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Grand Duchy of Cordonova


Nation Overview


The Grand Duchy of Cordonova is a massive confederation of seven semi-autonomous duchies stretching from the imperious Nordöldt Range in the east to the jeweled capitals of the western sea, bridged by the “Veldt”, a vast steppeland plied by doughty horsefolk. Although the grand dukedom has remained in the hands of House Valbe for generations, it is a pliable office, awarded by election of the Notables, a parliament of influential aristocrats, landholders, and merchants. Each of the seven dukes of Cordonova pledge fealty to the Valbi, though their knees are not always easily bent. The Grand Duchy is a tapestry of variegate cultures, and six different languages are spoken within its borders, though Cordonné, the autochthonous tongue of the western duchies of Valbe and Péy, remains the lingua franca. Before the light of the Ambrusian Church came to these lands, they were convulsed with incessant tribal and factional warfare. While the Church provided the glue by which the dukedom could be forged, it was administered by fire and blood; now, although three hundred and ten years have elapsed since King Volmer of Ruri and the Veldtish Counts clashed beneath the open sky, memories abide far longer than the ephemeral lifetimes of men. While Grand Duke Lirian carouses and whores in the arrased halls of Léonne, unseen forces conspire to bring about his demise, and the downfall of House Valbe.

Geography




The Grand Duchy is home to a startling variety of landscapes and biomes.

In the far east, the grand Nordöldt Range (which grants the region its name: Nordöldtas) rises to assault the heavens, thronged about its base with deep timber forests of pine and cedar, which whiten with ponderous snowdrifts in winter and flame red in autumn.

Far to the west, along the jeweled coasts of Péy and Valbe, collectively known as Laübrunne, or more colloquially, The Harem, the climate is decidedly warm, with chalk-white cliffs and rolling hillocks lined with cork and olive trees.

The southern duchies of Örst and Ruri, known together as Unterham, are yet warmier and drier, yet marked by consistent changes of elevation, and thus, of clime: one valley might be almost desertic, filled with cypress trees, while another might be blanketed with snow even in the summer sun and peopled by pine. These vast climactic and altitudinal variations have historically made the region difficult to rule, and even more trying to conquer.

However, the most quintessential of Cordonovan landscapes would be the vast steppelands of The Veldt, a broad grassland swept by the wind and often frigid in the winter months, broken here and there by low-lying ranges; from the Veldt arose the grand equestrian tradition of the Grand Duchy, the backbone of its martial accouterments.









History


The Grand Duchy as it is known today was forged when the last of the Pretenders, King Volmer of Ruri, a heathen who professed the Three-Head God Böl, was defeated by the Veldtish Counts, a confederation of Fiorentinan potentates who sought to smash the idolaters in the name of the Saint. This confederation would serve as the mold upon which the Grand Duchy was based. The house of Volmer was put to the sword, and the pastured expanses of Ruri stained with blood and fire. In the afterglow of the bedlam, however, an argument arose over who of the lords would assume control of Ruri herself. Thus was convened the first council of the Notables, a grand assembly of the noble houses of the Veldtish Counts, who eventually declared that House Yarbos of Julla should receive the conquered lands. At this same convention, the Grand Duchy itself established, and the mantle of Grand Duke awarded to Odo of Duchy Núrsht.

Before, tribal and factional conflict had harangued the region. Raiders of the Unterham were feared and reviled, and the-then Kingdom of Valbia made designs on Reheba (hostilities were ended by marriage pact). What would be the Duchy was divided by bonds of sovereignty, culture, and language, and it was a scoffed at notion that this war-like region of horsemen and bearded mountaineers and poetic seafarers should ever constitute a united sovereign entity. Religion, it seems, is the great equalizer.

The Laübrunnids of Péy and Valbe, following the formation of the Grand Duchy, gained much from contact with the surrounding Fiorentinian world. Goods from the East flooded the ports of Léonne and Ondaz. Always a rich but martially inferior region, the Laübrunnids grew fat with luxuries, and new arms and armaments were introduced into the duchies. The rising influence of Laübrunne precipitated the ascension of what some would call the "Licentious Captivity", the domination of the Grand Dukedom by the West. This "Captivity" endures to this day, as firearms ascend to fashion in the Fiorentinian world.

But, the Laübrunnids have never been known for their strength in numbers. The military prowess of the Veldtish Dukes remains the spine of the Cordonovan martial tradition and as of yet hold the most voting power in the congress of the Notables.

Society


Cordonovan society is striated into five essential “castes”, which themselves are further delineated—these being the serfs, the septád (a class of mounted warrior common in the Veldt who often serve as the heads of families or leaders of horse in their lords’ retinues), the incipient burghers, the clergy, and the landed nobility.

The serfs serve as agrarian laborers, of course, and are above all noted by their religious piety (instilled rather insidiously by the Church fathers) and their poverty, although in recent decades several advances have been made towards a more equitable system for them, most notably by such reformers as Countess Jaleš of Pojačs.

The septád (which translates to “Horse-uncles” in Old Hőltíg, the language of the Holtí people of the ancient Veldt) once perhaps secondary in import only to the aristocracy, have, following the gradual inflammation of Fiorentian fervor and the introduction of newfangled military technologies, somewhat diminished in stature in the Grand Duchy. However, their tradition is fertile, harkening back to the tribalism of centuries past. Previously, the septád served as the representatives of various homóz, or “totems”, families within tribes which brought tribal grievances to the Grand Hetman and served as his own body-khans, fighting alongside him on the field of battle. They were entitled to wear indigo-stained lamellar and red ermine, some of the most highly prized luxuries of that epoch. New technological innovations, countering the heavily armored knights which have dominated for centuries, however, might make their ilk obsolete, or at the very least little more than a formality in future.

The burghers, the merchant class of guildsmen which has come to prominence throughout the Antovan continent, has arrived in the Grand Duchy as well. In particular, the burghers of the Laübrunne duchies have risen to wield a great deal of influence in Cordonova, with their banks and far-ranging galleons. However, the Nordöldten burghers, with their vast lumberyards, and the Velditsh, with their horsemongers and wide river boats, likewise turn a profit. Only in the sparsely populated and isolated Unterham has yet to be capitalized upon, despite its proximity to the commercial capital of Turchina.

The clergy themselves play a more diminished role than in other Fiorentian kingdoms of Antova, but a vibrant one nonetheless. Particularly in the Veldt, with its vast population of grain-growing serfs, they are of critical importance. However, in each of the various regions of the Grand Duchy, it is a different matter. For instance, although the populace is nonetheless pious, the clergyfolk of the Laübrunne are marked by their tendency towards lavish excesses, and, oftentimes, corruption—though this is in part a consequence of the influence of the ruling castes. In the Unterham, however, oftentimes the curates are nearly paupers—the geographical difficulties of the region have multiplied the vagaries of proselytization, and many pagan enclaves yet exist secreted away in the high valleys and dry expanses of the scrublands. Many Unterhalt potentates, it seems, have merely adopted the Fiorentian faith simply as a matter of course and not one of belief, despite the elapse of three centuries since its introduction. In Nordöldtas, the clergy have faced similar difficulties, although the efforts (often aided by pyres) of Duke Ortlí “The Priest” a century and a half ago seem to have rooted out the pagan for the most part.

Finally, the caste-nobility occupy the pinnacle of the pyramid of Cordonovan society. Within the framework of this cast exists a further striation, the petty nobility. These are nobles who have bought their title, or have been recently landed. Exemplars of the petty nobility often include members of the septád, who buy up land beyond their own ancestral allotments and serve their Dukes as margraves, hetmans, or khutorids. Of course, regardless of locality, these newly-made men are singularly reviled by old-blooded aristocrats, though they do not chafe at their services when their fealty is useful to them.



Economy/Industry


The Grand Duchy whose wealth is disproportionately inclined towards the coastal duchies of Péy and Valbe due to their monopolization of commerce with foreign entities, particularly the Fiorentian nations of Reheba and Mille-Sessau and, perhaps egregiously, with the heathen Timluks. The Laübrunne duchies themselves produce such products as grape and apricot wine, olive oils, cork, and are amply outfitted with arable and fertile lands for the cultivation of broad beans, chickpeas, foxtail millet, and wheat, the staples of the Laübrunne diet.

Although some land routes from the north cross the Veldt, trade is most commonly conducted by means of riverine transit on the plains, or by laden wains which take the long road to Ondaz and Léonne. Few true roads cross the Veldt, and indeed, one might note that the region’s numerous river systems serve as its principal arteries as well.

The monolithic Nordöldt Range bars the conduction of commerce from the east to the Julla; however, the vast timber forests that throng the foot of the mountains provide ample logging opportunities, and rich mineral wealth substantial ore. Thus, the Nordöldten are fine metalworkers, and their steel weaponry and silversmithery are some of the most highly sought after exports of Cordonova; furthermore, Nordöldten lumber fuels the grand Laübrunne shipyards.

The Unterham produces some goods, such as dates, citrus fruits, peppercorns, fine furs, and scented woods, the wealth of the land has yet to be truly seized upon. Some land trade routes convey these products to the more northerly capitals, and down the river to the coastal city of Ülmo (a popular stopover port-of-call before Ondaz and Léonne further up the coast), however, and the relative lack of production in the region leaves it ripe for the development of newfangled industry, despite the geographical pitfalls.
Military

Military


The Cordonovan military is one dominated, as one might expect, by cavalry. The bulk of the Grand Duchy’s military derives from the levies fielded by the Veldtish duchies of Innes and Núrszt, whose fearsome horsemen have humbled many an over-ambitious commander in centuries past. The charge of the Núrmen at the Battle of Hágwen Swale, for instance, was one of the largest, and deadliest, of recorded history. The Veldtish horsemen are renown for their heavily ornamented armors, lavish surcoats, and pilloried destriers. Although now known for the lance and sabre, in ages past, and to a lesser degree in the modern day, the horse archers of Innes struck terror into the heart of many an Antovan commander.

With the advent of the arquebus, pike, and tercio, however, newfangled stratagems have become the norm of Antovan warfare. Although the Cordonovan cavalry still proves a doughty foe, the military, particularly the Veldtish and the Nordöldten, have had some difficulty adapting. The Laübrunne duchies, with their deep coffers, and with a much smaller populace than the rest of the Grand Duchy, has had need of fielding mercenary forces of landsknechts, tercios, pikemen, and arquebusiers to bolster their otherwise scant levies of men-at-arms, crossbowmen, and armored knights.

The Nordöldten, in their steep mountain fastnesses, have never proved as able horsemen as their Veldtish neighbors. Rather, they are known for their powerful armored footmen, armed with long axes, halberds, and longswords, alongside fierce bowmen and crossbowmen and fleet sappers. The workshops of Munten, at the urgings of their Laübrunne clientele, have begun to produce the intricate machinery of the matchlock; however, the actual adoption of musketeering has been slower to affect, due to the absence of conflict in the region.

The Unterham, like the Veldt, was once one of the more densely populated regions of Cordonova. However, the great wars of centuries past and a string of famines which incited a number of migrations have depeopled it. Nevertheless, The Unterham knights and men-at-arms are renown for their ferocity and, oftentimes, their brutality. The undulating nature of the land of the Unterham makes ambush a simple thing, and the thick-walled battlements of their keeps made the pacification of Volmer and his confederates one of the most costly and violent wars in Cordonovan history. Although still attuned to a rapidly waning manner of warfare, what the Unherham levies lack in numbers and technological innovation they make up for in unfettered zeal.






Dramatis Personae

In the Duchy of Valbe

Household, Courtiers, and Vassals of House Valbe


In the Duchy of Innes

Household, Courtiers, and Vassals of House Dorcaš

Citizens of the City of Letwijs


In the Duchy of Örst

Household, Courtiers, and Vassals of House Imgarda



In the Duchy of Julla

Household, Courtiers, and Vassals of House Kallebjor


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Nation Name: County of Qaelun

The flag is said to have been derived from a poison induced vision of the first lord wake. It is said to represent an eye looking forth from the darkness and unknown, the black and purple respectively.
Nation Overview
The County of Qaelun exists in the Xedmire vale, a flooded marsh to the northeast of Choedal. It is a hard and depressing land, characterized by a festering stagnation. Here, the mad-earl reigns. Day-to day affairs are managed by his steward, Gallo Canto, a southern noble and longtime friend. Sir Canto is a veteran of early skirmishes of against the Timluks (wherein he met Lord Wake), and the county is left in capable hands should Choedal take to war as a means of keeping Qaelun suppressed, or in the event of Timluk attack. That said, Sir Canto not alone at court. Also of import is Bishop Anfonz Rigo, the court chaplain and head of the religion in the region. He is a paramount scholar of the faith, though a shy and reclusive man himself. His scholarly interpretations have variously been labeled “revolutionary” and “heretical” by proponents and opponents alike. That said, he has always recanted out-of-line teachings when pressed by mother church. He gets along well with the Steward-regent Sir Canto, and they regularly enjoy each other’s company. Other notable figures are Lady Joyce Wake, wife of the earl. She is seen as something of a socialite. She hedonistically and unashamedly engages in all manners of indulgence. Drugs, drink, art, literature, sex, lavish food, fashion. All the happiness that wealth can buy. In years past, she has been more discrete, but with her lord-husband not in his right mind, she has less fear of repercussions. She has created quite the social circle around herself at court, though she faces outside censure. She is mother to one son, the young Walter Wake. Little Walter is a lad of twelve years, and is pampered under his mother’s direct tutelage, grooming him to rule and assume the regency in his father’s stead once he comes of age. Though her poisonous influence on him runs deep, the boy does still retain some of his father’s character, as well as a few tidbits picked up from the more honourable men at court. He is not a lost cause entirely. But the mother is not wholly concerned with her family. Though she engages openly with many men, her favored consort is the “court mage.” She installed this man through her own workings at court, in the early days of Earl Vyncent’s madness. The man claimed to have magic that could cure the man’s madness. Indeed, he spends long hours poring over his books and rarely speaks to anyone save Lady Joyce. By all accounts, he is an eerie and enigmatic man with a subtle and subdued air of power about him. The last figure of note is the ambassador from Choedal. Following the assertion for indepencdence, a knight from the capital of Choedal was sent to treat with the earl and resolve the matter. This knight has yet to arrive, though this paragon of chivalry is due any day now. Only time will tell who this knight is and what impact they will have on the realm.
Geography

The Xedmire is a hazardous place. The snowmelt from the Xeddish Mountains runs down into the vale and floods yearly, perpetuating the muck and mire. The region is very much a wetland, and any of the settlements are found on the rim of the county, where they can make use of the stone of the mountains as a solid foundation. Still, wildlife thrives here. The marsh is cold and wet, home to many vermin species. Disease is rampant, as well as toxic wildlife. Beyond this, some reptilian species are able to survive here despite the cold. The most notable is bog-dragon, a large reptilian beast that spends most of its time in the water. It has a large, snapping jaw, and a ridged back. This beast is feared by many in the region. In terms of flora, hydrophilic plants that can weather the temperatures thrive here. Many of these wild plants bear fruit, as a means of insulating their seed through the harsher winters. In terms of crops, the terrain is used to advantage. A strange grain known as rice was brought across the deserts and acquired by trade with the timluks, and it is farmed in the flooded ground, where they actually seem to thrive. This has become very popular here. There is a common phenomenon is the swamps. Strange dancing lights are occasionally seen, said to be the souls of those lost to the mire. These spirits are known as wisps, and these lights are their manifestations, and are so called “will-o-the-wisps”. The capital is Xedshire, located in the northern center of the region and it is the seat of House Wake. The other two settlements of proper size are Passwall, barony and seat of House Gylle, and Stockingham, seat of House Mesalt. Passwall is located to the west, at the mouth of the vale, and Stockingham is located in the south center of the region, somewhat toward the west as well. Also of note is Wywood Abbey, the most important site of the church within the realm.
History
Qaelun has long been regarded as a backwater. The wetland terrain makes serious infrastructure difficult to build, as evidenced by the sunken ruins of Imperial garrisons from their foolhardy attempts to tame these lands long ago. Under Imperial occupation, Qaelun was of little use. It existed on the fringes of the Empire, and was ultimately abandoned when it was realized the land was not profitable. Likewise, the native people resisted conquest, asserting their independence through violent means. Following the dissolution of the empire, Qaelun would finally see occupation. Choedal, the neighboring land would ultimately annex them after a brief and bloody war. This occupation would not be permanent, as in recent years it has re-asserted its independence under the current ruler, Earl Vyncent Wake. Unfortunately, the years of the use of toxic drugs has driven the earl to dementia in his old age. This could not come at a worse time, as the declaration of independence was issued only recently. Some say that this was an early act of his madness.
Society
As a whole, the people here are fiercely independent and isolationist. In the past, occupation of the county has been tentative by the empire, and the neighboring kingdoms. The people of this land do not take kindly to outsiders, preferring to eke out a meager living on their own merits than to lean on others for support. The peasantry is very much impoverished. Life is hard here, surviving the festering stagnation of the quagmire. The common man is employed almost invariably in the key industries of resource production. Few “middle class” people exist, and those are almost invariably those who have found ways to innovate in ways related to the core industries. The lower classes are a sour and somber folk, as the trials and travails of daily life weigh heavily on them. They often turn to their work, and most importantly their faith for comfort. The nobility is another matter. In their finely appointed keeps of stone, ornate decorum is in vogue. Indeed, the common fashion of dress is rich in frills and lace, as the nobility pride themselves in not having to interact with the muck and mire, and keeping such impractical attire neat and clean is evidence of this privilege. They indulge in various psychoactive drugs derived from the toxic wildlife of the region. This has spurred a recent art movement that is popularly patronized by the nobility, based on hallucinatory images. Bright colors and impossibly complex designs are the flavor of the day. The native Kaissavan-wine is a point of pride as well, and is much beloved by the nobles here as well. Religion is notably less important to them, as heterodox and sometimes even heretical doctrines are circulated here. They are relatively faithful, but often swayed by divergent interpretation of scripture.
Economy/Industry
The region is rich in a few key resources. The land is one large peat-bog. This resource is often harnessed, and when not in use for crude heating purposes of the native populace, it is exported in copious amounts to more industrialized nations who can make use of it for manufacturing and as an energy source. Some have even found a way to process this into a more refined form, creating an oily substance that is very efficient as an inflammatory agent. Baseline levels of mining is done, though use of metal is avoided when possible, due to the abundance of water in the area and the tendency to rust. Stone is quarried from the mountains on an as-needed basis, as moving large amounts of stone trough a bog is impractical. Rice is farmed in abundance in this region, as the flooded landscape is very accommodating to this. The fruit of the Kaissava tree, a wild fruit-bearing tree that is native to the marshes, is fermented into an alcoholic beverage similar to wine that is very popular with southern nobility. The wood of this tree is often harvested as well, as the wood is particularly soft. Because of this it is often pulped for paper. Due to the moisture of the region, however, this is done almost exclusively for export purposes, as paper products that are not well protected tend to deteriorate here.
Military
The military of Qaelun is largely disorganized. The heavy plate-and-mail designs of old were never popular here, as moving about in the marsh while wearing these are exceedingly difficult. Light armour is favored by soldiers, and sometimes forgone altogether. Spears are a popular weapon here, as wood is plentiful enough to allow this, and metal is only needed in small amounts, as well as spears having uses as an improvised walking aid steering method for rafts in the more flooded areas. Archery is popular as well, as is the use of reed-based weaponry known as blowguns. Arrows and darts are often poisoned, as the virulent toxins and diseases here can easily be weaponized. Mounts are often forgone as well, for obvious reasons. Stealth is the modus operandi of the military in the Xedmire region, guerilla warfare being the means by which the realm is protected. Qaelun is very much isolationist, and does not march to war outside their lands (typically), which is likely good for them, as their tactics are unlikely to be successful elsewhere. However, it is important to note that the pitch and peat of the region is weaponized. Firebombs are not uncommon, especially in large-scale battle. 

Made some subtle tweaks to things here. Most people probably won't notice unless they've read closely, but just letting you all know.
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Kingdom of Vohemia




Nation Overview
Though not a backwater, Vohemia is certainly a seldom thought corner of the Fiorentian world. More concerned with petty conflicts between mountain clans than the political apparatus of the continent. It is more of a nation kept on it's toes and with an opportunistic mindset, away from legal or religious prying eyes on the edge of the world.
Even though Vohemia is an absolute monarchy, the titles of the King not only include the Obsidian Crown of Vohemia, but also Lord of the Kretz Valley, Lord-Patron of the Damolong Marches and Paramount of the Southern Snow.

King Zikmund III is a cruel young man. Having lost his right eye in an assassination attempt, he hung all his father's bastards from the bridge to his keep in Radobyl. The Queen-Consort Sabina is a headstong woman prone to arguing with the king on a regular basis. Though they have produced an heir, Stepan, and a princess, Noemi, the two spend as much time apart as possible.

Geography












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Voivodeship of Lukesaraj



Nation Overview

The Voivodeship of Lukesaraj is a decently sized Dutchy ruled by a leader known as the Voivod. Named for its origins with the city of Lukesaraj, nestled between a pass in the Braničevo mountain range, Lukesaraj is a nation recovering from a violent history. Recently, the nation has been victimized by an ongoing Ambrusian crusade against its indigenous form of the Church, which has been condemned as Heretical and its followers slated for purging. With such recent incidents such as the declaration of the previous Voivode as a sympathizer with the Chuch of the Valley, and his execution as a heretic, as foreign fighters ravage the people and countryside, the future looks grim for the mountainous nation, especially as they wane while the impending Timluk Hordes grow ever stronger and closer.

Geography


The area of Lukesaraj is known for being very mountainous, with the heart of the nation dominated by the range of Braničevo and smaller clusters of mountains across the nation. Dotting the area are thick forests, as well as regions of grassland between them.

The climate of the country is relatively dry, with a warm climate with hot summers and mild winters.

History

The Voivodeship was first founded as a collection of tribes that had migrated to the area in the distant past. According to legends, they were united by a powerful warlord named Bogdan Lukaski, based out of the mountain pass between the Braničevo mountains. Bogdan, born of the tribe known as the Dugavites. Following his uniting of the land, Bogdan is said to have laid the foundation of a vast temple, named Vosana, to his tribal gods in the center of his people's lands. This temple would grow and become the modern city of Lukesaraj.

For most of its history, Lukesaraj existed as a moderate local power in eastern Antova. Rather early in its history, the people of Lukesaraj began to fall under the influence of the Fiorentinan Religion, and about 100 years after the arrival of the first missionaries, and indigenous branch of the religion, known as the Church of Vosana. The Voivode at the time, Dragoljub III, sanctioned the repurposing of the old temple to its use for the worship of God and Saint Fiorentino. However, the variant of the religion that had come into existence in Lukesaraj soon came under attack due to its incorporation of old polytheistic practices, and what were assumed to be ancient gods assimilated as Saints. In particular, the cult of Saint Ladislava, a saint associated with the sun and crop growth, who had been identified as the old Solar god Svar. As well, with it's heterodox theology and tolerance of ideas and behaviors not supported by the main Ambrusian Church, it gained the antipathy of those in the religious elite.

Now, the Ambrusian Church, no longer fit to tolerate the syncretic church, launched the Vosanian Crusade, with a coalition of warriors who invaded the land, and occupied the city of Lukesaraj. The leader of the crusade, General Adelbert, had the Voivode Miroslav IV burned at the stake and placed his son, Miroslav V, a boy of 16 years, nominally on the throne, while the crusaders took functional control, and devoted themselves to purging the country of heresy. As an example, the crusaders burned down the Temple of Vosana and its followers with it.

At the current moment, the country is divided, with areas under Ambrusian Crusader control, and those under the control of rebels loyal to the Vosanian Church.

Society


The culture of Lukesaraj exists in a land that is largely agricultural, lagging technologically in many ways behind the world to its west, in no doubt due to the long conflict existing within its own borders for the last two decades. With a population that is 60% rural, it is little surprise that the most advanced fighters of the church make little work of rebels, though the untamed wilderness of much of the country makes it impossible for the crusaders to track the rebel forces down.

A vast majority of the population consists of rural people, still bound by tribal affiliations. Culture can vary from region to region, though a few elements of culture remain.

The people enjoy woodcarving, usually of ancestors, cultural heroes, mythological entities, and tribal totems. The wood carvings are often large, and erected close to one's house. Common food for the people of Lukesaraj consists of bread, beer, smoked beef sausages, and eggs.

Economy/Industry
: Lukesaraj mostly exists in the form of semi-autonomous peasant communities ruled by low-level lords pledging fealty to the Voivode. Subsistence farming rules over all areas, save for major urban centers. Agriculture rules over the whole country, with more complex industries requiring importing.

The crusader controlled government often imports guns, weapons, food, and other supplies from other nations in the Continent, while the Rebel controlled areas often raid Crusader caravans and trade lines for their supplies.

Military

The Country's military can be divided into two main camps, the Crusaders who officially control the country, and the rebels loyal to the Vosanian Church fighting in the southern areas.

The Crusader government has access to very advanced technology, being largely funded by the Church itself, and its ranks filled with volunteers from the more advanced western nations, as well as conscripts pulled from the local people, and victims of a rather ghastly practice, in which the Crusaders would kidnap the children of those executed members of the Vosanian Church, forcibly convert and raise the children as Loyal Ambrusians, and raise them for war as soldiers. The main problem with the crusader government is its size and remoteness, largely operating out of a mountainous region, with supply lines that need to come through areas controlled by the Vosanian Rebels.


The rebels operating in the south, while much more numerous, suffer from a severe lag in technology. Without access to gunpowder and ranks of well-funded pikemen, the rebels make due with outdated technology and a spirit of religious zeal. As well, they often can scrounge up supplies in raids on Crusader supply lines, meaning that their civil war can go out indefinitely if all stays as it is now. However, some tensions exist between rebel factions, some extremely loyal to the Vosanian Church, and others who question if maintaining a Church with no allies is even possible, though all are united in their rejection of the Ambrusian Authorities.

The main weapon of the rebels is the sword, and armors crafted by themselves.
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Kaiserdom of Muragenn


Overview:
Muragenn is very old land, not often concerned by the Church or other nations. It is nearly impossible to invade, and most certainly impossible to occupy. It was said that only fools would try to settle this land. The nation has been rather stagnant since it's conquest, with few disputes and even fewer wars. The Kaiserdom has a strange form of rulership, a duo-monarchy. The first ruler is the Kaiser, who has the highest authority in the realm, and must take the name Mura upon ascension. The second is the Arque Petty King, with a bit less power.

Kaiser Mura XXVI, previously Qurr II is not very bright, but extremely violent. The moment he began his rule, he began preparing the army to lash out at neighbouring Vohemia and other kingdoms. King Verrk VI is nearly his polar opposite. Shrewd and clever, a day doesn't go by without him plotting something or other, be it the death of a particularly ambitious Grii, placing a ridiculous claim on another nation's land, or trying to get a discount from a local merchant.












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Kingdom of Beredia


Kingdom of Beredia

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Nation Overview
The current incarnation of the Beredian nation is an monarchical state where the Crown has managed to curb the power of the nobility, thanks in part to the long and bloody conflicts against the Timlukid Sultanates, that did wonders to cut down the numbers and wealth of the feudal lords, and the support of the Ambrusian Church.

Standing at the edges of the Fiorentian and Timlukid worlds, Beredia spent centuries under partial or total control by several different Timlukid powers. These centuries of conflict against the infidel invader have created a deeply religious and militarized realm, whose rulers are more concerned with watching the mountain passes than meddling with "petty politics".

The current ruler is André-Maria Duarte of the House of Abravantes. A competent if somewhat ruthless ruler, André-Maria was crowned at 7 years of age when his father died of dysentery while campaigning against rebellious peasants. During this period the kingdom was ruled by a series of regents, ranging from weak to disloyal. An abortive attempt to weaken the Crown power was brutally put down by the young king and his tutor, Prelate Hermogenes, a few years before the king was of legal age. Which did not stop the "boy-king" from taking direct control of the nation and starting a bloody but short purge of supposed "traitors" and "usurpers".

As of now, Queen Joaquina (one of the king's cousins from a lowly but rich cadet branch) is on the final stages of her fifth pregnancy. Of the previous four, only two have resulted in living offspring. And of these two, only one girl has lived beyond early childhood, Infanta Marina-Josefa.

Geography
(Very WIP)

A nation divided between grassy plains and woodland in the north and rugged hills and mountains in the south. The North, with its farmlands and wide spaces is where most of the population lives.

Notable settlements include Ilafrânia (Beredia's only port and largest fortified location in the northwest) and Yaramânia (located on the southern shores of lake Viseu, it's the original home of the Abravantes dynasty and second largest city in the kingdom. In the south lies the capital city of Lazamênia, also the largest city of the kingdom. Originally built by the Timlukids, Lazamêmina is the beating heart of Beredia. Home of all Church and State apparatus, the city is also a major stop point in the overland trading routes with the Timlukid Sultanates.

And in the very south of the nation lies the Alcazar range. Dotted with castles and watchtowers and inhabited by hardy mountainfolk, the Alcazar mountains are the first line of defense against any heathen raid or invasion, while its foot slopes were often used as staging points for many crusades and expeditions over the years.

History
:
Beredia is an old land. By the time Saint Fiorentino was spreading his word, the lands that would become Beredia had already seen several different rulers. What is known is that the land was inhabited by hundreds of different tribes who shared roughly the same culture and religion. Beredia remained a patchwork of warring primitive tribes for Lord knows how many years before the Guaramini armies crossed the Alcazar range from the south, bringing "civilization" to the natives and conquering vast swathes of the nation, which they called "Ifshenia".


Guaramani troops

The Guaramani would experience their imperial zenith followed by stagnation, rot and decline over the next 300 years. And as their empire shrunk, so did their hold over Beredia. Replaced by tribal kingdoms and confederations made up of several different peoples ("Ifshenia being on the receiving end of several migratory waves during that period of time). It was also during this time that the land started being called Beredia, meaning "rugged land" in the language of one of the local dominant peoples.


Beredian Tribal warriors

The land would continue in flux for some more time, being reunited and divided innumerable times by warlords and would be conquerors. Sometime during this period, the first Ambrusian missionaries arrived in the region. Managing to spread their faith thanks to the support of several local kings who used the Ambrusian faith as an excuse to conquer more lands. Eventually, King Recawith of Albuzer, under the aegis of the Fiorentan faith, managed to conquer the whole region. And unlike the previous would-be conquerors who had managed to unite Beredia before, Recawith's kingdom outlived him.


Recawith meeting with foreign emissaries

It would be this state that would be one of the first Antovan lands to feel the might of the early Timlukid Caliphate expansion. Unfortunately for Beredia, Recawith's descendants proved to be no match for the zealous armies of the south, too busy with internal squabbles to stem the tide of conquest. And so Beredia fell once again, save for a few isolated holdouts.


Early Timlukid troops

The next centuries saw Beredia fall under the control of one of the Post-Caliphate Sultanates. And eventually this Sultanate also collapsed into smaller states, the so-called "First Taifa Period". The weakening of the Timlukid allowed for a measure of comeback for the Fiorentian holdouts in the north and west. The next couple centuries saw the land falling into utter chaos as Timlukid and Fiorentian fought against and alongside each other. The land was devastated and the Timlukids slowly pushed back.

The First Taifa Period ended with the Verzamid invasion. At the Verzamids were a dynamic new dynasty that had managed to subjugate a considerable amount of land south of the Alcazar range. Such success hadn't gone unnoticed by the Taifas, who appealed to Sultan Al-Murtansir The Thunderbolt for help against the Fiorentan kings. Al-Murtansir led his host into Beredia and easily turned the tide of war. Pushing back the Fiorentians and restoring Timlukid superiority in the region.


The Thunderbolt

Fortunately for Beredia, Al-Murtansir proved to be just as great a ruler as a general and Beredia soon entered a golden age of tolerance and prosperity. His son even manage to fight back a crusade, thanks in no small part due to the support of local Fiorentian lords. Unfortunately, the Verzamid Sultanate fell just as fast as it had risen. Victim to decadence, radicalization and shortsightedness. And thus started the "Second Taifa Period".


Beredian knights

That proved to be the beginning of the end for the Timlukids in Beredia, and from there on it was all downhill for them. Over the next couple centuries the Fiorentians would gradually push back the Timlukids, though slowed down by their own squabbles and conflicts with neighbouring nations. It was during the period that the Abravantes rose to the position of kings of Beredia and started working to break the power of the nobility. Eventually king José-Maria wiped out the last Taifa and the Timlukid army sent to help them some 109 years ago. And his grandson Pedro the Giant drove back the last serious Timlukid invasion 68 years ago.


Beredian pike bloc during the Battle of Santo Padre de Lusiana

(I have some more ideas, but I will hold off this part until I can get in contact with my neighbours.)

Society
:

The Ambrusian Church plays a major role in Beredia. Belief in the Saint and the Lord is what binds the nation together and drove them to fight off the Timlukid invaders. The Crown uses the Church support to legitimize its rule and centralizing politics while the clergy still holds considerable temporal power. As a matter of fact, Prelate Hermogenes (the highest-ranking Ambrusian clergymen in the kingdom) remains as the most influential adviser to the king and is the second most powerful man in Beredia.

For the common people, belief in the teachings of the Saint is absolute. Even if it has its local peculiarities (after all, the Timlukids did rule over Beredia for a long time). Beredian history and folklore are littered with saints and martyrs in the struggle against the heathens. Likewise, festivals and holy days are numerous and provide a welcome distraction from the dreary life of the lower classes. Church life is also seen as a way to rise up in life. And no small number of peasant boys ended up attaining lofty positions within the religious hierarchy after decades of service.

Another large aspect of Beredian culture is the idea of war. Beredians see themselves as the shield of Antova against the Timlukids. And centuries under their rule have created a rather martial culture within the nation. For centuries nobles prided themselves in fighting the good fight against the heathen and the heretic while the common man fights to both protect his land and achieve salvation by spilling heathen blood. Likewise, the army is another way for the poor man to improve his lot in life, an infantryman may receive a small plot of land to call his own once his service ends. And campaign wages and looting can make a huge difference in the life of a humble pikeman.

Beredians also place a huge emphasis on family and community. With most extended families living together or near each other. And even the most distant relations are supposed to treat each other with familiarity and respect.

Honor is another important aspect for Beredians. Minor insults or squabbles can be talked and smoothed over a cup of ale (or wine if you're a nobleman.) But it's generally expected that one should never let insults unanswered. How one should answer varies by situation and place. Ranging from getting your older brother to beat up your cheating husband to duels to the death. Once again, it depends on the situation, the social station of the affected parties and the region where it happens.

Centuries of domination and close contact with the Timlukids have undeniably molded Beredian culture and society, not even the Church itself was safe from their influence. And as much as they like to deny it, several festivals, holidays, customs and saints have actually come from the Timlukid times. Language is another area deeply affected, specially in the southern regions of Beredia where local dialects have more in common with their Timlukid neighbours than, for exaple, Choedalian.

Beredian architecture is also an interesting mix of influences, of which Timlukid is the most apparent and identifiable. The most egregious example being the royal palace itself, once the seat of Timlukid rulers it still retains much of that time. Likewise, art and literature also show clear influences from Timlukid earlier Timlukid times. Along with some other sources, mostly thanks to the foreign crusaders who fought to liberate the nation.

Most Beredians (who probably also have some Timlukid blood in their veins) deal with this fact by ignoring it completely, and pointing it out is considered a great offense in most places.

Economy/Industry


The flat north is the main source of food and wood for Beredia while the south is rich in mineral wealth. Trade is also a considerable source of revenue for the Crown, being on the border of the Timlukid world allows the kingdom to tax the lucrative overland trade routes, though trade is not as important as it is in the southern city-states. On the same vein, the nation's nobility imports most of its luxury items from outside.

Metallurgy is where Beredia prides itself. Both general and military supplies are produced en masse in Beredia's cities while master artisans earn small fortunes for every commission. Both for internal and external consumption. Such is the importance of this sector that the Crown itself has take upon itself to ensure that it remains healthy and productive with tax reductions and other incentives.

Military
:

The Exército Real de Beredia is the standing army of the Kingdom. Paid, outfitted and trained solely by the Crown, with the help of taxes levied upon the nobility, who for the most part is not allowed to maintain anything larger than small retinues for personal and property protection.

The spine of the Exército is the Terço (Third). Officially an unit composed of pikemen, swordsmen and arquebusiers further divided into companies. Deployed most usually as squares of pikes supported by arquebusiers who provide fire support and swordsmen to give the unit some close combat staying power. The Terços are usually led by fidalgos, members of lesser nobility with veterans serving as lower officers.


Beredian Terço facing the Timlukids

Beredian cavalry is considered a supporting arm of the Exército, with both heavily armored and light horsemen units fielded by the Crown to provide support for the Terço in battle.

Artillery is considered a separate branch and counts with guns of varied calibers and models for either siege or field battles.

The Beredian navy is completely unimpressive. Boasting only a single port worth noticing and having little interest in naval matters, the Marinha Real is the least funded and prestigious branch of the armed forces.

Besides the Crown standing forces, several chosen nobles have also been given leave to form their own military units instead of paying the army tax. The Bandeiras are small companies mostly tasked with keeping order and acting as a impromptu militia, their equipment is completely dependent on the noble that is tasked with training and outfitting them. Besides the nobility, major cities and religious authorities are also authorized to train and outfit Bandeiras for their own protection.
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