefite sect has worried the county, the culturally Osvanti converting like their northern brethren, albeit with some persuasion due to the engine-fuelled comforts that the north requires for an easier life. Religious strife however is currently kept to a head, especially since the Trazimir to the southeast is close enough to give even the Chrósty worry.
 

Religion

The Chrosty are a mixture of both religions. The ruling Książek are staunchly Vaseric, and their investments in the Magitech guild has ensured that the population of the County has Vaseric leanings. However the close proximity to the Osvanti means that Jozsefite believers are not rare within the borders, and an uneasy peace remains between the differing sects.

 

The House of Książek

 

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Source

1698 - 

Witold, Count Chrósty

A formidable Marcher lord, Witold has held the northern border for thirteen years. Named by some in the Sejm as the ‘Northern Ogre’, he is known to be a repulsive looking man. However, the activity on the border keeps Witold engaged in skirmishing and has garnered a reputation of a warrior Marquis.

 

A staunch Vaseric, he encourages the use of magitech throughout the County, ensuring the prioritisation of warming magics to keep the winters of the north as manageable as possible. The lord frequently skirmishes with the Hakala of Alaskylä, but both houses have a deep respect for their century long rivalry.


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Source

1702 - 

Klara, Countess Chrósty

Klara, the wife of Witold, is the daughter of a southern house, a family from the heartlands of the empire. A formidable woman, and the second daughter of the family, she has taken to the north like a fish to water.

 

An intelligent woman, well liked by her adopted homeland, she has championed the magitech guild and is deeply pious to the Vaseric faith.




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Source

1720 - 1739

Dobrogost, The Eagle of the North

The son and heir of Witold, the Eagle was a great commander of men and a rising star of the Empire itself. A feared warrior and general, he led Witold’s Hussars and developed the battle plans to ensure the new amarta płomieniowa, the flame cannons, became a staple for the northern border.

 

During the Fourth Trazimir War, Dobrogost led Chrósty’s men to war, being an officer for the Imperial Army. During the Imperial rout, Dobrogost led a foolhardy charge of the limited amount of Hussars left, gaining time for the Imperial army to leave but losing his life, and that of his men, in the process.


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Source

1723 - 

Otylia, The Maiden

The only daughter and now heir of Chrosty, Otylia is an unmarried young woman. Charming and slightly learned, Otylia lives in the shadow of her now deceased brother. While still doted on by her father, she knows that the family is in dire straits if it is indeed to survive.

 

At the tender age of 18, Otylia is versed in the dangers of the Sejm, her place in the empire, and the politics needed to ensure her families survival.

 

Map of the Realm

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Discord name (PM if you wish): 🆗

Nation Type (County/Marcher Lord/Free City): March

Nation Flag (optional):

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Nation Name: The Holy March of Mis

Nation Culture (Brief description): The people of Mis are alike to many others, though take no definitive side in terms of cultural identity. Being on the border of the often-provocative tribal clans of the Orchemyans,to the north of the Kiralskan steppes, and eastward of the capital influences the peoples of Mis have no true singular culture. However, what binds such a state together is the common religion of the land. Undoubtedly, the Holy March of Mis, and unsurprisingly the state itself, is one of if not the strongest holds under the guidance of Jozsefite values. Since the conception of the Agustine Engine a near half century ago those of the ruling house, being the current reigning Arcykaplan of House Krol, forsake the building of such an abomination and took the abhorrent insult to God himself as an extension to their own values. The house of Krol has long since ruled with zealous dedication to the Jozsefite faith, restricting many of the uses of such an engine within their holdings as to dissuade the temptations of “modern luxuries” that some may desire within their cities. Such zealous hatred for these engines has long since embedded themselves in the Jozsefite followers of the region, so much so that calling them Jozsefites may even be an improper term for their faith to God and wroth against the engines far exceeds the usual disdain that many other Jozsefites may have against it. As such, the state itself is on a near constant martial-law esqe status with routine checks of the populace and other private holdings to ensure that their land may not be tainted with such vile creations. While many other lords and populaces may follow suit in their crusade against the usage of engines, none are as devoted as those of the State of Mis. 

Nation History: 

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The Establishment of House Krol

Established several hundred years ago, though not yet known as a true house, the men and women of House Krol were some of the first settlers in the mountainous region that now makes up the eastern border of the Empire. While they appear to have taken influence from the more tribal aspects of the region, such as titanic height and unwieldy strength, centuries of political marriages and outer-state relationships have begun to bring the members of House Krol to a far more manageable and ‘domestic’ state and closer to the standards of the Empire rather than their titanic neighbors. While many do carry the genes of Orchemyans and their home region’s tribal inhabitants, members of the family  live comparably standard lives when put next to those of other houses. 

Though the history of the house itself is one for debate, as many scholars place them initially as political dissidents, who were once far against the rule of the Empire before succumbing to pressure from both the east and west and eventually joining the fold. Though such stories originate from Vaseric holdings, often exaggerated and placated among the people to dissuade cooperation with House Krol due to their choice of following the Jozsefite faith. However, others state, and the more commonly accepted history, is that House Krol was a simple gentry house, a long line of prestigious warriors and tact commanders that, when faced with the unconventional forces of the Orchemyans, often put down raids and incursions into their territory. Faith in their liege, and their beliefs of the old Vaseric path, was often put to the test time and time again as the House would often oppose the more conventional, if not widespread, usage of the Demetrius Engines. Many of the family grew discontent as their liege lord continued succumbing to the Vaseric Church’s influences and incorporated more of what the family had deemed to be unholy creations within their cities. Such disregard for the wishes of the people, and many of the houses of the region, brought the state to a near revolt, though such a violent action was superseded as the then Duke of Mis met an untimely end at the hand of an assassin. Some say the members of House Krol had involvement in the disposal of the reigning Duke as their discontent for their liege was one of the most public within the region. However, such claims have never come to fruition, and as there was no heir apparent, House Krol was ascended by the Emperor to rule in the now vacant seat as the Duke of Mis.

 

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Strength of the Joszefite Faith

Such trivial standards put in place by the previous duke were not to be maintained. As upon his ascension, and with the Emperor’s blessing, the first Krol to take the seat of Duke immediately dissolved the title, instead replacing it with the title of Arcykaplan, an equal title in power to a Duke though one which would maintain a far higher religious power than previously attained by a mere Duke. One such title would be a bastion against foreign influences in the east as many unholy and heretical foes came to take up arms against the newly dubbed Arcykaplan. Many of those within the cities were the first to voice their criticisms as following one of the first decrees of the Arcykaplan, being the removal of any and all usage of the Demetrius Engines within the state, would leave behind the luxuries of a ‘modern’ era. But such words of blasphemy were no use, as many of those that would speak against the divine ruler of the state would be beaten, flogged, or worse. As such more decrees came to pass, giving further rights and powers to the newly formed Church within their state, and although under the guise as a mere sect of the Vaseric religion, something far more dangerous was brewing within, something which would only show following the ascension of the true Jozsefite faith.

 

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Order of the Black Dog

A devout and unyielding band of true followers to the Jozsefite faith, the Order of the Black Dog is one which has been revered and feared within the state of Mis for decades. Established following the construction of the Augustine Engine, the Order of the Black Dog was to be the vanguard against any and all attempts to use such engines within the state, or against those that would seek to force the usage of such heretical devices within their lands. Lead traditionally by the heir to the Krol family, and with it gaining the title of the Black Dog, it is expected that all members of the Krol dynasty, should they wish to become Arcykaplan of the state, would serve dutifully as the leader of the order and lead the vanguard against the oncoming heretics of the Vaseric faith. Such a post leans far more into the tactical and martial prowess of the heir, for while the state itself requires management, it also requires a strong-willed and ferocious leader to take the reins when it becomes their time to rule, traits which would be gained and hardened on the battlefield.

 

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The Orchemyan Question

Throughout hundreds of years, the state of Mis has been the primary target of many Orchermyan raids. Suffering the greatest of casualties in defense of their homeland, and much greater loss of territory than any other, the men of Mis are hardened and equipped to do battle against the titanic hordes that come on a near constant basis from their eastern borders. While some would seek to amend this through peace, due to some families being able to trace their origins back to the Orchemyan giants, the ceding of conquered territory back to the Orchemyans as the basis of an uneasy peace is far beyond what any nobleman, or the Emperor himself, would deem acceptable. In the eyes of the Krol’s, the Orchemyans are nothing more than undeveloped primitives, ones which will either submit or be forced to bend to the will of the Joszefite faith.

Religion (Jozsefite, Vaseric): Jozsefite 🇹🇩

Special Characters (Up to 3, generals/agents may be added or included if purchased with starting funds):

 

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Piotruś Krol, Arcykaplan of Mis

The current head of the Krol family, and carrying the title of Arcykaplan of Mis, Piotruś is a devoted follower of the Jozsefite faith, at least his reformed and argumentally unsimilar sect of the Jozsefite faith. For while others may reprimand, or simply look down upon the followers of the Vaseric faith, Piotruś sees them no better than he does the Orchemyans; unguided and villainous fools that seek only to destroy their way of life for their own gain. Such mentality has brought him to many corners of the Empire, whether it be preaching the word of God to those in the untamed western Dzikny regions, or carrying the banner of House Krol on the fields of battle against the Orchemyans in the east, the Arcykaplan of Mis has seen it all. However, his most recent venture against the Orchemyans was one of little success. As while many of his forces may have dissipated and fled, therefore leaving no men to defend their homeland from recent Orchemyan invasions, the man himself was struck near the end of the battle, leaving him scarred and malformed. Such a scar is seen as a mark of his defeat; a trial from God that he had failed. Because of this, the Arcykaplan is rarely seen in public without a covering or veil, a way of shunning himself from the light of God until he redeems himself to once more be worthy of his light. 

 

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Armand Krol, The Black Dog

Heir apparent to the title of Arcykaplan, Armand Krol is the first born son to Piotruś. As with tradition, Armand carries the banner of the Black Dog with him into battle. He currently reigns as the Lord-Kaplan of Castle Cyryl, the headquarters of the Order of the Black Dog which was constructed and named in honor of the first Black Dog, Cyryl Krol, nearly half a century ago. Armand himself is no less than a mountain of a man, carrying with him a titanic greatsword at all times that stands nearly a full head taller than those around him. Armand is a sight to truly behold on the battlefield, and such size of not only him but his siblings has brought the origins of his gifted genes into question. Though, regardless of his true origins, he is a feared yet honored battle commander known throughout the eastern Empire as a courageous and zealous warrior dedicated no more to his faith than he is to his people.

 

Map Position:

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Edited by Quackers
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The Duchy of Eadomhain

 

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Discord name (PM if you wish): .
 

Nation Type (County/Marcher Lord/Free City): Margrave.

 

Nation Name: The Duchy of  Eadomhain

Capital: Carraig Fitheach

Ruled by Clan Siurdan


 

Nation Culture (Brief description):

 

The people of Clan Siurdan rarely use the appropriate title for their land, Eadomhain. Perhaps that is most telling of their integration into the Empire. Living on the border, these people, descended from the clans of the Wold still hold to their ways. Imperial high fashion has yet to even be a whisper within the halls of Carraig Fitheach, and half the population barely even speaks the common imperial tongue.

 

Indeed, the dominant tongue is still that of the Aitrianni, and a huge majority of the population is directly descended from such folk. Only the rare merchant, aspirant missionary or nobleman seeking glory on the most vile of frontiers hails from outside these tightly-knit communities.

 

Here, people hold their families close, and the Old Ways are still spoken of openly. The Vaseric Church is only barely tolerated within Carraig Fitheach, where an unfortunate bishop preaches to a flock of foreigners and the occasional noble in his small church adjacent to Eochaidh's keep. But within the forests and fields, the ancient magics of the Old Ways still beat like a bleeding heart.

 

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The Aitrianni mistrust imperials, and though they pay their taxes and their lord heeds the summons of his Emperor dutifully, very few similarities exist between the average peasant here, and that which can be found a few hundred leagues west.



 

Nation History:

 

Clan Siurdan has existed for centuries in an isolated region of the Wold. It, like many other clans, spilled the blood of its neighbors and fought vicious wars. It won, it lost and its people bled for that which was theirs.

 

Then came the times of Morag Siurdan. In those days, even the Siurdan knew well the works of the Empire. They knew of their bloody conquest and their assimilation of the ‘Traitor tribes’. Now Morag had a son, and this son saw differently from those around him. For they reviled the thought of the Empire, and continued their petty conflicts, spilling blood over old feuds and fighting over scraps of storm-blasted coast.

 

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This son’s name was Eochaidh, and perhaps his vision would have become reality, were it not for his unfortunate predicament. He was a second son, and to be second son is to be nothing, amongst the Aitrianni. Still, he dreamed of a different world than that which surrounded him. He dreamed of Empire, of conquest and of domination. He saw beyond the squabbles that surrounded him, he saw crowns and titles, riches and the power to subjugate all those who had once stood equal to Clan Siurdan.

 

Indeed, Eochaidh saw the modern world, and the way in which the clans of the Wold would be left behind. But he would not be of those who were consumed by the tides of times, cast aside like so much flotsam before the Imperial prow.

 

And so Morag died, and swiftly after, Eochaidh’s brother was felled in a duel which they fought over slight. At the age of 15, Eochaidh uprooted his people and for two years he fought his way across the Wold, leaving the weak behind to die, and destroying those who would oppose his migration through their lands. 

 

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Until he reached the Imperial border in 727. Then begun the most comprehensive and brutal raiding campaign in the past few decades. He ravaged the Imperial borderlands, demanding tribute from local lords and straining the regional Lord’s ability to respond to him militarily and economically. 

 

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For Eochaidh saw power, and would not relinquish it to become a second rate baron, subject to the whims of whichever Margrave would stand above him. He would answer only to the Emperor, and after 3 years of bloody raiding, he received his wish. 

 

In return for peace, he would be granted the lands on the extreme western border of the Empire, the right for his people to practice the Old Ways, the position of Margrave, and a seat in the Sejm.

 

In the past ten years, he has served faithfully as a bastion against all encroaching attacks, absorbing them before they could impact the Empire. His people have been called to serve in many conflicts, most notably the disatrous Fourth Trazmiri War, in which he lost his beloved cousin, Callum Siurdan, who fell during the route, trampled by hooves of a routing contingent of imperial knights as he tried to organize his bannermen into a cohesive line. They in turn died protecting his battered corpse.

 

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Callum Siurdan and his bride to be, Aelin, before he marched off to war.

 

While the Clan Siurdan stands separate from the norms of Imperial life, they serve loyally, and shed their blood for the protection of their new Homeland.



 

Religion (Jozsefite, Vaseric): The Old Ways, though the Margrave pays lip service to the Vaseric Church.

 

 

Special Characters:

 

Eochaidh Siurdan, the Raven, 30 -

Cha: 2 / Martial: 6 / Leadership: 10 / Arcane: 3 (General)

 

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Eochaidh and his youngest son, Moragh.

 

Eochaidh Siurdan brought his clan from the far reaches of the Wold into the Empire at the age of 14. By 17, he held a seat on the Sejm. He is a quiet man, with an intensely calculating gaze. Often, he seems almost uninspiring, for he is lithe for a warrior, and has a pale complexion. But his skill with a blade or a spear are what allowed him to defeat his brother for the leadership of the Clan, and his cold, calculating decisions allowed his people to survive, and thrive.

 

Were it any other man but Eochaid at the head of Clan Siurdan, their story would be a footnote in the lore of neighboring clans. He prays at the Vaseric church on the proper days, reads imperial, and speaks it with a light accent and rules his people with unflinching, iron fairness. He is not known to smile, nor to be particularly diplomatic. He bought his title by the sword and holds it through the respect of his absolute authority. Beyond this, he is an intensely private man, who seems to show true devotion only to his wife, Niahm, whom he married apolitically, from within his own people, in what is regarded as a marriage of love.

 

Eochaidh follows the Emperors decrees with unyielding loyalty in matters exterior to his own Margrave or matters of border protection, but is known to ignore or pay lip service to decrees demanding changes from his people that he does not see fit. To the people of the Wold, he is known only as An rí fealltóra, the Traitor King.



 

Calahan MacTalaihm, the Hunter, 41 -

Cha: 6 / Martial: 4 / Leadership: 5 / Arcane: 4 

 

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Calahan offers up the token of a raiding warlord to Eochaidh.

 

Calahan MacTalaihm is and was one of the most important men in clan Siurdan. A scout of unparalleled skill, he guided and advised Eochaidh during the Long March. More than once, he saved their people from ambush.

 

Now, he rules as baron of the borderlands, the first barrier against the Aitrianni. A ruthless fighter, he is known for personally tracking raiding parties down and slicing off their heads to leave them on polls along the border. Calahan MacTalaihm is completely loyal to Eochaidh, but is well known for his anti-imperial sentiment, and his presence is often diverted from Carraig Fitheach during important visits, as he makes little secret of his hostility towards the Vaseric faith, the Imperial way of life and Imperial nobles.


 

Cillian Siurdan, the Twisted, 13

Cha: 4 / Martial: 4 / Leadership: 5 / Arcane: 5 

 

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Cillian before polio struck him down, standing beside his mother for a painting.

 

Eldest son of Eochaidh, Cillian was a healthy, strong boy at birth. His parents rejoiced, and so did the clan at the sign of such a promising heir. His heir was as dark as his mothers, and his eyes as piercing as his fathers. He rode, trained to fight, and read. 

 

Then, at the age of seven, he was struck low by polio, and the disease ate at him so voraciously that many thought he would die. But his mother took him, alone, and rode into the Wold, and when they returned he was alive, but his legs were twisted parodies of the originals. He could not walk, and found himself doomed to spending his life in crutches, or seated in a wheelchair.

 

Cillian feels the pressure of his father’s disappointment, and his youngest brother’s health and charisma grate on him, for what greater threat can a crippled heir face, but that of a healthy younger brother? Still, Cillian is wickedly smart, and while his father’s face betrays the pain of seeing his promising heir brought low, they still enjoy a good rapport, and Cillian continues to learn the ways of rulership.

 

His will is strong, and his wit is quick. One can only hope that they will still the blades of his brother Moragh’s ambition.

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Nation Type (County/Marcher Lord/Free City): County

 

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Rzeczpospolita Złotego Rogu

(Commonwealth of the Golden Horn)

Nation Culture: 

The Commonwealth is a land led and inhabited by pious folk, much like much of the rest of the Empire. The only difference around the Golden Horn today is that this folk aren't led by nobles or merchants, but the farmers, some guildsmen, and the odd priest. Embracing a particularly radical form of Jozsefite theology first espoused by Stanislaw Kaczynski (the followers of whom are nicknamed "Diggers" by both opponents and supporters), the peasantry of the Golden Horn govern themselves, feed themselves, defend themselves, and keep to themselves, having fought with feudal lords and the like to claim and share the land among those who work it. For them, a godly life is one close to His greatest creation: the Earth itself, and far away from the idolatry that is magic and all its creations.

 

Being led by peasants sent from villages and towns to represent their interests in the cities around the Horn, where the civil and military councils make decisions on behalf of the Commonwealth as a whole, the somewhat radically heretic stain on the Empire has literal interest in what goes on outside its own land, lest the faith and freedom that guides it be threatened. 

 

Nation History:

Prior to the current status quo, the lands surrounding the Horn were typical - lords controlled the countryside and those in it, and the merchants held most of the wealth in the towns and cities, attaining particular influence given the Horn's position controlling all northern maritime trade and access through to Rzechsawa, both using and enforcing their position with the aid of magic and magical engines - a power that naturally was not available or familiar to the majority of people. 

 

However, soon after the Jozsefite heresy began to spread after the Ascetic's great Condemnations in Vazryow, the peasants began to embrace the new doctrine in rejection of the feudal lords' magically-aided dominion over them. As religious and political tensions escalated alongside each other, many peasants started to refuse to hand over their harvests until their petitions were heard. In response, the petty nobles and knights took to harassing rural villages and demanding, which naturally only made things worse. Eventually the peasants begrudgingly submitted, entering into even worse feudal obligations on pain of widespread executions and being forced to give up the entirety of the products of the land they were tenants of. 

 

It was at this time that the preacher Kaczynski the Digger arrived on the scene in the Golden Horn, a parish priest from the eastern half of the Horn, who was appalled at the repressive, undignified servitude the people there had been forced into. As a famine hit the region, a product of the overuse of the soil at the behest of the stringent grain quotas of the robber barons, this humble Jozsefite began leading many villagers of the rural villages to farm on the fresh, untouched land the lords were keeping as pastures (that they had been too lazy to have worked).

There, they started digging out vegetable patches to feed themselves during these hard times. They claimed this land as their own, working on the earth with each other and sharing its fruits among themselves, and those who had become too hungry to help. Soon enough, the knights came once again to seize the product, and reported back to furious barons - this time calling for the heads of those who had trespassed. 

 

Instead, Kaczynski helped them to organise into a militia, scraping together what odd guns, weapons, and ammunition they could from among their kin and sympathetic villagers. With little to go round, the preacher-turned-partisan instructed the peasants to begin fashioning bows and spears as fast as they could from the nearby forested hunting grounds of the lords, and began showing them how to stand together to maximise their defensiveness before the merciless charges of the knightly cavalry. They had little time, and so many had to turn to brandishing their farming equipment, but by the time the  knights arrived back in the common land, they were far better armed and organised than any had expected or prepared for. They attacked nonetheless.

 

Many said it proved foolish, for being dug in, prepared, and having starving children and parents to defend, the peasants led by Kaczynski were more than ready for a scrap. The ramshackle peasant pikemen fought hard, and bravely, and in the face of their ditches, arrows, polearms, and superior numbers in general, the knights were cut down and thrown back. They came back many times, increasing in numbers every time, but the peasants only grew more determined, more numerous, and better prepared each time. Eventually, the barons of the area had no more knights left, and Kaczynski's band had managed to get their hands on much more weapons and even a cannon, stolen from a fort armoury with no-one left to guard it. They surrendered to what was effectively a small army, and the priest who led it. 

 

News of the escapade travelled round the countryside and towns of the Golden Horn and the surrounding area quickly, and called upon Kaczsynski's so-called 'Diggers' for aid against their own robber barons. And so they travelled from barony to barony, helping the peasantry to stake out land and work it in common, and to defend it against those who'd take it from their communities. Eventually, many villages and towns declared themselves free of noble rule, and started to organise themselves together, contributing militias and supplies to Kaczynski's band, who were now defending much more land against far more foes than they had when they started out. Nonetheless, they continued to prevail against incursions of nobility (and often their descendants in the case of the many who died in them) trying to reassert their dynasty's age-old rule, but they got weaker and weaker every time, and struggled to find support among the wider Empire. And with time, they stopped coming.

 

When they did, the Diggers realised they now had what they had always fought for - freedom from the tyranny of the barons, or any lord. Kaczynski disbanded his army, sending the militias back to their villages, and travelled to the largest city under their control, right on the coast of the strait itself: Złotekow. There, he called for every village, town, and city to send a representative. When they arrived, he spoke to them in the central plaza of the Horn's finest city, preaching that God had delivered them freedom and food, and away from the depredations of the barons. Now, it was up to them, to continue their work by working together, defending their blessings and new lives, and ensuring that the burden of hardships are shared among them. He declared a new Commonwealth, led from the village hall, not the manor house, one that would focus on allowing the people to live in accordance with God, not the demands and perversions of the nobility and the magic-using clergy. 

 

Since then, the Commonwealth has managed to survive, and thrive to some extent, against all odds. Having decided to maintain their obligations to the Emperor, they have been left alone. Led by a now much older, and much loved Kaczynski and the scores of men and women sent from the villages and towns to decide the course of the Commonwealth as a whole, the future of the Golden Horn's people seems bright and free.

 

Religion:

Radical Jozsefites, Diggers

 

Special Characters:

 

Stanislaw Kaczynski 

5C, 5A, 5L, 3M

A preacher in origin and a leader by fate, Stanislaw, now known as Kaczynski the Digger, has helped to lead and guide the Commonwealth for most of his adult life. He is widely respected among the population and the militias, and though in the past he was a leader of the Digger's first makeshift militia army, in his age he is now consigned to offering his wisdom and assistance in the civil and diplomatic sphere. 

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Kaczynski's First Sermon

 

Kazimierz “Big Kaz” Nowak

(Officer/Agent)

3C, 1A, 15L, 6M

Big Kaz was once a bandit chief, and something of a gentle-hearted but brutal giant. During the Digger uprising his band (and many others) turned to assisting the peasant army, helping to infiltrate castles, steal supplies, and generally be a nuisance to the nobles who tried to face them down. Once they got their hands on gunpowder, Big Kaz led a number of the various bandit groups' biggest and meanest men, making makeshift grenades and using them and their pistols and axes completely shock and scatter many of the nobles' patrols and marching brigades. Him and what are often called his 'Partyzanci' were key in storming forts and holding against feudalists' incursions. Since the times of the uprising, Big Kaz has helped to train, organise, and lead the Commonwealth's militias when they come together. 

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The Man Himself

 

Position:

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Edited by hellfiazz
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The Free City of Krupp

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Nation Culture:
 

The Free City of Krupp is an anomaly amongst its peers: the Free City is ruled by a former-minority of people, the Rheine, of whom hold virtually all administrative and powerful positions within the City-State. Expectantly, the city is undergoing a significant cultural shift as a result of this, moving away from the native Falzprzem, Kiralskan, and Valcean culture, to a Rheine one. As it stands, these cultures are a small, small minority, soon to be wiped out. The Free City is, perhaps most strangely, known for its innovative, forward-thinking peoples, being a center of institutions and Vaseric technological development, hoping to even-out the difficult odds against the Jozsefites. The Free City has, to this end, acquired a unique identity, being a highly-developed center of institutions, revolutionary ideas, and a city keen on achieving that which was done so, so long ago: Magitech. The peoples within the city are stalwart, forward-thinking, and wise members of the greater Empire, enjoying developed lives in a city of ideas.

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Nation History: 

The Free City of Krupp has historically been, as it is now, an enigmatic anomaly. The family of von Ludwig, the ruling family within the Free City, has, for many, many years, possessed significant clout within the Empire, capable of asserting their influence into forming a sprawling, vast domain within the Empire, yet the House did not. The Lord of the House at the time, Otto, was no fool--nay, he, looking to the past, saw that the largest Empires were the ones doomed to history. That a legacy long-maintained is not one spanning millions of millions of miles, but one entrenched into the soil itself; consolidated, developed, and firm. Otto von Ludwig, therefore, laid claim to his House in an unlikely area: to the far, far southern reaches of the Empire, within a sampy, mountainous, and rather uncanny region. Yet, the paths were long-paved by an Empire long-past, laying the foundations for an excellent, integrated series of roadways, perfect for development. The region, too, was rich in both iron and gunpowder, although swampy in some places, and mountainous in others, it served as a perfect deterrent to invasion, being far and away from the mighty Houses up north, tucked between mountains. It, additionally, is heavily fortified, just to make the message clear.


Here, the house of Von Ludwig stood for hundreds of years, keeping true to its goal of longevity. Here, the House developed, consolidated, and grew its humble, small territory, renewing the ancient roads of yore, draining the swamps, and building consolidated, dedicated centers of learning, institutions, and manufacturing, keeping true to the von Ludwig's appreciation for all things technology, of all things mysterious, hidden. These universities and institutions, and manufacturing sectors, serve as the backbone to the Free City of Krupp, extracting, utilizing, and testing resources in a great many projects, innovating upon designs of old, and more. Technological developments, particularly significant ones, are rewarded heavily, and the House of von Ludwig commonly holds competitions betwixt innovators and inventors alike. Manufacturing and industrial sectors are wide-spread throughout the free city, with industrious and innovative thought equally so. Most strangely, the city promotes egalitarian beliefs in the research of and innovation into all technologies, allowing women to make their mark in history. However, the wanting for forward-development into Magitech, unfortunately, put the House of von Ludwig in direct opposition of the Jozsefites, of whom disgrace those would who would dare to explore these technologies. Wanting to devote fully to discovering the Arcane of old, House von Ludwig separated themselves from the Jozsefites, though hesitantly, having lost a great deal of of contacts in contemporary technology. But, alas, long-term, it shall be a sacrifice worth taking. On the note of population, von Ludwig has long-endeavored on a Rheinezation of the consolidated provinces, eroding the local population's culture, language, and traditions, and replacing it with a new, far-better one. These efforts are nearing completion, with the latest von Ludwig expected to fully complete the process.

As it stands today, the Free City of Krupp is a shining pillar of innovation, culture, industrial thought, manufacturing, Magitech, and development. Long have the von Ludwig's labored to maintain Von Ludwig's continued development into the future, sacrificing glory in combat for glory in technology. And although the Free City lags behind, for now, in terms of technology compared to the Jozsefites, the Free City of Krupp, backed by the House of von Ludwig, possessing bright, brilliant minds, shall ensure that, one day, the Vaseic faith shall surely catch up, and ascend.


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Religion: Vaseric

 

Special Characters

Karl von Ludwig

6 Charisma | 6 Arcane | 4 Martial | 5 Leadership


The Dangerous Prince | ✓ - [29] The King in action | Warhammer fantasy  roleplay, Fantasy castle, Character portraits

Lord of House von Ludwig, and carrying the burden of a legacy lasting generations, Karl is under difficult circumstances. Circumstances that, irregardless of their implications, Karl handles handily. Long has he labored to ensure that the Free City of Krupp maintains its position as the heart of innovation and progress within the Empire, and long shall he continue to do so. Karl looks to the future, happily, and welcomes with open arms all those would who would see the Empire reach new heights of glory, progress, and hope. Karl, however, perhaps a result to his devotion to science, culture, and innovation, is a man hesitant to conflict, much preferring to maintain peace, well-aware of the Free City's fragile position in any conflict. To achieve this, Karl has used clever political maneuvering, shaking the hands of many, and making promises he can only keep. He hopes to, by force of will, through science, brilliant strategy, and endless devotion, unlock the secrets of Magitech, and complete the Rheniezation of the City State, doing away with the last vestiges of minorities for the sake of stability.

Elfriede Aldershof
5 Charisma | 6 Arcane | 2 Martial | 2 Leadership


deviantART: More Like Queen by ~kidkidkidkid | Weibliche charaktere,  Fantasie-charakter design, Charakter-kunst

 

The prodigal daughter, as she is occasionally known, Elfriede has long been appreciated within the Free City of Krupp for her contributions and management of various innovative enterprises within the Free City. She has acquired the respect of many for her efforts, even receiving grants for her continued research into Magitech and its implications in technology. For this all, even as a woman, she has maintained an influential position within the Free City, as many women have, with the Free City. It is expected that Elfriede will continue to maintain her position of influence and, foremost, assist the Free City in reaching its goals. She, alongside many others, shall ensure that the Free City, alongside the Empire at large, will have the latest and greatest technologies available, and, eventually, Magitech.



Fedor von Richthofen
5 Charisma | 3 Arcane | 6 Martial | 15 Leadership

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The towering, tall, mighty Fedor, renowned for his supreme leadership, acute sense of defense, and charisma. Fedor stands as one of the leading figures in ensuring Krupp's defense from outsiders, helping designs traps and walls alike. All of Fedor's designs keep in line with Krupp's signature innovative and new defenses, focusing heavily on artillery, explosive, and arquebus emplacements. He is an expert in all things fortifications, and a citizen of Krupp thoroughly, his loyalties to the City-State till his last breath. He, alongside several other key figures, shall ensure the continued defense and protection of the city from all outsiders; Krupp's mighty walls shall stand firm. 

 

Edited by katrinamuwa
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COUNTY OF ZADNESTI

 

Spoiler

 

 

Nation History:

 

The County of Zadnesti is often forgotten and discounted in comparison to its larger, richer and more influential neighbour, the Kingdom of Valcea. Whereas Valcea is a developed beacon of the wider culture of the Valceans, many consider Zadnesti backward, rural and stuck in its ways as a people and a county. In the days prior to the Empire's unification, the two realms quarelled often, with Valcea having a distinct upper hand for most of its conflicts. It was Zadnesti's early capitulation to Kiralska, shortly followed by Valcea, that set its independence from its cultural brother into the framework of the nascent empire, with the two lands defined by law as separate and equal vassals of the throne. This equality would not last, and any additional political gains aside from a guarantee of independence from the Emperor that Zadnesti hoped to gain did not materialise. Being richer in resources and in political guile in the new Sejm, Valcea once more eclipsed its neighbour. Zadnesti had peace with its neighbours and security in land and title, but that was all.

 

The county's ruling dynasty, the House of Vardelescu, has reigned since the days of the Empire's birth, and ever willing and able to give its sons and its steel for Kiralska's foreign wars and the defence of its borders against raiders from Wold and sea. It is somewhat of a land between geographical features. It stretches from western mountains across a vast expanse of plains and grasslands to the swamps on the shores of Vazyrow's lake. The land is rich and fertile, making for bumper crop yields that feed both its populace and campaigning armies far away.

 

Zadnesti was somewhat late to its conversion to Jozsefism, compared to its larger and more influential cousin to the north. It was brought into the mechanist faith by the late Count Nicolae's divine revelation upon meeting the Great Ascetic - though a more likely story is that he was swayed by an undercurrent of sectarian discontent in the peasantry, powerful jozsefite neighbours, and an excuse to confiscate the estates of wealthy local Vasseric malcontents. Nevertheless, his court took to the new creed with dutiful reverence, and thirty years later the Zadnesti nobility is decidedly Jozsefite, in line with the majority of the people and with their neighbours to the north and west. Such a conversion, inevitably, brought conflict with their most rambunctious neighbour, the Patriarch in Vazyrow. An all out war of religion for the soul of the newly converted county was only avoided by the unspoken threat of intervention from Valcea and Krysta, and the possibility of civil war in the Empire when war with Trazmir was yet again on the horizon. Instead, the conversion of Zadnesti was loudly decried and bellicose words were flung about in the halls of the Patriarch, but nothing came of it.

 

Count Nicolae sealed his pact with the growing Jozsefite power bloc by a marriage between his two sons and the daughters of lesser houses of Valcean nobility. The offering from the House of Antonescu, merchant princes from the Valcean capital, was the fifteen year old Ana-Maria Antonescu, wed to Count Nicolae's second son Adrian. The greater honour went to the Zadnesti heir, Ioan, who was wed to the Lady Sofia, a niece (albeit from the maternal line) of King Mikhail. Before either wife spent much time with their husbands, however, the Fourth War with Trazmir broke out, and so did the men of the House of Vardelescu ride to battle with their retainers and a son from every family of the County. Sofia was newly with child as her husband departed, and Ana-Maria discovered the same shortly after.

 

These parting gifts would prove to be the only hope for the Vardelescu lineage as disaster after disaster struck the Imperial army on the frontline. In their first battle, Ioan was slain by Trazmiri cannon, as well as a full third of the Zadnesti contingent in the Kiralskan force. Perhaps driven to it by grief, the heavily pregnant Sofia went into labour and died giving birth to a stillborn girl. Worse was to come, as the week after Ana-Maria was successfully delivered of a baby boy, news was received of the death of Adrian. With a newborn now the sole heir to the House of Vardelescu, and God often calling children so young to his side, fervent prayers were said throughout the court for the safe return of Count Nicolae, that he might father more sons from his aging wife and bolster the tenuous lineage. Alas, Nicolae was among the dozens of noble lords slain at Kwarwy Pass, leaving Ana-Maria's now five year old son, named Adrian for his father, as the Count of Zadnesti.

 

The realm is now barely held together by those loyal to the House of Vardelescu. Retainers of Count Nicolae and childhood friends of the dead heirs rally around the figurehead of the Count's young mother, declaring her Countess-Regent Ana-Maria Vardelescu of Zadnesti. It will be a decade before the young Count is of majority to take command of his birthright, and the wolves will surely be at the door. The Countess-Regent must guard from threats within and without, else her son will doubtless be slain in the name of political expedience or the wider battle of faith within the Empire. Will her Valcean family seek to command their widowed daughter and rule the Zadnesti from the shadows, or will her son's supposed sworn brother in the true faith on the northern throne seek to take advantage of Zadnesti at its weakest in centuries?

 

Nation Culture:

 

Much the same as Valcea, though perhaps more "provincial" in sensibility and refinement. The Zadnesti are clearly kin of the Valceans in form, manners and tradition, but have a hard gaze and distrusting temperament ingrained from centuries of toil and service for minimal recognition from the wider Empire. Despite it all, they are proud people, and take their pride in hard work rewarded. These folk took easily to the no-nonsense, ascetic faith of Jozsefism.

 

Religion: Jozsefite

 

Special Characters:

 

Countess-Regent Ana-Maria Vardelescu (nee Antonescu)

 

(WILL ADD MORE LATER)

 

 

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Discord name (PM if you wish): You have it sir.

 

Nation Type (County/Marcher Lord/Free City): Marcher

 

Nation Flag (optional): Can’t make one ;-;

 

Nation Name: Grand March of Kosano.

 

Nation Culture (Brief description): With it’s protector being Kiralskan, upon being granted the march he brought a mighty throng of his own along with him. The people amongst his flock were also primarily Kiralskan, yet others joined in along the way and were welcomed with open arms. Once settled into the area, the different peoples all mixed and mated, but still they identify as Kiralskan.

 

Nation History: Sigismund Żeleński was the second in line to his family's county before he was granted the March of Kosano. He was granted the March before both his father and older brother’s death at the hands of Radzamir, during the Kwarwry pass massacre. He was granted the opportunity of returning to his old estate or passing it along to his younger brother Jacek. He opted for the former, and stayed in Kosano where he currently  reigns with an iron fist against the onslaught of Osvanti. A brick wall in the way of those who’d do harm to the beloved empire, each man 

 

Religion (Jozsefite, Vaseric): Jozsefite

 

Special Characters (Up to 3, generals/agents may be added or included if purchased with starting funds):

 

Sigismund Żeleński: Margrave of Kosano, protector of the Emperors territory in the north.Not exactly a pretty man, but a strong one, and staunch loyalist to the crown. As a young man he had a horrific accident that ended with him donning a metal mask enscribed with holy words and scripture that look like fine grooves from afar. When he’s not culling hordes of Osvanti savages in the name of the Emperor, he can be found reading. More specifically about fortifications and other architecture. When not reading the man spends his time directing the construction of fortifications and other buildings. Truly a man to behold.

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APPLICATION

Discord name (PM if you wish): already in 

Nation Type (County/Marcher Lord/Free City): March

Nation Flag (optional):

 

 

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COUNTY OF KARANCANAY

Nation Culture (Brief description): The March has been the backdrop to a synergy of two completely alien, and conflicting cultures, the indigenous Kiralski population, those which are native to the land, and the Karani, which have arrived in the last 100 years. The Karani, come from the Karani Clan of Northern Trazmir, one of the many clans which roved the vast oceans of grass in northern Trazmir, ruled by a Warlord. The Karani, however, were the most renowned clan of the nomads, solely because of their remarkable breed of horse, which they have perfected over millennia. While nimble in size,, it is stocky, and dense, allowing it to support armor, a concept introduced by the native poles. The culture of the Karani now revolves around the horse, with every Karani-born boy being given a steed at the onset of puberty, in an elaborate and very celebrated ritual. They will remain loyal to this horse for the rest of their life, as a Karani never takes a second, as it is believed that the ceremony creates a soul-tie between the horse and its rider, and a mount is necessary to traverse the afterlife, which is where they will be reunited with their partner.

 

 Famously, in Trazmir, the Karan were renowned for their beautiful glass artwork they procured, famously providing a remarkably ornate piece of glasswork for the marriage ceremony of an infamous sultan. Yet, with the loss of the steppes came the loss to the high quality sand they used to forge their glass. While the quality has degraded significantly, pottery, and the little glass work that can be done, still remain very important culturally to the Karani. The March, now, is one of the poorest in the Empire. Wartorn, the Trazmiri army advanced through this section of the Empire, salting a large portion of the southern part of the province, and in the first sight of herbicidal warfare seen, introduced a weed native which is native to Trazmir’s eastern border, which has devastated the local flora, and makes agriculture extremely difficult. For the native Kiralski, it meant famine, yet when the Karani settled, the demanding diets of their livestock tamed the spread of the weed, and many of the Kiralski adopted the way of the Karani, looking after cattle, and goats. 

 

While the Kiralski have adopted the Karani way of life, the Karan, have clinged to their ways, earning the ostracization of many of their provincial natives. The Karan continue to dress like Trazmir, speak the Trazmir tongue, in their slurred Northern accent, and celebrate their festivals and rituals on the same day as their neighbors do. Now however, some, encouraged by the Kiralski natives, do celebrate the Vaseric Idols, much to the displeasure of the elders. Kiralski cognates have permeated into the Karan tongue, and some use Kiralski alternatives in their cuisine. 

 

Nation History: The previous inhabitants of the March were the House of Struzik, a particularly ordinary Kiralski family. It was a prosperous March, a breadbasket for the Empire, and provided much of the grain used in the Imperial Capital. It was nearly exclusively Kiralski, with some of the imperial minorities present in small enclaves dotted throughout the land. However, a Trazmiri blitz across the region led to the end of an era. The charge completely took the Struzik by surprise. The storm of the Trazmiri descended too quickly, and Castle Struzik fell with no resistance. They slaughtered every individual within the Castle, and placed them on pikes, horizontally, with their guts clinging out off their gaping backs. Many similar scenes were not uncommon throughout the frontier regions of the Empire, where the rampage of the Trazmiri on entire villages and towns were showcased. Acts of such heinosity were committed by Clan Roura, a ferocious clan of cannibals, who adorned their horses with the vertebrates of their victims. When they galloped across the field, the sound of bone clanking together and the rumble of the horses created an infamous song, heralding death. Many of the northern clans felt snubbed, and disgusted, when they had heard the Emperor selected such savages for the honored position of the spearhead of an attack, yet they would not raise such qualms in the midst of a war. 

 

The Trazmiri banners pierced deep within the heart of the nation, the Northern clans, and their cavalry, paving the way for the infantry which followed, until coherent defenses were established. Yet the Northern Clans continued to raid the villages and farms often hundreds of miles behind the frontlines, with Clan Roura leaving behind many decadent displays of atrocities.  Clan Roura continued to recieve preferential treatment from the soveriegn, and the Karanis continued to endure slight after slight to their clans honor, and pride. That was until Arislan Karan, and 3 other clansmen, formally petitioned the Emperor, to which he was publicly humiliated for insubordination, and was forced to roll on heated horse feces, a punishment saved for only the worst offenders. To make matters worse, Clan Roura, in the midst of the night, stormed the Karani camp, massacreing many, before the clan could muster the sufficient defenses to fend them off. Arislan, suffering humiliation and now having the blood of many of his clansmen on his hands, formally seceeded from the Empire, an act no other clan has undertaken, yet many of his counterparts understood. The Karani left their war camp quickly, leaving behind carcasses of sick horses with arrows piercing their ankles, an ancient declaration of war. Clan Roura was personally given the task by the sovereign to ensure the complete destruction of the Clan Karani, and when the Roura’s arrived at their ancestral territory, they too found it abandoned, the fields salted. 

 

The Karanis became nomads not confined to any political entity. Yet they were emboldened to seek revenge on their former lords. In one of the largest battles in the war, when the Trazmir were on the brink of routing Imperial Soldiers, from the western hills, the entire Karani Clan came, and smashed into the Trazmiri flank, breaking through their ranks, and causing destruction, and the tide of the battle was completely switched. In one to one combat, Arislan single handedly defeated the Roura’s Chieftain, slicing his back open, and pulling his lungs out from behind his ribcage, an old Northern pagan blood-curse upon all of the Roura’s sons. At the end of the battle, it was reported that all male heirs of the Rouras were left lifeless on the battlefield. 

 

In return for their service in saving potentially thousands of Imperial Soldiers, the Emperor, astounded by the ferocity of the Karani in battle, awarded the Karani with the position of Margrave, and gave them land along the eastern frontier, with the sole condition that they will use their infamous cavalry to fend off any Trazmiri incursions. To this day, the Karanis are the most effective forces the Empire bears in response to mounted Trazmirr threats, and no one has been successful in beating a Karani rider in an open field thus far. 

Religion (Jozsefite, Vaseric): Joszefite publicly, yet the majority still adhere to the Old faith. 

 

Special Characters (Up to 3, generals/agents may be added or included if purchased with starting funds):

 

Renata, Margravess of Karancany: A headstrong, ripe woman who is the Chief of the Karanis. She is renowned for her fierce loyalty to the Empire, whilst many in her immediate circle do not bear the same allegiance. 

 

Çiñğiz Bhorhan: The Marshall of the Karanis, and by nature, the best rider out of all of the Karanis. 

 

Caszimir Yarulin: A Kiralski through and through, he is a very trusted and loyal advisor to Renata, and she listens to him, sometimes taking his word over anyone else's. Some say that it is he who is the true father of Renatas children, yet no one can say for sure, for fear of losing their tongue by the Straw Council, the advisory body consisting of elders and leaders who swore, by blood, to protect the Margravess.

 

 

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Picture Of Venice - Pius X Coat Of Arms, HD Png Download - vhv

 

Discord name (PM if you wish): You have it.

Nation Type (County/Marcher Lord/Free City): County.

Nation Flag (optional): See above.

 

Nation Name: The Archdiocese of Romulus.

Nation Culture (Brief description): The centre of Romulus ife is the monastery. Great monasteries and nunneries dominate the land. A mostly rural land with one market town, Romulus consists of two primary classes: the monastic class, and the class of free peasants who live on these lands, in exchange for a tithe. The Vaseric religion is despised in these lands, because the Jozsefite religion is the heartbeat of the country, upon which all the livelihoods depend. The classes are kept together by a popular piety which venerates great men and women called Saints, or sometimes Prophets, Prophetesses, Confessors and so forth.

 

The monastic class contains many skilled artificers. One of the great monasteries' mottos is "ora et labora" - work and pray. They have lived by that motto. Hence, Romulus is unusual among Jozsefite areas in possessing some serious Mechanical capability, possessing blast furnaces that would not be matched except in post-industrial days. 

 

The few secular nobles in the land form a tiny army made up of heavy cavalry knights and light cavalry squires. 

 

The people speak a language which is IRL Ecclesiastical Latin.

 

Nation History: Romulus was considered an inhospitable land of snakes and lakes, a backwater swamp-country. It was inhabited by a small population of ignorant men. 400 years ago, the Church sent Saint John, a rather jovial figure, to become Bishop. He established a monastic rule, and from all over the world men joined the monasteries. With the motto "ora et labora", they transformed the country, draining swamps and turning it into one of the great productive centres. Romulan Wine became a product famous around the world, and when the first furnaces were built, so soon too did Romulan cannon. The monasteries also were responsible for the tireless work of copying and preserving manuscripts, therefore becoming centres of learning and knowledge.

 

Many Bishops and Archbishops later, and now monasteries outnumber swamps. The great religious orders have become more lax in their living of the Rule of John, and also many more monastic rules and orders have appeared, including two orders of learned preachers called the Stanfordites and the Barberites. Unfortunately, whilst there is harmony between peasant and monk, the rivalry between these different orders and rules is the main tension in the country.

 

Archbishop Ioannes VI takes the Episcopal Seat this year. 

 

Religion (Jozsefite, Vaseric): Jozsefite.

 

Special Characters (Up to 3, generals/agents may be added or included if purchased with starting funds):

 

Robert Kilwardby

Archbishop Ioannes VI is an aging man who represents the status quo, as it has existed for many generations. He is a learned, prudent and diplomatic man, with little appetite for change, but who simply desires to rule well, to keep the peace and production going, and not poke any bears too much.

 

Blessed Dominic Barberi – PASSIOCHRISTI

Father Dominicus of the Barberites is a great preacher and reformer, the exact opposite of the Archbishop. A jovial man who does not cut a very fine figure, he is also very formidable and preaches moral and monastic reform. He is extremely popular and influential but highly distrusted by many in the other orders, although ironically whilst they distrust him, the Vaserics respect him for his virtue, and he is famous for converting a famous Vaseric intellectual. They call him a living Saint.

 

The Story of St. Ignatius of Loyola – Founder of the Jesuits

 

Ignatius is a young general who commands a tiny army. But, with the strength of production and a formidable class of peasants, he is also an ambitious man who sees the potential for the County to raise up a mighty levy. But it will be a great challenge, and he may well face bitter opposition.

 

Edited by thesmellypocket
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