London Congress 1822 also known as Prussian Restoration Project because no one, not even Talleyrand wants to know what is in the Mystery Box
Or Poland
Can you clarify a bit? Does it mran that we don't know what's up with the Prussians vut most likely they still exist? I remember that Prussians still lost their chance of becoming a great or even regional power so I guess there is a huge migration issue they deal with? Do if yes then perhaps I can still include in my writing how to exploit that to get some experienced personnel where one would need them.
It's your game but in my experience delays can be costly. I feel asking the players of major powers for everything would be a logistical nightmare. Perhaps only ask them if it involves their interests strongly? What would Russia care what cantons Switzerland have but if a player wants an independent Finland then that's very much relevant, for example.
On the other hand I thought of a differentish Switzerland idea: The United Cantons of Helvetia. A federal presidential republic where they managed to push religious freedom through. Official language is cantonal authority but federal duties usually need both languages.
BTW, what happened to Prussia after Napoleon squashed them? I may be blind but don't see this mentioned. Did their lands get absorbed by the nearby German states? They still exist but shadows of their past glory?
Can we have a new discord for this? No need for anything fancy but instant messages between multiple players can allow better brainsyorming than forum messages do.
Anyways, I am planting new ideas. One is the Alpine Union which is actually two nations because the French and German side of Switzerland split (with some other adjustments in lands). And that's one idea, I actually have a few others for Switzerland. I'll see which one I'll settle on during Sunday.
Anyways, one idea I need confirmation on. Frederick of Würtenberg turns against Napoleon which leads to him dismantling the personal union of Baden-Würtenberg. Switzerland gains the southern portions of Baden and a significant portion of Hohenzollern. They maintain this after the war in order to keep the French side of Switzerland more in check. Thry also gain Savoy, well, rather they don't shy away ftom their duty to administrate it like in OTL. Would it work? If there is any clash please tell me.
@Dinh AaronMkThe point if divergence part was enough for me, that means the Serenissima gets sacked for sure. I don't know what alternate history nation or faction I come up with yet. We'll see.
Oh, so it happwnwd bwfore the point of divergence. That's a pity but understandable. What happened to Venice there effectively destroyed much of their culture. After that they are a mere shadow of what they once was and resulted in Venice's complete Italization. No, not writing in tilted letters. They went from staunchly defending their Venetian identity to the largest supporters of the Italian unification. Having pillaged twice and robbed of most your valuables and humiliated to the ground then basically oppressed for decades does that for you. Yeah, in that case Venice is not viable.
Also sorry for the typos. I am dead tired from work and just took the bus home.
In OTL Napoleon demanded Venice to democratize which they ignored. They also remained neutral which this time only meant they had nobody to help them when Napoleon invaded. If Venice has a revolution of sorts then it'd change a lot of things about that. May also explain how can Napoleon attempt a naval invasion given that it was always kind of impossible to invade UK by sea.
As for Hungary, Napoleon offered to hrlp a Hungatian revolution against the Austrians. In OTL the Hungarians remained loyal and were even insulted by this but perhaps with Napoleon's successes and how other regions were liberated it can happen. Austria and cisleithania would remain. It'd just impact the transleithanian territories AKA Hungary.
Neither of these two is less feasible than the Batavian Republic surviving 1805 which is why I was thinking of them. NRPs here are somewhat sandboxy so I figured we would have a lot of ways to shape alternate history. We also have some sorts of super Romania. So it does appear players can just make things up so long it's s3nsible as an alternate history.
Lastly it appears there is a discord or some other communication channel because I see sheets that weren't even mentioned in the OOC. Also you mentioned an Austria sheet which do3sn't even exist yet.
Hmm, can try going for an independent Hungary. They wold run as a sorts of eternal regency without a king. Albeit as a constitutional monarchy they would be very close to being a republic. Thr language reform is in full swing but it also resultes in unexpected tensions with Hungary's other nationalities. Meanwhile Austria would wish to reintegrate Hungary and the Russians are also eyeing them. This is thr basic premise in mind, we'll see if I can put this into writing.
EDIT:Or a Venice which sided with Napoleon. Reforms were introduced, the Doge was exiled and a new (actually democratic) republic was formed. After Napoleon's defeat Venice paid a huge sum and had to give away three quarters of their fleet to the victors.The Doge took back his office but the republic didn't return to the status quo.
I don't know which I am going to write yet. It'll be a few days before I'm going to have the free time anyways.
Name: The Most Serene Republic of Fenice, Fenice, Serenissima Capital: Fenice Government Type: Maritime Republic Leader: Doxe Andrea Alberghetti Dominant Species: Elf (27%) Notable Species: Human (38%), Dwarven (8%), Other (27%)
Fenice is an old maritime republic with thousands of years of history. The city was once part of an elvish empire which dominated the world. Even before their collapse various city states grew into power across the Diorno Peninsula. They adopted the idea of republic in an era dominated by monarchic rulers. Thanks to their strategic position and maritime power these republics soon became rich. Their freedom and wealth thus made the Diorno Peninsula a popular nexus for the arts and culture. Eventually the peninsula came under the influence of a single city, Fenice. Using their newfound power they began establishing a colonial empire of their own. Fenice is well-known for their maritime prowess and unique technology they guard jealously. Their influence is widespread and they are well-renown in most parts of the world. Yet this is all on the surface. In truth the once progressive and enlightened Fenice is stuck with ancient traditions, stubborn leadership and a "democratic" system that serves the rich. Yet the once great republic of Fenice has yet to stumble hard enough to realize their hubris.
Demographics & Territories:
Fenice territorially has 4 different categories. First being the metropolis of Fenice, a system of port cities with the total population of over 2 million people. This is the most affluent and overall important region of the Serenissima. The city's population is predominantly elvish, albeit more than half the population are from other races. While technically there is no discrimination for being from other race in practice there is a strong system supporting already rich families and basically the government is compromised almost entirely of elves.
Next territorial unit is the Terrafirma, which covers the Diorno Peninsula. These regions are culturally very similar with rich mercantile cities, budding industrial regions albeit a more mixed population. Migration into Fenice is much more regulated than to the rest of Diorno, afterall. There's also the Zwölfberg mountain chain which is predominantly inhabited by dwarves. This region used to have a larger degree of autonomy yet by the 19th century they are just part of the Terrafirma.
Following territorial unit are the various Stato Marre, overseas territories. With one exception these are strictly for lands in Fenizian possession before the era of colonization. They can have very diverse populations, albeit the oldest ones match mainland demographics. The exception is the Halagiz Principalty, originally a protectorate of Fenice. When their autonomy ended they became acknowledged as part of the maritime holdings rather than a lowly colonial status.
Colonies, as expected, are mostly the natives. They are not viewed as part of Fenice's population (barring citizens from the mainland settling there). The regions tend to be undeveloped and mostly held for exploitation purposes. Albeit for Fenice such possessions also have importance as ports for their busy trade empire.
Governance & Culture:
Fenice is an old republic built on values older than most civilizations. They believe in liberty, equality and justice. Yet these values only strictly apply to those living in the city-complex of Fenice. In broad strokes the system can be considered an Elective Constitutional Monarchy rather than a proper republic. The Doxe (spelled "Doke") is the head of the state who rules for life or at least until they abdicate. The govetnment is a bicameral system where the Couincil of Forty is the upper house and the Council of Representatives is the lower house. Except that the lower house has very limited power so it's mostly down to the decision of the upper house. Said forty councilors are chosen from wealthy citizens of Fenice, and only from the city of Fenice. The selection itself is random from a relatively narrow list of eligible choices. Said people are being recorded in the Golden Book. This is a plutocracy in all but name. And they aren't even hiding it that much anymore. That being said the power of the central government is relatively weak and there is significant autonomy for the individual states under Fenizian rule.Said autonomous local governments can vary wildly and it's usually down to ancient traditions more than decisions from higher up.
Fenice may be irreparrably corrupt yet their core values are noble. Their governance system is based upon the pillars of democracy and to prevent the rule of tyrants. They consider voting systems easy to manipulate hence they prefer random choice from the candidates over something which can be influenced. They abhor personal cults and they prohibit posters with the image of governors or the Doxe. Same for coins, postage stamps or anything in public circulation. These are gross violations against Fenizian beliefs. Their government is also under supervision and once an official quit/ended their service they are thoroughly investigated. If they are found guilty of corruption they can even make posthumous fines towards the family. Of course one has to question the efficiency of internal investigations within a flawed and corrupt system but in theory they have all the tools they need.
The Fenizians separated the religion and state for many millennia. This does not mean they are generally atheist, though. Dionism is by far the most popular within the Diorno Peninsula. They revere the Phoenix God who rules over the Sun and all that is light. It teaches enlightenment through personal improvement and generally has an optimist message. That being said Fenice accepts nearly all religions and often accomodates to allow the citizens to freely practice their faith.
Magic & Technology:
Fenizian culture is dominated by sorcerously gifted elves. The practice of magic is natural as breathing to them. Fenice embraced Manarite and its derivatives from the early times. What once was perceived as a dangerous rock viewed with caution gradually transformed into something part of a Fenizian's everyday life. Manarite is refined and mixed with various agents to make it safer to handle. This material forms the core of many Fenizian devices. Separating magic from their technology is almost impossible. Elemental-powered steam engines, golems mechanics, magical arclamps, etc.
The Republic of Fenice may not be the most industrially developed country but they have the world's most impressive shipbuilding complex, the Fenizian Arsenal. Filled with assembly lines that predate the shipbuilding industry of most countries the Arsenal mixes modern with the traditional, technology with magic, to produce some of the most beautiful vessels ever known. It has more artisans and experts of the field than multiple countries combined. Yet the existence of the Arsenal highlights the prevailing issues of their civilization. In spite of all these advantages Fenice is still outmatched by the younger pioneers of this field. The Arsenal is grand, yet outdated and frivolous practices undermine its supposed greatness. If you'd give the same resources (human, infrastructural and material) to for example Mooliand they would produce 2-3 times as many ships than the Arsenal.
Military Overview:
The State Army of the Serenissima is the main standing force of the republc. Unlike other standing armies it doesn't use conscription, not in the strict sense. Yet those who acquire debt and unable to repay it may be forced to enlist in the army, term dependent on the amount owed. This can even result in generations serving in the military to pay back the debt of their ancestors'. Yet even like this Fenice has a hard time to recruit a large enough force. The State Army usually fulfills a defensive role and may be mobilized to protect state interests. For other purposes they rely on dedicated elites and mercenaries. Fenice spares no gold to pay their fluctuating force of mercenaries. In return they tend to be loyal yet very greedy. There are countless tales about Fenizian mercenaries breaking ranks or act out of line when they attempted to grab more loot. While formal code on warfare made these occurences less common the mercenaries find other ways to be scummy and fill their money purses.
On the sea the Fenizian Armada is well-known and not many nations dare to face them in a naval conflict. Fenizian seamen are reputed to be one of the best in the world and their beautiful warships can be awe-inspiring. Fenice is the sole producer of the so-called "steam galleys" these mechanized vessels are driven by trilobite-like mechanical legs and possesses a strong golem spirit. Galley warfare never died for Fenice, only transformed. The Armada of Fenice is quite impressive yet in practice they are significantly less powerful than given credit for. Steam galleys are more maneuverable but the legs are occupying a lot of space and can be targeted by enemy guns. Armoring them is unwise and generally the presence of legs makes side armor weaker on the ships. Yet since the Fenizians have yet to experience a major defeat they maintain an inflated reputation which they often capitalize on. The Republic of Fenice is a middling nation in size so they wouldn't have the means to outproduce the rest of the world. Yet with their reputation they can maintain relatively unstrained logistics and naval presence around their territories.
Name: The Most Serene Republic of Fenice, Fenice, Serenissima Capital: Fenice Government Type: Maritime Republic Leader: Doxe Andrea Alberghetti Dominant Species: Elf (27%) Notable Species: Human (38%), Dwarven (8%), Other (27%)
Fenice is an old maritime republic with thousands of years of history. The city was once part of an elvish empire which dominated the world. Even before their collapse various city states grew into power across the Diorno Peninsula. They adopted the idea of republic in an era dominated by monarchic rulers. Thanks to their strategic position and maritime power these republics soon became rich. Their freedom and wealth thus made the Diorno Peninsula a popular nexus for the arts and culture. Eventually the peninsula came under the influence of a single city, Fenice. Using their newfound power they began establishing a colonial empire of their own. Fenice is well-known for their maritime prowess and unique technology they guard jealously. Their influence is widespread and they are well-renown in most parts of the world. Yet this is all on the surface. In truth the once progressive and enlightened Fenice is stuck with ancient traditions, stubborn leadership and a "democratic" system that serves the rich. Yet the once great republic of Fenice has yet to stumble hard enough to realize their hubris.
Demographics & Territories:
Fenice territorially has 4 different categories. First being the metropolis of Fenice, a system of port cities with the total population of over 2 million people. This is the most affluent and overall important region of the Serenissima. The city's population is predominantly elvish, albeit more than half the population are from other races. While technically there is no discrimination for being from other race in practice there is a strong system supporting already rich families and basically the government is compromised almost entirely of elves.
Next territorial unit is the Terrafirma, which covers the Diorno Peninsula. These regions are culturally very similar with rich mercantile cities, budding industrial regions albeit a more mixed population. Migration into Fenice is much more regulated than to the rest of Diorno, afterall. There's also the Zwölfberg mountain chain which is predominantly inhabited by dwarves. This region used to have a larger degree of autonomy yet by the 19th century they are just part of the Terrafirma.
Following territorial unit are the various seaside holdings. With one exception these are strictly for lands in Fenizian possession before the era of colonizations. They can have very diverse populations, albeit some of them could be very similar to mainland Diorno. The exception is the Halagiz Principalty, originally a protectorate of Fenice. When their autonomy ended they became acknowledged as part of the maritime holdings rather than a lowly colonial status.
Colonies, as expected, are mostly the natives. They are not viewed as part of Fenice's population (barring citizens from the mainland settling there). The regions tend to be undeveloped and mostly held for exploitation purposes. Albeit for Fenice such possessions also have importance as ports for their busy trade empire.
Governance & Culture:
Fenice is an old republic built on values older than most civilizations. They believe in liberty, equality and justice. Yet thrse values only strictly apply to those living in the city-complex of Fenice. In broad strokes the system can be considered an Elective Constitutional Monarchy rather than a proper republic. The Doxe (spelled "Doke") is the head of the state who rules for life or at least until they abdicate. The govetnment is a bicameral system where the Couincil of Forty is thr upper house and the Council of Representatives is the lower house. Except that the lower house has very limited power so it's mostly down to the decision of the upper house. Said forty councilors are chosen from wealthy citizens of Fenice, and only from the city of Fenice. The selection itself is random from a relatively narrow list of eligible choices. Said people are being recorded in the Golden Book. This is a plutocracy in all but name. And they aren't even hiding it that much anymore. That being said the power of the central government is relatively weak and there is significant autonomy for the individual states under Fenizian rule.Said autonomous local governments can vary wildly and it's usually down to ancient traditions more than decisions from higher up.
Fenice may be irreparrably corrupt yet their core values are noble. Their governance system is based upon the pillars of democracy and to prevent the rule of tyrants. They consider voting systems easy to manipulate hence they prefer random choice from the candidates over something which can be influenced. They abhor personal cults and they prohibit posters with the image of governors or the Doxe. Same for coins, postage stamps or anything in public circulation. These are gross violations against Fenizian beliefs. Their government is also under supervision and once an official quit/ended their service they are thoroughly investigated. If they are found guilty of corruption they can even make posthumous fines towards the family. Of course one has to question the efficiency of internal investigations within a flawed and corrupt system but in theory they have all the tools they need.
The Fenizians separated the religion and state for many millennia. This does not mean they are generally atheist, though. Dionism is by far the most popular within the Diorno Peninsula. They revere the Phoenix God who rules over the Sun and all that is light. It teaches enlightenment through personal improvement and generally has an optimist message. That being said Fenice accepts nearly all religions and often accomodates to allow the citizens to freely practice their faith.
Magic & Technology:
Fenizian culture is dominated by sorcerously gifted elves. The practice of magic is natural as breathing to them. Fenice embraced Manarite and its derivatives from the early times. What once was perceived as a dangerous rock viewed with caution gradually transformed into something part of a Fenizian's everyday life. Manarite is refined and mixed with various agents to make it safer to handle. Thr material forms the core of many Fenizian technologies. Separating magic from their technology is almost impossible. Elemental-powered steam engines, golems mechanics, magical arclamps, etc.
The Republic of Fenice may not be the most industrially developed country but they have the world's most impressive shipbuilding complex, the Fenizian Arsenal. Filled with assembly lines that predate the shipbuilding industry of most countries the Arsenal mixes modern with the traditional, technology with magic, to produce some of the most beautiful vessels ever known. It has more artisans and experts of the field than multiple countries combined. Yet thr existence of the Arsenal highlights the prevailing issues of their civilization. In spite of all these advantages Fenice is still outmatched by the younger pioneers of this field. The Arsenal is grand, yet outdated and frivolous practices undermine its supposed greatness. If you'd give the same resources (human, infrastructural and material) to for example Mooliand they would produce 2-3 times as many ships than the Arsenal.
Military Overview:
The State Army of thr Serenissima is thr main standing force of the republc. Unlike other standing armies it doesn't use conscription, not in the strict sense. Yet those who acquire debt and unable to repay it may be forced to enlist in the army, term dependent on the amount owed. This can even result in generations serving in the military to pay back the debt of their ancestors'. Yet even like this Fenice has a hard time to recruit a large enough force. The State Army usually fulfills a defensive role and may be mobilized to protect state interests. For other purposes they rely on dedicated elites and mercenaries. Fenice spares no gold to pay their fluctuating force of mercenaries. In return they tend to be loyal yet very greedy. There are countless tales about Fenizian mercenaries breaking ranks or act out of line when they attempted to grab more loot. While formal code on warfare made these occurences less common the mercenaries find other ways to be scummy and fill their money purses.
On the sea the Fenizian Armada is well-known and not many nations dare to face them in a naval conflict. Fenizian seamen are reputed to be one of the best in the world and their beautiful warships can be awe-inspiring. Fenice is the sole producer of the so-called "steam galleys" these mechanized vessels are driven by trilobite-like mechanical legs and possesses a strong golem spirit. Galley warfare never died for Fenice, only transformed. The Armada of Fenice is quite impressive yet in practice they are significantly less powerful than given credit for. Steam galleys are more maneuverable but the legs are occupying a lot of space and can be targeted by enemy guns. Armoring them is unwise and generally the presence of legs makes side armor weaker on the ships. Yet since the Fenizians have yet to experience a major defeat they maintain an inflated reputation which they often capitalize on. The Republic of Fenice is a middling nation in size so they wouldn't have the means to outproduce the rest of the world. Yet with their reputation they can maintain relatively unstrained logistics and naval presence around their territories.
Official Name: Nilunbergseidgenossenschaft Alternate Names: Nilberg Confederation, Nilberg, Zeignobund Government Type: Confederation Governing Body: Tagsatzung (Federal Diet) Capital: Rhone City, Drachenfel Canton Population: ~850,000 Dominant Species: Zeignons (goattaurs, ~95%)
The Nilberg Confederation is a relatively young nation formed in the mountainous lands of Nilberg. It involves 19 Cantons, effectively an autonomous city state each. They have the misfortune to neighbor some of the largest empires on the continent yet they staunchly maintain their independence. Nilberg is a region of fine craftsmen yet after gaining their independence they became better known for something else, mercenaries. Nilbergian sellswords were becoming a common sight across the continent and this somehow became the nation's main export.
Plane Description
Much of the world is yet to be discovered but Nilbergians are very familiar with the continent of Ardonai. The region's climate changes depending on how far North you travel or whether you're seaside or inland. Compared to Earth there are many strange creatures, some of them with magical abilities. Monsters are powerful creatures which threaten civilization. They reside in the hidden and less visited corners of the lands but they can periodically emerge to terrorize villagers or cause other kinds of mayhem. Militia often fights them, some major monster incursions may even call for state armies to respond. Yet before that it's fairly common to ask one of the many adventuring mercenary groups to deal with them. Be it a tiny groups of elites or a company of seasoned soldiers these adventurers act as problem solvers to many issues, for a price of course!
Nilberg Region Nilberg is a mountainous region in the temperate zone. The land is surrounded by tall snow-covered mountains while Central Nilberg is a plateu covered in beautiful greenery. Many describe Nilberg as almost picturesque and in the past it inspired many painters. The mountains help maintaining a comfortable climate all year. The recent surge of militarism also helped to deal with eons old nests of monsters which makes Nilberg seem almost idyllic. More than troubles within the country has issues with his neighbors. Nilberg is officially neutral which is further helped by said neighbors' constant dependence on Nilbergian mercenaries. Yet the fact remains that great empires eye Nilberg as a price, dreaming of making it their crown jewel once more. With the emergence of the Gate the situation would only get worse. Will the gate save them or destroy them?
Nilberg’s region is divided into 19 Cantons which are: Drachenfel, Aulenbruck, Transestein, Hallefels, Bersewald, Rauchberg, Elsebach, Allenheim, Reseberg, Wallefeld, Frauenhofen, Beneberg, Kiosseland, Ackerhöhe, Kuching, Sandakan, Altena, Beligrod, Unterland
History Overview
The Zeignons have multiple origin myths but the most popular one is the following. During the ancient times before history dragons of unspeakable might ruled this continent. Rasvimba (currently the western portion of Nilberg) used to be one of the numerous lands declared as their sanctuary. Once upon the time a group of adventurous dwarves from Clan Yngveth did not heed these warnings and began to exploit these mountains. They found tin, silver and gold and quickly made a fortune. A year passed and Clan Yngveth acquired wondrous riches yet their luck was about to run out. Unknown to them the dragons put a curse on them in vengeance, infecting the local goats with a magical disease. As a consequence dwarves who consumed this cursed meat had their offspring kill their mothers and become the first Zeignons, the goat-folk. By the time they realized it was already too late and the once prestigious Clan Yngveth died out completely. Being benevolent the dragons did not smite the goat-folk and instead gave them the task to protect these mountains. Built on the culture of the now extinct Clan Yngveth the Zeignons prospered in isolation. The nine mountain peaks of Rasvimba served as the region’s namesake, becoming known in the modern times as Nilberg.
For a long time the existence of Nilberg was only regarded as legend. Zeignon wandering merchants and scholars did travel the continent but nobody knew where they came from or what their dwelling place was actually like. Zeignons were akin to folk tale creatures, they showed up in a village to help the locals and then left. Their hermit-like existence came to an end when the Aechadian Empire invaded them. Unprepared for warfare the Nilbergians were swiftly conquered and subjugated by the rising titan. The next century saw brutal oppression, dispersion as slaves and other unspeakable deeds. Yet over time the Zeignons earned respect and Nilberos (Aechadian name for Nilberg) earned a small bit of autonomy. Aechadian only directly controlled a fraction of Nilberg with the rest only maintaining a vague vassal-like status. Yet thanks to the Aechadian prosperity the region of Nilberg underwent rapid development and soon became one of the more industrious places within the Empire.
About 250 years ago the Nilberg Rebellion broke out. Previously Aechadians made numerous measures to prevent the Zeignons taking arms and uniting but their efforts were washed away by a mysterious vision shared by all goattaurs. Seeing the visage of the All-Father in their dreams the Zeignon population as a whole rose up. Slaves escaped, auxiliaries deserted and the local authorities in Nilberos suddenly lost control. Of course the Aechadian Empire was undeterred by these events, confident to restore their rule. During this time the Zeignons were viewed as an inferior alternative to centaurs, poor cavalry chiefly used for scouting. The mighty legions of Aechadian were mobilized, ready to paint the towns of Nilberg red. Yet the seasoned soldiers met their match in the Sacred Band led by Töbe Eichenberg. Though outnumbered they used the mountainous terrain against their opponents, halting their advance dead. Meanwhile hordes of Zeignon deserters and townsfolk received expert drills, training them to become a fearsome army. After the fourth year of confrontation the two armies faced off against each other in the Battle of Mordsenke. There Töbe Eichenberg encircled his enemy and massacred five legions, leaving no survivors. This put an end to the war and Aechadian attempts to control Nilberg.
The first decades of Nilbergian independence were trying times as Aechadians refused to acknowledge them. Nilberg was overall considered a pariah state and Zeignons were viewed with suspicion. Yet instead of collapsing the confederacy of Nilbergians held up and even strengthened. Of course living in the mountains the region could not hold large populations and as thousands of Zeignon youth were left in poverty the intensity of Nilbergians wandering out only increased. With their fresh military traditions this resulted in the first mercenary bands. Nilbergian soldiers soon became a well sought after commodity between nations and while these troops are past their golden age they still enjoy a massive reputation.
Social Overview
Government: Nilberg’s is a form of Eidgenossenschaft (oath pact alliance, loosely translated as confederation) between 19 Cantons with each representing an old clan of Zeignons within the region. It isn’t an exaggeration to say that rather than a single country the region of Nilberg is divided into 19 independent states. Each Canton has their own form of government, customs and local laws. Every month each Canton’s representatives, delegates (occasionally even the governors themselves) are set forth to the “capital” city of Rhone to participate in the Diet. During these gatherings the Diet holds discussions about current events, status of each Canton and holds votes on deciding the confederacy’s future. Overall thr Diet has fairly weak power compared to the cantons' autonomy.
Demographics: Nilberg’s population consists almost entirely of Zeignons. The Nilbergians are rather reclusive within their homeland and aren’t too welcoming of foreigners. Most of the non-Zeignon population are kobolds with only tiny enclaves of humans living in Nilberg. This region is unforgiving with lots of mountains, varying climate and relatively little arable land. The locals chiefly subsit from animal herding while importing the rest. As such swarms of Nilbergians chose to leave their country behind and travel across the continent. Overall many thousands of Nilbergians are living outside their country. They can range from traveling scholars to merchants and more recently outright bands of mercenaries. Nilbergians and by extension the Zeignon race are well-known travelers.
Zeignon are a type of “goattaur”, outwardly possessing a humanoid upper body and a goat’s lower body. At average they are 5 feet tall and their lower body extends for about 3 feet. Zeignons might seem to be a hybrid of humans and goats but in reality they are radically different. Zeignon organs tend to be huge and often doubled. For example they have a pair of hearts which fully occupies their chest cavity and beats in alteration. Lungs and intestines on the other hand are in the belly portion of the lower body. Physically they are stronger than humans and could run like a horse while possessing great stamina. On the other hand they consume 2-4 times as much food and they need more living space. Contrary to popular belief the Zeignon don’t have horns although they occasionally wear such as part of their fashion.
Less known fact is that Zeignons have 3 distinct main breeds and uncountable sub-breeds. Cursores or “runner-breed” goattaurs are the lightest type, built to be lean and fast. Cursores are often only about 150lbs in weight and sometimes they can sprint up to 45mph. In contrast the Ergates are a type which is built short, stocky and enduring. As the “worker-breed” they have the best ability to haul weights but they are comparably slow, at average 250lbs weight and small legs only allow around 15mph. The largest and most powerful breed are the Antares, the “warrior class”. These deertaurs have a lean and strong body ideal for combat. They can run at 32mph in spite of weighing in the excess of 300lbs. Antares of course require the most food and given their value as fighting elite, they often get it.
Economics: Nilberg is curiously enough rich and poor at the same time. They have rich cities with some of the continent's finest craftsmen yet overall the country is poor compared to their neighbors. Some may say that using empires as a measuring stick is wrong but given the subtle rivalries this isn't something to be avoided. In fact ever since Nilberg switched over to animal herding there are thousands who were left without work. This is where the ongoing mercenary business kicks in. Many youths are rounded up by mercenary groups who then journey across the continent looking for price and glory. Smaller groups might help villages to slay monsters while a more decently sized company is often reinforces a king's campaign forces at war. Cantons took control of organizing these mercenaries and now it's a significant portion of their revenue.
Technology and Magic
Technology: Nilberg is an industrious region with many craftsmen. The region is especially renown for their clockmakers but most goods manufactured in the region are a cut above what their neighbors produce. Of course this is in part deliberate as Nilberg has no means to match the volume of major empires' ouput. But also because Nilbergian tradesmen often have traveled across the continent at least once. Some also point to the immensely high quality iron ore found within Nilberg's mountains. Springs in particular are made out of this ore. Nilbergian springsmiths and watchmakers know a remarkably lot about spring physics which are kept secret from the rest of the world.
Long story short, Nilberg is technologically advanced. Although their small country and dominance of smaller workshops over giant manufactories means they won't produce anything large. They have fair access to gunpowder but manufacturing giant cannons is beyond their ability. They use high quality steel arms and armor.
Niustav: A type of polearm/pike which has a sheet metal covered upper half ending in long spike. The entire structure is reinforced by large rivets that slightly protude outwards, turning the weapon into something almost like a mace. Indeed the weapon combines the properties of a mace and a spear/pike. Typical military variants are 9 ells (~ 5.5m) long and weigh around 15 kilograms. They are obviously not meant to be handled by humans. Handlier 4-5 ell long versions are used for personal combat and those end up fancier and more nimble. Niustavs in military formation instead are meant to fight other lines of troops and they do fairly efficiently. The ruggedness and simplicity of use is often lauded for these weapons. They are significantly more expensive than pikes but they are also more versatile. Campaigining mercenaries don't need to buy different weapons to fight large monsters, for example. Niustav production and distribution is usually handled by the Cantons and it's rare to see them being used outside of Nilberg's forces.
Alstav: Effectively a long club/spear hybrid, Alstav has its own history. They were actually called "Niustav" about 300 years ago when Zeignons first took up arms to rebel against the empire. They are basically just a thick wooden pole with a metal cup affixing a spike. Due to their simplicity they could be made by almost anyone and they were mass issued during the finally successful revolution lead by Töbe Eichenberg. Alstav is about 3-5 ells long (~2-3m) and nowadays the top portion tends to flare out and widen compared to the bottom, giving it a slightly conical shape. They are very cheap and still very reliable weapon. They are just outmatched in open warfare compared to the weapons Nilbergians actually refer as the Niustav now.
Kralledag: Also referred as "Nilbergian long knife" this is a side arm often carried by mercenaries. By common sense it's a sword, yet because it doesn't have a tang but a knife-hilt this can be produced by metalworkers of any kind. That being said mercenary groups are selective of the guilds they purchase from so they have certain qualities to share. As their name imply the blade is somewhat talon-shaped with a broad blade until the two-thirds point after which it suddenly drops down to a spike. Said spike is in line with the hilt thus the weapon is surprisingly effective at stabbing. As for the rest the blade is single edged and slightly curved, making it a very easy cutter. Most of these swords had blades approaching 2 ells (~1.2m) yet they were designed as single handed weapons. Drabants in the first and second line often carried these.
Bolzer: Originally developed as a type of siege engine the Bolzer style ballistas disappeared after the imperial conquest and ban on Zeignon's carrying weapons. During the revolution they resurfaced and became common for Zeignon soldiers. Bolzers are described as limbless crossbow but in fact they are neither. They are a handheld ballista using clock sprinfs to accelerate short limbs. They can use both arrow/bolts and sling bullet type projectiles. They are wound back by either winch or lever mechanism. They are versatile but especially good at shooting lighter projectiles at high velocities (in excess of 100m/s). Their drawback is that acquiring the right springs would be very expensive for anyone outside Nilberg.
Zeignon armor: Being goat-taurs the Zeignons had to develop armor schemes independently from others. Inspirations from personal armors and horse barding both taken to get their own armor types. Generally the upper torso and lower torso both got their own type of armors. Padded aketon armors are of course cheap and affordable, making them the most common. Yet when a merc looked for more potent armor they had three options: maile, brigandine and plate. Maile is often leftover from past eras or produced for special customers. With better steelmaking techniques maile is workhour intensive and expensive in comparison. Its place was taken over by the stylish yet affordable brigandine, basically metal plates riveted onto durable cloth. Leg armor is often neglected and the same can be said for the underside of a Zeignon, both for economics and for practical reasons. Only the more thoroughly armored individuals looked out for those so in contrast these are always good places to hit a typical soldier. Of course this is where plate can come in. Helmets, pelvic plates and back plates are relatively easy to access in lower qualities. But some Zeignons have the wealth and need to wear full suits of plate. Nilbergians often refer to people like that Eisenhaut and they are the closest their culture has to knights and men-at-arms.
Magic: Many of Nilberg's neighbors have massive religious structures and fostered spellcraft for centuries if not millennia. Nilberg never had anything as robust. Their faith is vaguely defined in their belief in the All-Father and respecting their ancestors. Most Zeignons then adopt a specific religion from somewhere else as their main faith. So Nilberg doesn't have strong magical traditions. Since the last century though they made some progress in this matter. Ancient runecraft and runesmithing is resurrected while foreign mages are invites to Nilbergian colleges. The neccessity also bore innovation and while Nilbergian magic is less powerful they embrace pragmaticism.
Nilberg has ancient dwarven roots which may not be obvious to the common onlooker yet when talking of magic this relation can quickly become clear. Nilbergian runes don't share the figures with the dwarven craft but certainly closer than human and other races' usage of runes. Runes are often used for protecting territory, imbuing high-quality items with magic and in many forms of divination. When it comes to battle mages though the Nilbergians...had to improvise.
As said, Nilberg doesn't have millennia of spellcasting culture. Many magic schools were tried but never really stuck with Nilbergian magic users. Ultimately it was on the cities of Nilberg to develop their own brand of combat magic. What did they do? Rather than conjuring up awesome elements and creating spectacles on the battlefield, they turned to the ordinarily stationary defense oriented runes and decided to use them as weapon. Rune stones are carried by mages that are already carved up with symbols to impose a set of rules on territory nearby. Whatever is within that territory can be influenced by a Krieghexer. This can range from enchanted projectiles, buffs to allied soldiers or perhaps a barrier which helps protecting those within. The effects are not that awesome compared to typical runic defenses but they certainly work. Runes can also set up as traps to curse enemies or cause changes to the environment. This in turn makes Krieghexers far more subtle in their actions and expects of them to think flexibly on the battlefield.
Military Overview
Nilbergians have a reputation of being fierce warriors. Compared to mightier races a mere goattaur may not seem threatening yet combined with their tactics and discipline the Nilbergian mercenaries are a force to be reckoned with. They are reputed for their discipline, aggression and overall morale. Of course this has more to do with their organized nature and growing martial culture than some kind of special training or other secret. Since they are goat-taurs they also have some unique strengths and weaknesses in war. They are natural cavalry yet they aren't so massive as their genetic siblings, the centaurs. They can fight in formation fairly effectively and have more strength than the average human. Yet they still suffer to fight in narrow spaces where they large flanks are easy to expose. Nilberg being a rather developed nation who are famed for their precise craftsmanship they often can afford high quality equipment and are one of the earliest adopters of gunpowder. That being said they don't have the great foundries of empires so their cannons tend to be on the smaller side in general. Think smart rather than large could very well be their motto. Their supply wagons double as improvised fortifications on the battlefield, a tactic inherited from the great Töbe Eichenberg. Depending on their canton the flags and symbols of the mercenary outfit can change. Certain famous units have their own flags, even. Yet alongside these they also brandish a yellow cross shaped symbol. This is the so-called Sacred Band, often mistaken for a religious sign. The united Nilberg flag also features said symbol in the center. The Sacred Band is the universal symbol of Nilbergian mercenaries but beyond that a proud display of their independence.
Drabant: The common soldier forming the main bulk of Nilberg's mercenary forces. They usually start as commoners given nothing but their weapon and a helmet. Yet over the course of campaigning they acquire wealth and loot, some ending up in better gear than the aristocratic knights. Their main weapon is the Nilustav (see technology section above) and they often take up formations 3 lines deep. The front rows tend to be experienced soldiers with the best armor. The flanks are covered with elites wielding special weapons. The middle has the commander and the drummer, alongside with an elite force acting as their protection.
Hartschier: Ranged specialists acting in support of the main force. They carry bolzers, Nilberg's unique take on the crossbow (see technology section). They are often forming the back lines of a typical formation, providing fire support to the company. But they can also break away and act as skirmishers. Larger mercenary groups may even have entire companies of Hartschiers.
Korsar: A light troop type specializing in scouting and raiding. They are well-regarded for their aggression and flexible maneuvers. They typically carry both melee and ranged weapons, switching between them as needed. Their bolzer is of lighter draw, operated by a lever underneath instead of a winch. They also frequently have Krieghexers to cast spells.
Schwarze Reiters: Elite lancers used as shock troops. They are called "black riders" for their full plate armor blued to be more resilient. Also because they use surprising amount of black powder. They always carry grenades, throwing them to cause discord in the enemy formations. They also have a Feuerlanz, a type of weapon which causes loud noises and spreads fast flying pellets in the process. This makes them a very difficult enemy to face head on. In addition they are some of the best soldiers which combined with their high-quality gear already makes them a force to be reckoned with.
Kriegshexer: Battle mage of Nilbergian origin, taught in the runic arts. They are the magic casters chosen to accompany armies in combat, in contrast to Lagerhexer (camp mages). While the latter provides medical care, spiritual support and other services the Kriegshexer use their spells in battle or at least in direct support of the army.
Kröte: A short and small cannon with relatively large bore diameter. Some may call it a small bombard but unlike those the Kröte is meant to be portable. Usually pulled by two soldiers and another group pulling a small carriage with ammo the weapon can be transported virtually anywhere. While it can shoot stone balls the weapon is chiefly filled with many small pellets to act as a giant shotgun. The weapon is usually deployed at closer ranges than typical artillery where the spread of shots can break an incoming charge of soldiers. But this is far from its only uses. The Kröte is beloved by Nilbergian soldiers for its cheapness and versatility.
Drakon: Can be described as a relatively small-bore cannon with heavy reinforcement. They are kind of heavy for their size but for a good reason. They have a large powder chamber, too. These fire extremely long wooden darts, more than twice as long as the barrel length. Said darts have metal fins sticking out in the middle, just before the bore of the cannon when inserted. Of course this makes the projectiles slow but they fly accurately and with immense hitting power. The darts are commonly described as embedding in castle walls. Some also refer to them as "Dragon Slayers", cannons that may fell an imperial dragon. Of course this has yet to be tested but their sheer reputation is said to have kept the beasts at bay.