http://krenn.role-play.community/index.php?title=Special:NewPages&feed=atom&hideredirs=1&limit=50&offset=&namespace=0&username=&tagfilter=Krenn Role Play Wiki - New pages [en]2024-03-29T04:42:35ZFrom Krenn Role Play WikiMediaWiki 1.35.13http://krenn.role-play.community/index.php?title=Brotherhood_of_the_FlameBrotherhood of the Flame2020-06-13T15:52:05Z<p>Vordewindt: </p>
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<div>[[File:Youngmonk.png|thumb|right|Young Monk]]<br />
''"The Maker believed in us, the people of this world.''<br/><br />
''He saw something in us that no other living creatures encompassed!''<br/><br />
''He gave us the Light!"''<br/><br />
''~ Abbot Achaner, 1254''<br />
<br />
<br />
----<br />
<br />
<br />
The Brotherhood of the Flame is a monastic order following that what they claim is the ancient law and codex of the Church of The Maker, from before the Empire. They believe the Calrad Empire corrupted the religious writings and traditions, so the Calrads could even use Makerism to support their so-called divine right to rule. Monasteries and abbeys following the teachings of the Brotherhood, which they call the 'Old Codex', can be found all throughout Calradia, though in small number.<br />
== History of the Brotherhood ==<br />
<br />
<strong>''Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church''</strong><br />
<br />
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.<br />
<br />
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn't took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.<br />
<br />
== Teachings and beliefs of the Brotherhood of the Flame == <br />
<br />
<strong>The Maker's Light</strong><br />
<br />
The Light of the Maker is in all humans, giAll humans have the Maker's Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. <br />
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.<br />
<br />
Equality<br />
<br />
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people's job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. <br />
<br />
Hard work<br />
<br />
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man's job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don't care about the Maker; they then ain't worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. <br />
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Combat<br />
<br />
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker's Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.<br />
<br />
Power grabs<br />
<br />
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four 'sons of the Maker'. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the 'sons of the Maker' are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.<br />
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<br />
Mass<br />
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.<br />
+ The bell will sound two times before the mass.<br />
+ The monk will be at the door, welcoming guests.<br />
<br />
Become Makerist<br />
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.<br />
- "I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife."<br />
<br />
Join the Brotherhood.<br />
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.<br />
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.<br />
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Funeral ritual<br />
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.<br />
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.<br />
• "The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!"<br />
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an already existing grave will cost 50 denars, however it is only common for couples to do this.<br />
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Coming of age<br />
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.<br />
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.<br />
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.<br />
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the <br />
<br />
+ The coming of age is a reason for a feast.<br />
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<br />
Wedding ritual<br />
+ The ritual usually happens inside the Abbey.<br />
+ The couple will come in together with the monk when all guests are seated.<br />
+ Monk will give a basic speech about the importance of love and marriage to the community.<br />
+ Monk will read what it means to be married forever.<br />
• "Together in good and bad, etc"<br />
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say "Yes".<br />
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.<br />
+ Time for feast. The couple leaves the church first, then the guests do.<br />
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.<br />
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Punishments<br />
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.<br />
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.<br />
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<br />
For a marriage inside the Brotherhood, both have to be member already.<br />
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++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+<br />
<br />
Nomar Times<br />
<br />
A newspaper once per week for the happenings and rumours and requests.<br />
+ News<br />
+ Requests<br />
+ Dead<br />
+ Advertisement<br />
+</div>Vordewindthttp://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlordsThe Uxkhal Basin and its regional overlords2020-06-13T13:27:59Z<p>Vordewindt: </p>
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<div>== The overview map ==<br />
[[File:VkQT2RD.png|thumb|right|The Uxkhal Basin and the regional lords in color.]]<br />
<br />
==== (Red) Duke of Uxkhal ====<br />
''The lands and holdings of the duke of Uxkhal''<br />
<br />
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia's main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. <br />
<br />
==== (Olive Green) Count of Ergellon ====<br />
''The lands and holdings of the count of Ergellon''<br />
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley's notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. <br />
<br />
==== (Green) Count of Grunwalder ====<br />
''The lands and holdings of the count of Grunwalder''<br />
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count's armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. <br />
<br />
==== (Greyish Green) Count of Tshibitin ====<br />
''The lands and holdings of the count of Tshibitin''<br />
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d'Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. <br />
<br />
==== (Purple) Count of Vyincourd ====<br />
''The land and holdings of the count of Vyincourd''<br />
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy's vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.<br />
<br />
==== (Dark Red) Count of Nomar ====<br />
''The lands and holdings of the count of Nomar''<br />
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. <br />
<br />
==== (Light Green) Baron of Bracca ====<br />
''The lands and holdings of the baron of Bracca''<br />
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. <br />
<br />
==== (Yellow) Krenn 4 scenario and town Nomar ====<br />
<br />
<br />
<br />
== The local lords ==<br />
<br />
[[File:Jean Louis de Nogaret de La Valette.jpg|thumb|right|Theophilus de Linard]]<br />
<br />
=== Duke of Uxkhal ===<br />
<br />
<strong>''His Grace, The Lord Theophilus de Linard, Duke of Uxkhal and Count of Yaragar''</strong><br />
<br />
An influential, wealthy and much respected man - Delinard, Duke of Uxkhal is a man much renowned for his pomp, ceremonial splendor, love of the antiquities and the study and attempted rejuvenation of all things old. He has remarried three times with the blessing of the Archpatriarch of Dhirim, who has now begun setting up shop in Uxkhal and thus has grown rather fond of his ducal host, and is often the talk of all the ladies in the realm. Delinard and his family are members of the Harlaus de Uxkhal branch of the royal family, related to King Harlaus by a common great grandfather. Delinard has few interests in making a claim for the throne, however, wishing instead to pursue his unambitious projects of self-aggrandization. Delinard carries for his banner rose peddles, occasionally portrayed with the royal lion but typically on a green or white field.<br />
<br />
[[File:72ee6c4cfb8895cecf5ba53f9ed5eec6.jpg|thumb|left|Talbar Aldrini the Younger]]<br />
<br />
=== Count of Ergellon ===<br />
<br />
<strong>''His Lordship, The Lord Talbar Aldrini the Younger, Count of Ergellon''</strong><br />
<br />
The young and much aggrieved Count Talbar has had his father, Count Talbar the Elder, stolen from him. He has been left, a single child with no family but his mother, to defend himself, his family fortunes and his lands and estates from the encroaching arm of the greedy and encroaching armies of Grunwalder. Ever since the older of the two Talbars was murdered during what was meant to be a peaceful parley between the Counties of Ergellon and Grunwalder, the familial feud between the two regions has been raging harder than ever before. Dozens of men wind up dead every day as the troops of the two counts scour the forests and hills that split the two counties for one another. Talbar the Younger has oft been described as a puppet to the schemes and plots of the influential merchant families in Ergellon City - among which the Doggetts come to mind as the most affluent. The Talbar swan flies proudly on a sea of dark blue, yet as a sign of grief and respect to his late father, most of the banners in Ergellon have been replaced with black ones. <br />
<br />
[[File:037fe4ee42b559a.jpg|thumb|right|Gharmall of Grunwalder]]<br />
<br />
=== Count of Grunwalder ===<br />
<br />
<strong>''His Lordship, The Lord Gharmall of Grunwalder, Count of Grunwalder''</strong><br />
<br />
An aging man, having seen more battle than anyone in Veluca combined, Gharmall is both feared and respected by his noble peers. His acclaimed piety and supposed just nature have helped shape his image as a cold, hard and vicious man - unwilling to bend in the face of any danger. The ancient familial feud with Ergellon has only grown in scale and violence under Gharmall's reign as count, yet he himself rarely leaves his fortress castle - sending out his three fearsome sons to wreak havoc on the Ergellite countryside. Gharmall is said to have recently taken a liking to a Sarranid merchant's wife in Grunwalder, and he has recently lost much of his popularity following the clergy's disassociation with the count. Grunwalder County is slowly spiraling further and further into debt, ruin and disaster as its countryside is ravaged by bandits and outlaws. The future is not bright for Gharmall of Grunwalder. <br />
<br />
[[File:RxjqCMM.png|thumb|left|Count of Tshibitin]]<br />
<br />
=== Count of Tshibitin ===<br />
<br />
<strong>''His Lordship, The Most August Lord Zephon Attalini, Count of Tshibitin''</strong><br />
<br />
Harsh, strong and determined - Count Attalini is feared by the Velucans and Swadians and respected by his fellow Jelkalans. His distant relation to the king affords him enough respect as is, yet his resounding victory against the Swadian border armies at the Battle of Yaragar and the subsequent fallout of the crushing defeat suffered by the Swadians would bring Zephon titles, wealth and most importantly - a permanent place in the Court of Jelkala. The war might have ended officially, however the ragged remains of the defeated Swadian army and the bands and retinues of rogue noblemen would prove more than a challenge for Attalini. He currently is waging war against the rebel leader Margrave Henri d'Arvella. Attalini's banner is a black bear on a field of yellow. <br />
<br />
<br />
''Written by Warwick and Tanaa''</div>Vordewindthttp://krenn.role-play.community/index.php?title=The_Valley_of_NomarThe Valley of Nomar2020-06-13T13:18:02Z<p>Vordewindt: </p>
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<div>[[file:De9507b0576ac37927bf43d835cda41f.jpg|Thumb|Left|nice yoh]]<br />
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== Krenn 4 - The Valley of Nomar ==<br />
<br />
Located in the fertile and wealthy region between Uxkhal and Veluca, on the very edges of the Duchy of Dhirim, Nomar is cut in half by a tributary of the Lvenn River. It’s position in a hidden valley on the border between Rhodokia and Swadia resulted in its underdevelopment and thus the absenteeism of the local aristocrats and landholders.<br />
<br />
Centuries ago, Nomar was inhabited mostly by the Calrado-Rhodok population of Veluca and Jelkala. However, with the Rhodok Rebellion many of the Rhodok people living in Eastern Swadia were exchanged with Swadians living in Rhodokia. With this, much of Nomar was emptied and replaced by new Swadian settlers. The great pain this caused to the Rhodoks would not be forgotten, however, as they bought their time and prepared for the inevitable… <br />
<br />
With the Second Vaegir Invasion and the Fall of Dhirim, the Rhodoks seized the opportunity and marched north to reclaim long contested territories - Nomar among these. <br />
<br />
The war with Swadia was short and decisive, and King Harlaus agreed to concessions along the border when the Rhodoks reached the gates of Uxkhal. The victorious Rhodoks still had a dangerous struggle to endure on the borders, however, as the old blood Swadian nobility was not so willing to give up its land to the Rhodok invaders. <br />
<br />
A status quo came to settle over Nomar with the discovery of rich mineral reserves deep in the earth under the region, and a cold war began between the Rhodok Barons and the Swadian Counts. Both struggled with one another over control and influence over the town, while Nomar’s true overlord - the Count of Vyincourd - intervened from time to time to assure his lands were taken care of. <br />
<br />
Such is life in Nomar in 1263 AF, and such it seems it shall continue for some time longer...<br />
<br />
== Faction/Group Overview ==<br />
<br />
Nomar Town is a flourishing settlement on the border between Rhodokia and Swadia. Its absentee landlord, the Count of Vyincourd, allows the locals to vote in a mayor to rule over the town as castellan - while outside the town the Swadian Count of Nomar and the Rhodok Baron of Bracca wage a cold war against one another over their influence on the town and its economy. <br />
<br />
=== The County of Nomar ===<br />
The Counts of Nomar are an old and respected house in Swadia. Or at least, they were before the Vaegirs and Rhodoks invaded Swadia and the family lost most of its fiefs. With their familial estates in western Dhirim lost, the Count fled to Nomar - where he found the Rhodoks had also seized all his holdings south of the Lvenn. Forced deep into debt from this ruinous affair, the Count sold the Town of Nomar to the wealthy and influential Count of Vyincourd.<br />
<br />
Now, half a decade later, the Count of Nomar rules the north of the region with the iron fist of Swadian feudalism. Few in Nomar would deny the Count’s influence over the region, yet it is far from the regional overlords the Counts of Nomar once were. The Count now conspires to reconquer Bracca, and to return Nomar Town to his family’s rule. <br />
<br />
The Count uses his small yet professional retinue to assure the King’s law is enforced in Nomar, yet all know he is not strong enough to make a push for the south… yet. <br />
<br />
=== The Barony of Bracca === <br />
A new power on the scene in Nomar, the Velucan Barons of Bracca seized the small castle they now call home from the Swadians during the war. They have now come to dominate the region with their political savviness and their ability to control the flow of trade through the region - as opposed to the Swadians’ lack of both of the above traits. The Rhodoks are respected as peacemakers and as potent supporters of an independent town. <br />
<br />
The Baron of Bracca seeks to safeguard Rhodok interests in the region, and thus assure and pave the way for a future offensive into Uxkhal. Bracca’s garrison is strong and sturdy, yet it is nothing more than a garrison - in no way, shape or form suited to the harsh life of a full blown war. <br />
<br />
=== The Town of Nomar ===<br />
The rapidly growing settlement of Nomar is home to a constantly increasing population of Swadians, Rhodoks, Vaegirs and even Sarranids as the prospect of a new life on the border frontier between Swadia and Rhodokia attracts people from all sorts of backgrounds. The town is nominally owned by the Count of Vyincourd, Christopher de Montmorency, yet it is in truth managed by the Mayor of Nomar - a puppet to the schemes and plots of the two influential Swadian and Rhodok gangs, and their lordly benefactors in Nomar Castle and Bracca respectively. <br />
<br />
The Mayor seeks nothing but to expand the interests of these two families at the expense of the locals, and recent attempts to curtail the gangs’ power and influence has resulted in bloodshed in the streets of Nomar. <br />
<br />
The town itself is policed by the poorly armed and armored Town Guard, led by the Mayor personally, who in and of itself is simply an instrument for the Mayor to assure his own and his supporters’ interests are protected. <br />
<br />
==== The Swadian Gang ====<br />
Residing in the northern half of Nomar Town, the Swadian Gang is a supporter of a new Swadia - one in which the interests of the ancient Swadian dynasts and peers are held equal to those of the common folk and the influential merchants. They seek to curb both the influence of the Counts of Nomar and the Barons of Bracca, instead being potent supporters of their nominal master the Count of Vyincourd - himself the son of an affluent vintner. The gang makes much of its coin from the smuggling of arms from Rhodokia into occupied Dhirim, to support the partisans fighting against the Vaegirs there. <br />
<br />
==== The Rhodok Gang ==== <br />
Having made its home in the southern half of the Town of Nomar, the Rhodok Gang is both a friend and an enemy of their Swadian counterpart. They often pose a united front when the town’s independence and their own livelihoods are threatened, yet they are otherwise at one another’s throats over control of the Mayor and the Town Guard. They are more than willing to accept money from the Barons of Bracca in return for the pushing of certain agendas in the town, yet are also at odds with the Barony for the attempt to cramp down on the illicit trade of goods flowing into Nomar from the Sarranid Sultanate. This gang’s income comes from its dominance of the trade of spice and hashish from Shariz flowing north-west and into Swadia.<br />
<br />
<br />
''Written by Arraknia''</div>Vordewindthttp://krenn.role-play.community/index.php?title=The_Fara_PertingiThe Fara Pertingi2019-04-10T03:16:15Z<p>Vordewindt: </p>
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<div>[[File:Pertingi.jpg]]<br />
<br />
== THE FARA PERTINGI ==<br />
'''A CHRONICLE of illustrious members commissioned by Luitprand Pertingi'''<br/><br />
''Anno 832, Abbey of Vermal<br/><br />
By Brother Aicard''<br />
<br />
<br />
=== Aripert (530-590, estimate) ===<br />
<br />
Aripert is believed to be the first of the long line of freemen that would eventually be called Pertingi. Written records of him are scarce and dominated by half-legend. Some oral stories and songs talk about facts such as dueling a giant, siring a hundred children, killing the Emperor (who in some stories is a dragon) and having the blood of wolves -- and as absurd as they may seem, they probably had some grain of truth to base from and exaggerate. Of what little is truly known about him, it should be noted he was surely a personal bodyguard of a powerful chieftain, travelled across all Calradia and was known as a great warrior. His death, too, is murky with myth, but it is well established he lived long, so a natural death is likely.<br />
<br />
=== Guntard (755 - 815) ===<br />
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A capable leader of men and close friend of Rex Warnefrid, Guntard was the first of his blood to be elevated to nobility and have his own arms. They were gained during the Rex’s campaign against the Empire when Guntard and his two brothers Sigfrit and Zaban had learned ski warfare during their time in Sturgia and this made it possible for them to teach a band of a hundred men and cross the Highlander mountains to flank the Imperial troops. The ensuing Battle of the Golden Wings was instrumental in defending Galend and winning the war against the Empire.<br />
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Guntard chose three red lions on a blue background (#694) as his arms, after him and his brothers battling on the snow. He named his clan Pertingi, after his ancestor Aripert, and decided as the family motto thus: “Ad omnia paratus” - Prepared For All. He eventually died peacefully of natural causes. Guntard’s skis are still kept as a heirloom.<br />
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=== Wigilinda (754 - 795) ===<br />
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Guntard’s sister, she was married at a young age to the Baron of Vyincourd, Ewald Agilofing. She soon produced an heir, named Ansfrit, though fate would make it so that a year after his birth the Baron succumbed to illness at the age of twenty. Ewald left in his dying breaths that his wife would be the only regent until his son reached adulthood, for he was distrustful of his vassals and councillors. Wigilinda was thus thrust into an impious and treacherous world of politics without warning, though with experience as her sole teacher she proved to be a masterful ruler. She dodged three assassination attempts and eventually had to imprison almost all her councillors, though she remained merciful and simply banished them from Vlandia. Her vassal’s heirs proved easier to manage, as most were children like her heir. Often nicknamed “The Nanny of Many”, she remained offering good advice even when she stepped down sixteen years later.<br />
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She remained a widow until her death of illness. Her issue remained the rulers of Vyincourd, and her grandson can fondly consider the Pertingi as his kin.<br />
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=== Sigfrit (757 - 820) ===<br />
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Following his family’s ascension to nobility, Sigfrit parted from his brothers’ side and travelled eastward. After a series of adventures as a mercenary, deliveryman and innkeep, he settled on the monastery of Albudia, near Suno, although in reality it consisted of travelling to other monasteries across Vlandia and the Empire to bring back books. He copied a hundred books in his life, ranging from chronicles like this one to medicinal guides, some in perfect condition others on the verge of being forgotten, but above all he disseminated this knowledge, specifically those of medicine. The locals around the monastery regarded him in great esteem, as no doubt his efforts saved many lives. He died of natural causes, whereupon all of Albudia attended his burial. Many of these books were copied again by other monasteries, as well as bought by the Fara Pertingi. Some faithful have been motioning for Brother Sigfrit to be sanctified.<br />
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=== Raginmund (781 - 817) ===<br />
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Guntard’s third child, young Raginmund decided to seek his own fortune as a mercenary for the Chief of Varcheg. He proved himself a capable lieutenant, trainer and sailor in defending the Sturgian coast against Jumnish raiders. At the end of his third contract with the Chief, Raginmund travelled to Jumne and joined a raider leader. He rose through the ranks eventually captaining his own longship as they pillaged the coasts of Sturgia, Vlandia and Balion until he was captured by the Sturgians.<br />
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He awaited execution in Varcheg when he pleaded for his life to his former employer. The Chief decided to pardon his piracy in exchange of his lifelong service in defending the river estuary against sea raiders. Died by an arrow in naval battle against the Jumnish. He said his last words in Sturgian: “I have picked no wife, built no family; I have committed many sins, I only hope my work here saved more lives than I took. Thank you, Maker.”<br />
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=== Alachis (775 - 831) ===<br />
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Guntard’s first son, Alachis soon proved himself a worthy successor for his family’s long line of brilliant warriors. Veteran of many battles, mostly domestic peacekeeping, his deeds range from saving a village from marauders to rescuing countless hostages, most of them dames. Despite his advancing age, he joined Rex Amalareiks in war. He was joined by his sons, Ardoin and Liutprand as his lieutenants. The king’s own army was advancing to Jaculan when it was ambushed in the forest by Highlander and Imperial troops, and tragedy fell as in the chaos Alachis and Ardoin were struck down. Liutprand took his father’s sword and managed to reorganize his comrades and drive the enemy off. Despite the fact a third of the army had been lost, Rex Amalareiks pressed on and captured Jaculan. Alachis lies alongside his eldest son in a humble grave on the roadside.<br />
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=== Ragilo (782 - 830) ===<br />
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Alachis’ cousin and Zaban’s son, Ragilo like Raginmund left Vlandia at a young age in search of fortune. His travels led him south to the free cities of Geroia. At first he offered his martial services as a guard, however through observation he developed a sharp business sense that eventually served him well when opening his own business in Almadavara. Ragilo purchased valuable goods such as cloves, saffron and dyes and shipped them to the Empire and Vlandia. He would be infamous for wearing heavy fur clothing in the harsh summer sun of the south.<br />
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He made a considerable fortune from his enterprise and had a family of three sons and four daughters. Died of natural causes at age 50. He left for his family all of his estate, and although most of his fortune had mysteriously disappeared, his descendants maintain a comfortable life and his business is headed by his eldest son.<br />
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=== Liutprand (born 783 A.D.) ===<br />
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The current patriarch of the Fara and recently appointed Gastald of Krenn, Liutprand has already made his valour known for arguably saving the king’s life and the Jaculan campaign. It hadn’t been a week after his father and brother’s death that the Rex’s army was engaged by the Empire, and as Liutprand was still healing from his wounds, his brothers would gain their glory.<br />
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Sigifrit led the companions of the Pertingi in a cavalry charge, driving a wedge in the enemy until he was brought down from his horse and beset by a hulking masked man in golden armor. They fought hard, but when Sigifrit thought he was losing his advantage, an arrow flew straight in his enemy’s weak spot - it was shot almost miraculously from across the field by his brother Unichis, though his skill left no one doubting of his deed. Sigifrit finished his foe off and kept his sword, as a sign of respect for he could have killed him just as much, and amidst the battlefield he held aloft both weapons and shouted Unichis’ name.<br />
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Meanwhile, their cousin Warinhari dragged both the dying and the dead from the frontlines. As he came back he saw the Comtes of Gisim being pursued by a cataphract, immediately spurring him to his horse, charging towards the path of his enemy and striking him down with his lance. It is said that Liutprand, overjoyed by the acts of his kin, was compelled to get up for the first time since the ambush and stand on the camp’s hill to welcome them back from the battle.<br />
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Not only a great warrior, but he also proves a competent administrator of his newly acquired lands. His generosity and piety is to be remembered for commissioning this chronicle, as the money will be well spent in aiding the folk of Vermal and spreading the Maker’s holy mission. Liutprand’s section is to be left open as he and his family further expand their legend.<br />
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''Written by Borrisnator''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Calredian_languagesCalredian languages2019-04-10T03:02:30Z<p>Vordewindt: Created page with "<strong>Common:</strong> Used universally as the language of diplomats and merchants, common is, funnily enough, the common language of Calradia. Originally used by only the C..."</p>
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<div><strong>Common:</strong> Used universally as the language of diplomats and merchants, common is, funnily enough, the common language of Calradia. Originally used by only the Calradic Empire, all territories that once were ruled by the empire now speak it, or have at least intergrated parts of it into their own languages. Vlandians, Calrads and Geroians use this language.<br />
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<strong>Sturgian:</strong> The rough language of the north of Calradia is most likely the oldest of all languages in Calradia, used in all regions north of the Pirash River. Even the rugged tribes of the Tundra speak the language. Sturgians and Savramates speak this language.<br />
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<strong>Battanian:</strong> The harsh lands of Battania are primitive by some standards, yet their language is the most complicated in all of Calradia. Only the most skilled of linguists are able to learn the language, other than Battanians themselves of course. It is said that Battanian has its roots as a language in a mix of Sturgian and Common, along with other ancient languages. Spoken by Battanians.<br />
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<strong>Nahasan:</strong> The many cultures that inhabit the Nahasa speak this ancient language, made a sort of common dialect by the Aserai emperors, it has now become the most commonly spoken language in the desert territories. Many sub-dialects of Nahasan exist, yet none are as prominent as Nahasan. Spoken by Aserai characters.<br />
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<strong>Old Vlandian:</strong> The language of the original Vlandian settlers, this language is used by the old-styled nobility of Tihr and is so closely related to Balish that they are practically the same language, apart from certain grammatical and pronunciation differences. <br />
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''Written by Warwick''</div>Vordewindthttp://krenn.role-play.community/index.php?title=How_to_dress_a_Vlandian_WarriorHow to dress a Vlandian Warrior2019-04-10T02:54:59Z<p>Vordewindt: Created page with " Hey, here's a small guide (more like few suggestions) on how to properly gear up your character and an insight on the vlandian army. As you know, this scenario takes place in..."</p>
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<div><br />
Hey, here's a small guide (more like few suggestions) on how to properly gear up your character and an insight on the vlandian army. As you know, this scenario takes place in the Dark Ages, in the year 832, more or less like 200 years before Bannerlord. The armors and the weapons used by the warriors in the Dark ages were much different from those used centuries after in the same European area. The lack of artworks and illustrations, or sculptures, make more difficult for us to imagine how the warriors of the centuries before Christ looked like and therefore we have to rely on few and scarce archeological sources. <br />
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Anyway, here's a representation of different Vlandian warriors, based on central Germanic civilizations such as the Lombards, Franks and Goths.<br />
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However, I want you to know this is just a guide and a list of suggestions, no one will force you to dress exactly like in these screenshots, but I wont also be spawning plates and Reinassance stuff.<br />
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== Heerman - Arimanno (Levy warrior) ==<br />
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[[File:Heerman.jpg|right|thumb|Heerman - Arimanno (Levy warrior)]]<br />
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The backbone and the largest part of the army was made by freemen who were called to take up arms in times of need. Freemen were able to afford some standard equipment but most of the times weren't enough wealthy to purchase mails, proper axes or even horses.<br />
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A very common weapon was the axe, often cheap kind of axes, but also scramasaxes (that we can replace with falchions here). Spears were the most common weapons as they are very versatile and cheap to make.<br />
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Then we have a round shield, as triangular shields started to be massively used just few centuries after and a cheap helmet. Helmets were the cheapest part of the armor to afford as they were very common and important since they had to protect the head.<br />
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Levies were often unorganized and thus the warriors often used short bows or even composite bows before engaging in close combat.<br />
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== Scildeporr - Scilpor (Guardsmen, professional warriors) ==<br />
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[[File:Scildeporr.jpg|right|thumb|Scildeporr - Scilpor (Guardsmen, professional warriors)]]<br />
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Professional armies started to exist properly just around the 18th century in Prussia, Spain and France and before those times most of the army was organized thanks to a levy system by the feudal lords or companies that used to gather people looking for money or to start a new life somewhere. There were, however, even in the Middle Ages small detachments of soldiers used to patrol the streets, garrison forts or even escort nobles or important personalities. <br />
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Scildeporr/scilpor can be actually translated to "shield-bearer" and is the equivalent of the Imperial/Calrad "spatharius" (sword-bearer). They're salaried soldiers that can afford basic leather protections and slightly better equipments than the levies. The leather was way more common as protections like the aketons or the gambesons will be introduced mainly by the imperials some time later. <br />
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The warrior carries a Nordic sword, a Balion/Jumne type that is also very common in Vlandia. He also carries a round shield and a spear.<br />
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== Marphais (Men at arms) ==<br />
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[[File:Marphais.jpg|right|thumb|Marphais (Men at arms)]]<br />
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Alongside the Scildeporrs the Marphais are other salaried warriors, better trained and armed. The Marphais sometimes even took important roles within the Vlandian society and can be appointed to become gastalds or even magistrates. However, the title was born and stayed as a military one and the marphais were sometimes also employed as horsemen in the Vlandian armies.<br />
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The marphais were then both infantrymen and horsemen, armed with cheap mails or even scale armors, they were also able to afford good helmets (heres a fighter helmet in the picture) and proper close combat weapons such as longswords that were very useful from the horse. However, weapons such as axes and maces were still largely used. As a side note, the longswords used in these centuries were way more similar to the Imperial spathas (officers swords for the horsemen) rather than one and a half swords used centuries after by the Swadians.<br />
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As the marphais often used to fight on horse, they also used smaller shields compared to the round shields used by the rest of the infantrymen. Kite shields for the cavalrymen will be a thing in Bannerlord.<br />
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== Gasindi (Elite warriors, bodyguards, shieldbearers) ==<br />
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[[File:Gasindi.jpg|right|thumb|Gasindi (Elite warriors, bodyguards, shieldbearers)]]<br />
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[[File:Gasindi-cav.jpg|left|thumb|Gasindi on horseback]]<br />
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Professional warrior who spent most of their lives training and preparing for war. Armed with the most excellent weapons and armors they can afford they were born initially as warriors loyal to the king but soon became of use also for Comes, Duci and Gastalds alike. The Gasindi are warriors that want to prove their skill in battle and are often tasked to defend important personalities, especially vassals. <br />
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The gasindi used to fight both on horse and on foot and were given the best weapons around. The two photos above represent a footman and an horseman. The footman is protected with a good mail and an excellent helmet, has a Nordic longsword and a slightly better shield and spear than most of the other soldiers. The horseman is a bit different and might leave someone puzzled. The horseman draws in fact inspiration from the civilizations dwelling the north-eastern parts of Calredia. The lamellar was a reliable and good armor crafted in most parts of Vlandia too because it offered a good protection without slowing too much down the warrior that needed to mount, dismount and run quickly from a corner to another in the battlefield. The Vlandian smiths also took inspiration from the pointy helmets used by the Sturgians and the Savramates who were able to muster excellent horsemen on the battlefield. The horseman also has a small cavalry round shield, a good shield that can be used both on horse and on foot. However, this kind of panoply for the horsemen is slowly decaying leaving space for hauberks and the first padded protections from the Empire, that the Vlandians took from the war.<br />
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''Written by Wlodoviec''</div>Vordewindthttp://krenn.role-play.community/index.php?title=GlossaryGlossary2019-04-10T02:35:47Z<p>Vordewindt: Created page with "===Need to understand what a word means? Here they are! === <strong>Aldo/Aldii:</strong> Half freemen, they cant attend the gairethinx. Usually the aldii work for the arima..."</p>
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<div>===Need to understand what a word means? Here they are! ===<br />
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<strong>Aldo/Aldii:</strong> Half freemen, they cant attend the gairethinx. Usually the aldii work for the arimanni.<br />
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<strong>Arimanno/i:</strong> Arimannia (from vlandian ari-mann, "man of the army", that is "free man active in the army"; akin old-vlandian "heer-mann") was - during the vlandian domination - a group of warriors directly subjected to the King. The aim of an Arimannia was the defence of an important strategic point. The Arimanni were freemen with the right to bear arms and vote at the gairethinx.<br />
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<strong>Arengo:</strong> an assembly of the citizens of a town in medieval vlandia and rhodokia and also the place where they assembled<br />
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<strong>Fara:</strong> A family, or a group of more families that is ruled by a chief. <br />
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<strong>Gastald:</strong> A gastald was a vlandian official in charge of some portion of the royal demesne (a gastaldate, gastaldia or castaldia) with civil, martial, and judicial powers. By the EdictumX of 643, the gastalds were given the civil authority in the cities and the reeves the like authority in the countryside. Under the Vlandian dominion, territories were delimited by giudicati or "judgments" among the several gastalds.<br />
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<strong>Gairethinx:</strong> The gairethinx was a vlandian ceremony in which edicts and laws were affirmed by the army. It may have involved the entire army banging their spears on their shields. It may have been a much quieter event.<br />
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<strong>Vlandians:</strong> Inhabitants of the Kingdom of Vlandia.<br />
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<strong>Rex:</strong> King.<br />
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<strong>Dux:</strong> Duke.<br />
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<strong>Comites:</strong> Count.<br />
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<strong>Empire of Calredia:</strong> Although the Empire isn't an in-game faction in Mount&Blade and Warband, it is often mentioned by the companions you meet on your journeys. According to Lezalit, the Empire once ruled the whole of Calredia and held other territories outside of it.<br />
Bunduk will tell you about how the Empire had tribunes, who were the people's representatives under the emperor. Travellers will tell you about the claim different factions have to rule Calredia in the footsteps of the old emperors. In Krenn's age the Calradic Empire/Calredian is still alive and quite a strong opponent.<br />
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<strong>Podestà:</strong> Podestà is the name given to certain high officials in many rhodokian cities. Mainly it meant the chief magistrate of a city state, the counterpart to similar positions in other cities that went by other names, e.g. rettori ("rectors"), but it could also mean the local administrator, who was the representative of the Vlandian Kingdom.<br />
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<strong>Consul/es:</strong> The title of consul on various state officials, not necessarily restricted to the highest.<br />
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<strong>Capitano del Popolo:</strong> Captain of the People was an administrative title used in vlandia and rhodokia. It was created when the populares, the increasingly wealthy classes of commoners (merchants, professionals, craftsmen and, in maritime cities, ship-owners) began to acquire roles in the communal administration of various cities, and needed a municipal officeholder able to counter the political power of the nobles (called milites), represented usually by the podestà (a title used for chief magistrates and other top administrators in medieval Italian cities). This might be useful in later stages of the game.<br />
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<strong>Artes minores and maiores:</strong> ?? <br />
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<strong>Beneficium:</strong> A reward for either warriors or clergy, mainly plot of lands and the right to manage the people and the laws in it.<br />
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<strong>Rustico/i:</strong> Peasants living outside the city. Just for the communal age.<br />
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<strong>Cives:</strong> Replaces the Arimanni. Cives are freemen. Just for the communal age.<br />
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<strong>Religious order or confraternity:</strong> [[Confraternity of the Humiliated|Look here]]<br />
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<strong>Gasind/i:</strong> Companions, bodyguards and skilled professional warriors.<br />
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<strong>Skuldheis:</strong> Minor bailiffs and sergeants.<br />
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<strong>Milites:</strong> Nobles. Just for the communal age.<br />
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''Written by Wlodoviec''</div>Vordewindthttp://krenn.role-play.community/index.php?title=The_scenario%27s_conceptThe scenario's concept2019-04-10T02:27:35Z<p>Vordewindt: </p>
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<div>=== Krenn ===<br />
Calradia, year 832. Rex Amalareiks Vlandi has recently won a war against Princep Imperator Phocus Macrobitius, where the king of the Vlandians managed to conquer the city of Jaculan, south of Suno. The war lasted for twelve years of intense fighting and alternate vicissitudes and many men lost their lives on both sides. At the end of the war Rex Amalareiks decided to reward his most prestigious commanders and men at arms with new lands where to prosper and live in peace. <br />
The “Fara Pertingi”, a prominent noble family among the warrior class of the vlandian society of Pravend, was thus rewarded with a plot of land as “beneficium” in the wild region of West-Vlandia. <br />
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The head of the Fara, Liutprand Pertingi, son of Alachis who died in the war against the Empire, has been appointed as “Gastald”, ward and bailiff of a small area called “Krenn”, in the West-Vlandian heartland, alongside the river called “Esten”. The area given to him is wild and sparsely populated, but good for farming and with a good amount of wildlife, fishes in the river and, it is said, with good iron deposits in the hills nearby.<br />
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=== Starting concept ===<br />
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The starting concept will share some similarities with CRP6 scenario: the players will start with more or less nothing in their small settlement. Resources will need to be gathered, buildings, roads, bridges, churches will need to be built. The characters here are, more or less, colonists of this wild region. They will start with a manor, house of the Pertingis, few huts and the farmfields. For the rest the map offers fish, deers, boars and iron in the hills (its location will need to be discovered and a mine will need to be built in game). There will be plenty of space to build and to colonize and excellent spots for bandit roleplay. <br />
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The river, in the first place, will be an obstacle because it will force the player to stay on the right side of the river. You will be able to either build a small river port or a bridge, but each thing will have consequences: a bridge will prevent merchant ships to arrive but will make the passage easier, while a river port with small row boats will be a good spot for merchants coming from outside the map but the only way to access the other part of the land will be through the row boats. <br />
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The scenario will be marked by important quests given by off-map characters. Being the new overlords of the lands, the players will be asked to build a church from the Bishop in Pravend, to send shipment of food to other settlements, to pay taxes, maybe join their lords in war, construct new buildings, etcetc. <br />
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The map will be as big as it can be and the role of the families and the professions will be absolutely important. As in a real medieval settings the players will have to produce everything they need or focus on trade if they cant aquire something from their own land. Families will have small fields or parts of the woods where to work in, craftsmen of a certain kind will all be regrouped in few families. The access to iron will be an important task in the few stages of the game or you wont be able to produce weapons (there’s still the chance to buy them from the merchants). <br />
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=== On-map / off-map ===<br />
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Krenn offers the chance to focus both on on-map and off-map things. By building, improving, colonizing and creating new small settlements you will have the chance to live a thriving scenario where there’s always something to do and where passive roleplay has a main role in our daily routine and, at the same time, who has the chance will be able to go deep in the history of the region with its many characters and small stories. <br />
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The players will be able to take certain decisions by following a CK2 style of things, using prestige, piety and/or gold. There will be the chance to ask the off-map major lords and characters for loans, new organizations to come on the map, titles and even for protection in case of danger. But beware, the off-map characters will always wait for something in return and they will answer to your calls only if the level of prestige, piety and gold is high enough. <br />
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=== The Gastald ===<br />
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Just roleplay for nobles? Not at all. The Gastald is not really a chief or a count, but more like a bailiff. The society of the “Fara Pertingi” will be organized around the “Gairethinx”, an assembly of the people in the Krenn where the nobles, the freemen and the clergy will gather to take important decisions. Of course the voice of the Gastald is much important, but the community will take part in the decision as a whole, as part of the freemen or the nobles. The Gastald, however, may aspire in increasing his influence one day, maybe ranking up by making flourishing Krenn first and asking the Dux for acknowledgment of his work.<br />
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=== The map of Krenn ===<br />
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[[File:Map-of-krenn.jpg]] <br />
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''Written by Wlodoviec''</div>Vordewindthttp://krenn.role-play.community/index.php?title=The_history_of_KrennThe history of Krenn2019-04-10T02:04:01Z<p>Vordewindt: Created page with "'''By order of Amalareiks Vlandi, son of Warnefrid, Rex of Vlandia, let it be known that Liut..."</p>
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<div>'''By order of [[Rulers of Calredia#Amalareiks Vlandi, Dux of Ostican and Rex of the Vlandians|Amalareiks Vlandi]], son of Warnefrid, Rex of Vlandia, let it be known that Liutprand Pertingi, by merit of services performed for his liege, is hereby appointed Gastald of Krenn.'''<br />
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''- The following was pronounced on Pravend, 14 October 831. During that day of handing out gifts and compliments, one could not wonder if Krenn seemed more like a burden.''<br />
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[[File:Swamp s end by arisuonpaa.jpg|thumb|right|The swampy swamp of Krenn]]<br />
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Krenn (Krwehn), its name’s origins lost to the ages, is a tiny, craggy plot of land always considered some backwoods place and mostly avoided by travellers in favor of less dark, more civlized places. This land never saw much development. Even at its heights it wasn`t anything remarkable. And now, its lord has abandoned it. Its people have been left to live by themselves. And as one half from the Esten is home to a few hard-living farmers, on the other half no one can tell what lives there.<br />
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Krenn’s past is as murky as the water of its swamps. It can only be surmised this was ancestral Battanian land until they were driven back by the Empire, granted to Vlandians until they were driven from the Continent only to conquer it again. Its history that has been written, like its landscape, is dull and uninteresting, though its rumors are outlandish and macabre.<br />
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Some folk are said to still practice magic deep in these uncut woods and unsown earth, speaking through forgotten words summons for ancient gods. Stories of glowing stones of power, wronged spirits roaming as wights, monsters and men blurring each other’s definitions. Other tales tell how the folk from the other side, civilized and Makerist, struggle to maintain the light of civilization going; numbering few at times, and not enough at best, how in this land the law is upheld or broken.<br />
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The last Gastald, one Hermechis, left his own lands due to what can only be described as pure insanity. “The Baba calls,” he said, and left. He had no family, and his retinue decided to abandon his manor since, understandably, there was no payment to be had. The people of Krenn thus had no lord for 30 years. The land fell decrepit, the old bridge crossing the Esten has fallen apart, the soil has given in and sunken the walls around the hill and the fishing huts and the path to the farm and mills has been blocked by a landslide.<br />
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We can only pray the new Gastald turns Krenn into something worthy of respect.<br />
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''Written by Borrisnator''</div>Vordewindthttp://krenn.role-play.community/index.php?title=St._Amelie_of_Ilvia_-_Lady_of_the_poorSt. Amelie of Ilvia - Lady of the poor2019-04-09T17:52:12Z<p>Vordewindt: </p>
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<div>'''An excerpt from monk Adalwulf's letter to Bishop Lucius II of Veluca, with the inquiry of Amelie of Ilvia's official canonization.'''<br/><br />
''Dated 4th of December, 517''<br />
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"The manifestation of faith unlike anything that has ever been witnessed before. A truly pure and unsullied soul, with her inner light being so strong and bright, that it manages to enkindle those of others around her, convincing them of the true path, that of which is the one of our Maker. I urge your reverence to consider my proposal to embed the virtues of this truly pious person into the teachings of our Church."<br />
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'''A segment, taken from monk Faust's book "Saintly teachings for the faithful".'''<br/><br />
''Dated roughly in the year of 630''<br />
<br />
"What could be considered the grace of our Maker? Is it to be born of noble blood and rule over the common man? Is it to retain power to do with them as you wish? Or is it, despite the nature of the world that we live in, filled with strife and ambition, to find it in oneself to remain humble and to be gifted with our Maker's divine compassion, being granted the joy of relaying it to others through one's deeds? Our Maker tests us all in mysterious ways, unbeknownst to ourselves, yet each day we must strive to attain his blessing.<br />
<br />
I shall tell you of a young girl, unsullied by the faults of our society, untouched by greed and ambition, yet a girl, who paid the ultimate price, strictly due to these ailments being present in others. This girl, Amelie being her name, resided in the castle of a local lord, working as a simple maid, cleaning the chambers or carrying food and other items at her superiors' whim. Yet unbeknownst to many and, of course, especially her lord, this pious girl was also the savior of tens if not hundreds of ailing, starving, hurting or otherwise afflicted, poor and deficient people across the local villages surrounding their ruler's keep. Indeed this girl, a simple and humble servant, has gotten quite keen on taking food and other supplies from lord's abundant storerooms in secret, with the intent of distributing them among the needy and neglected people, even convincing a few of the keep's guardsmen to help her, easing her burden and making it possible to carry over even more supplies to the ones most in need of them.<br />
<br />
Now, Dear reader, I am most sure that a thought has crossed your mind at least once, concerning theft. Surely you and me both know the turns that our Maker has relayed upon us, one of them specifically being "Take not from your fellow man". That is true, but now, Dear reader, take into consideration in what context the aforementioned turn has been broken and why, for you would surely know more examples of the turns, the very foundation of our pious existence, being broken in the name of our Maker himself, such as holy wars being waged against those who would oppose our Maker, condoned by the Church, yet in the turns relayed upon us it is clearly written: "Spread not the blood of fellow man". Such are the trials of our Maker, bestowed upon us, for he wishes to test our faith and see whether we would go out of our way to do what is right in his eyes, even though the worldly laws would, at times, forbid it.<br />
<br />
And the humble girl had done so. She cared little for the wrongdoing she made upon her lord, as it was the very wrongdoing and greed of this tyrannical ruler that has left his people in need of help. She knew the consequences that her actions might bring upon her, yet still persisted onward - such was the strength of her unwavering faith in our Maker, as well as the simple determination to help her common man in any way she was able to. Despite trying her best to keep everything that she had been doing a secret, rumors, such as they are, have a tendency to slip out, even by accident and thus word had gone out about a virtuous girl, a true "Lady of the poor". She was fully aware of what would happen to her if her endeavors would have been uncovered by her superiors, perhaps it is because of that she was rumored to stand face to face with her fate, being as calm as the sea that has never seen a storm before. And such, blinded by greed and a lack of compassion, was the lord's abrupt decision to have the poor and truly virtuous girl executed, upon finding out about her secret strife.<br />
<br />
Some say, that on the day of her execution, the sun shone brightly with such vigor, as if the Maker itself was gazing upon the world, perhaps enraged by the lord's doing, or mayhap appeased by the humble girl's endeavors. Others talk about a glistening light coming out of the maid's body itself, as she drew her last breaths, symbolizing her immense faith as well as the overwhelming strength of her inner flame.<br />
<br />
However, one thing is certain, the accomplishments of this humble maid will forever be embedded in the teachings of our faith, as she is a fine example of a person, truly devoted to our Maker, not fearing the judgment of her fellow man as it is only up to the Maker to judge us in the end. As well as of a person who does not fear to do what they consider right, even if it means their own ultimate demise."<br />
<br />
<br />
----<br />
<br />
'''A fragment of a personal journal, belonging to Oswald Schwarz, presumably the steward of the keep, in which Amelie of Ilvia resided and served in.'''<br/><br />
''2nd of March, 516''<br />
<br />
Yesterday our lord, tipped off by local rumors and gossip, led an investigation among the castle's garrison and staff, of which I was also a part of. It was discovered that one of the maids had been taking food and common supplies from castle's storerooms without authorization and, assuming the role of some sort of charitable "deity" distributing it among the people in the villages within our lord's jurisdiction. The currently missing items shall be accounted for and the seriousness of her crimes and if she is indeed guilty at all, will be determined in the following days.<br />
<br />
''4th of March, 516''<br />
<br />
The maid in question has been proven guilty, as some of the common folk from surrounding villages, perhaps swayed by the reward our lord had put up in exchange for proof or information, approached the lord and confirmed the rumors, claiming to have witnessed her distributing food and other items among the beggars and the otherwise afflicted.<br />
<br />
''16th of March, 516''<br />
<br />
It has been 10 days since her execution. I have never felt this odd during one, I cannot stop thinking about whether it was truly the right thing to do. While clearing her chamber, one of the servants found her journal. I have given a few coins to the boy to keep his blabber shut and give the journal to me. In it, I found how full of joy the maid in question was, writing about how grateful to the Maker she felt, to be able to help those people. She even wrote about acknowledging the rumors about her and her plan to confess to our lord of the things she had been doing. It's a damn shame.<br />
<br />
<br />
''Written by Aart''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Confraternity_of_the_HumiliatedConfraternity of the Humiliated2019-04-09T17:48:17Z<p>Vordewindt: </p>
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<div>[[File:Zhivopis-bronnikov-osveschenie.jpg|thumb|right|]]<br />
<br />
The Confraternity, Poliplasteism and Polytheistic Makerism in general began in West Vlandia. There, many practices Makerism syncretized with their old pagan faiths or outright worshiped both religions at once. And as the further you went from central figures such as the Archbishop, the stronger these traditions were.<br />
<br />
One day in the thick woods of Berghem appeared a man named Anselm the Touched (or Wicked, as others would turn to call him). He was supposedly the child of a virgin and ventured through the lands performing miracles such as saving a drowning sailor from the Lvenn by walking into the water and saving a family from five wolves with three arrows. He started to draw a large following, also developing into a retinue of devours that accompanied him. And then one night he said to have been visited by the Maker in his sleep and told how he forgave the gods that rejected him and allowed them back to the world.<br />
<br />
This idea proved to be immensely popular and spread like wildfire. It was basically what many already believed in but legitimized by a saint. It joined Makerism with the gods of the Jumnish-Vlandian, Sturgian, Battanian, Urgu and Aserai pantheons. They called themselves the Poliplastes (“many Makers”) and voiced their heresy louder. Some priests were also converted and preached of the return of the old gods. They mix rituals from Makerism and paganism, combining orderly and ritualized traditions with natural and communal ones.<br />
<br />
The Archbishop Heahmond, who would later be killed by the Pataria, saw this a great threat and sent a small army of Devout missionaries and armed mercenaries alike. Anselm the Wicked was tortured in public for hours before being drawn by two horses, and his memory was thoroughly spat upon and discredited. His following of fanatics were driven mad and killed the legates who carried out his execution, then following into the woods to attack churches and missionaries. Anselm is remembered by the Poliplastes as a saint, and some even consider him the Maker's fifth son.<br />
<br />
Elsewhere, followers of Anselm propagated a message of peace, staying far away from any major civilization to escape persecution. The Confraternity of the Humiliated was born, an order of monks recognized as Makerist only by themselves, living on the hinterlands of Vlandia and regarding Anselm as martyr and a saint. They rejected the violent ways many polytheists adopted, calling it common banditry and contrary to the Maker's plan. Their rhetoric was impressive and even gained the secret sympathy of many rulers in West Vlandia. In the end, though, Makerism would gradually get more centralized and bent on destroying the old pagan ways. This, coupled with the development of rural Swadia, Polytheist Makerists were forced to flee to fewer and fewer desolate locations in the countryside, where the shrubbery is thick and pagan idols easy to conceal. However, many of the newly arrived Nords have taken interest in this new religion that unites their olden gods with this interesting sun-gold so popular among their new subjects. Polytheistic Makerism has risen from the ashes, like a wild phoenix, on the northern tip of Calradia.<br />
<br />
<br />
''Written by Borrisnator''</div>Vordewindthttp://krenn.role-play.community/index.php?title=The_Patar%C3%ACa_movementThe Patarìa movement2019-04-09T17:47:42Z<p>Vordewindt: Created page with "The Pataria movement (from Pravenite dialect: Ragpickers) started in 815 amidst war and economic depressions, growing in size as the Jelkalan War drew on and the new men of th..."</p>
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<div>The Pataria movement (from Pravenite dialect: Ragpickers) started in 815 amidst war and economic depressions, growing in size as the Jelkalan War drew on and the new men of the burghs fell on harder times. They criticized the clergy, whom they claimed should have contributed to the war instead of basking in opulence and excess. The movement proved immensely popular with the merchants of Pravend, and thus much money and power backed demands for the church to outlaw simony (the sale of church positions), clerical marriage and concubinage and to curb their excesses.<br />
<br />
When rumors that the Rex's son supported the Pataria in secret and the queen visited the Archbishop Heahmond in the night spread like wild fire, and riots broke out thought West Vlandia daily, Heahmond of Pravend took decisive action. He seeked only those who spread the rumors, for the city relied too much on its merchants to risk a direct attack on the Pataria, but when one execution on the rows of gallows turned out to have been a quite influential man, he brought doom to himself. Archbishop Heahmond died on that same night. Angry mobs ravaged and set churches alight - the fire spilled and caused what is known as the Great Pravend Fire of 820.<br />
<br />
Rex Amalareiks took a break from campaigning to deal with the crisis. He could not support either faction as he had to focus on the war and couldn't afford to have either the merchants or the clergy against him. He appeased the authorities with executing a hundred ruffians branded the starters of the riot - convenient scapegoats as the burgher instigators covered their tracks.<br />
<br />
The new Archbishop Evoric maintains the stalemate until this day. The Pataria movement now also finds supporters among the lower clergy and some lords. Their main form of protest is refusing to attend mass from a priest which they deem immoral. The Pataria can be divided by the benefactors who wish the church to change through peaceful means and those who incite angry mobs to attack the corrupt clergy. Villages are divided by which side is supported. Among layman or clergyman, discussion about the Pataria often ends in a fight. It is not uncommon for brawls and riots to break out in towns across West Vlandia. The same violent repression that descended upon the Pataria made them violent in turn. And as these ideas spread and find adherents in Battanian, Sturgia and the Empire, strife and disdain are bound to have a renewed popularity in Calradia.<br />
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''Written by Borrisnator''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Monastic_OrdersMonastic Orders2019-04-09T17:46:51Z<p>Vordewindt: </p>
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<div>The time after the fall of the Calrad Empire was crowded with monastic and religious movement in all across Calradia. Monks have been of vital importance for the preservation of culture but not only: they were also known to be hardworking men, producing food, draining swamps and kings advisors. To know about the differences among the orders in Calradia will help the player better understand the impact that these orders will have on the scenario.<br />
<br />
=== Patarìa (civilians) ===<br />
The pataria is a religious movement in the Archdiocese of Pravend, in the Kingdom of Vlandia, aimed at reforming the clergy and ecclesiastic government in the province and supportive of church sanctions against simony and clerical marriage. Those involved in the movement were called patarini (also patarines or patarenes, from singular patarino), a word chosen by their opponents, which means "ragpickers", from pravenite patee "rags". In general the patarini were tradesmen motivated by personal piety.<br />
<br />
=== The Devouts (monks)===<br />
''“To praise, to bless and to preach”''<br />
<br />
Brother Sigmar the Pious saw the need to establish a new kind of order when traveling through the south of Vlandia when that region was the stronghold of heretical Confraternity of the Humiliated. To combat heresy and other problems in urban areas, he sought to establish an order that would bring the systematic education of the older monastic orders such as the X to bear on the religious problems of the burgeoning population of cities. His was to be a preaching order, trained to preach in the vernacular languages, but with a sound background in academic theology. Rather than earning their living on vast farms as the monasteries had done, the new friars would survive by persuasive preaching and the alms-giving of those who heard them. They were initially scorned by more traditional orders, who thought these "urban monks" would never survive the temptations of the city.<br />
The Devouts were thus set up as the branch of the Makerist Church to deal with heresy. They can be called to live in a convent.<br />
<br />
=== The Humbles (monks) ===<br />
''“Pray and work”''<br />
<br />
The Humbles follow the teachings of Brother Marsilio the Just. The spirit of Brother Marsilio’s Rule is summed up in the motto of the Order of The Humbles: “peace” and the traditional “pray and work”. Marsilio's concerns were the needs of monks in a community environment: namely, to establish due order, to foster an understanding of the relational nature of human beings, and to provide a spiritual father to support and strengthen the individual's ascetic effort and the spiritual growth that is required for the fulfillment of the human vocation. Marsilio’s rule enjoined that, if possible, the monastery should contain within itself every necessary of life, as well as the buildings more intimately connected with the religious and social life of its monks. It should comprise a mill, a bakehouse, stables, and cow-houses, together with accommodation for carrying on all necessary mechanical arts within the walls, so as to obviate the necessity of the monks going outside its limits. They can be called to live in a convent.<br />
<br />
=== Brotherhood of Cliff (hermit monks)=== <br />
''“To contemplate and to hand on the fruits of contemplation”''<br />
<br />
These hermit monks live in small group of 2-3 monks in small huts isolated in the countryside or on high cliffs. They avoid human contact and dedicate all their life to pray and contemplate the nature. They dont live in convent or monasteries and neither abbeys and they cant be called to live in them. However, some Cliff monks may appear seldom in the countryside and establish their hut somewhere.<br />
<br />
=== Confraternity of the Humiliated (heretic monks)===<br />
''“Truth beyond light”''<br />
<br />
The “Humiliated” are a brotherhood of heretic monks spreading in West-Vlandia. They believe some of the Gods who fought against the Maker arent to be considered enemy of the humans and hence they can be partly worshipped. They still believe the Maker is the highest God within the pantheon but some minor deities can be worshipped alongside him. They organized themselves in big community of monks living deep in the woods, far from any eyes. They also perform charities and tirelessly work within their woods by draining swamps and chopping logs. They can be called to live in a convent.<br />
<br />
=== The Poor Lucia Nuns (nuns) ===<br />
''"O Blessed Poverty, Who Bestows Eternal Riches"''<br />
<br />
The Poor Lucia Nuns constitute the second branch of the Order of Aglathius the Pious, founded in the sixth century by Lucia the Chaste under the inspiration and guidance of Aglathius the Pious. Over two hundred years ago, a poor man named Aglathius preached the holy Word to a young noblewoman, Lucia. Aglathius kindled the fire of Maker’s love in Lucia, and the flame that was lit in her heart continues to burn brightly in her spiritual daughters throughout the world. The Nuns live in large communities in nunneries, unlike their male branch, and can be called to live in a monastery although they wont produce alcohol or books, but they will work in the fields and provide sweets and other specialities.<br />
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=== Order of Aglathius the Pious (friars) ===<br />
''“The Journey is essential to the Dream”''<br />
<br />
The Order is a fraternity. In this fraternity the friars follow the Maker more closely under the inspiration of the Holy Book; through profession they dedicate themselves totally to the Maker whom they love above all. The friars, as followers of Aglathius, are bound to lead a radically pious life, namely: to live in a spirit of prayer and devotion and in fraternal fellowship; they are to offer a witness of penance and minority; and, in charity towards all mankind, they are to announce the Word of the Maker throughout the whole world and to preach reconciliation, peace and justice by their deeds; and to show respect for creation. The friars, unlike the monks, work and live in the streets and cant be called to live in a monastery/convent.<br />
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''Written by Wlodoviec & Borrisnator''</div>Vordewindthttp://krenn.role-play.community/index.php?title=MakerismMakerism2019-04-09T17:08:33Z<p>Vordewindt: </p>
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<div>''"Justice must prevail even if the world must perish over it."''<br/><br />
-- Makerist Proverb<br />
<br />
= The Structure of the Makerist Clergy =<br />
<br />
==== The Patriarch of the Faith ====<br />
Head of all of the Makerist Clergy, the Patriarch can be found in the Pillars on Earth Cathedral in Dhirim. He is a representation of the Maker’s Will in Calradia, and has absolute authority over everyone in the continent, no matter social rank or status. He is elected by the Four Bishops of the Empire and rules for life. <br />
<br />
==== Diath and Vaghar Reincarnate ====<br />
The Calradic Emperor and the King of Vlandia are both titles claimed to have been founded by Diath and Vaghar, respectively. All Bishops of the Continent are required to swear allegiance to the Emperor, and if Vlandian, to the King as well. They are considered by many to be the last two surviving Paragons of the Maker.<br />
<br />
==== The Archbishops ====<br />
There exist two Archbishops in all of Calradia; One in Praven, who is the Head of the Vlandian House of Makerism, and one in Geroia who leads the Geroian House of Makerism. These two take orders and are prone to judgement by the Patriarch of the Faith.<br />
<br />
==== The Bishops of Calradia ====<br />
There exist around a three dozen bishops across the continent. The Bishops are local leaders of the Faith, and are expected to represent the Patriarch of Archbishop and his teachings. <br />
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==== The Abbots ====<br />
Abbots are Monks appointed by the Bishops to lead a certain Monastic Community. They hold great power within their respective lands.<br />
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==== The Vicars ====<br />
Vicars are the Bishop’s direct representatives and heralds. They also can be appointed as substantial Clergical Rulers over a Church Territory.<br />
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==== The Pillarmen ====<br />
The Pillarmen operate in the much same capacity as the Vicars, and are oft considered of equal rank. Those men that take the oaths of a Pillarmen dedicate their life to the protection of the church, and it’s values. These men also operate the local Faith Keepers, if there is one. Together, they enforce the Pillars.<br />
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==== The Laybrothers ====<br />
Unvowed and vowed members of the church, often serving as menial labourers and servants to the Maker. They may be members of an Order that have stopped for a brief period, or simply local pious individuals that wish to serve the church in a greater capacity<br />
<br />
== The Vows ==<br />
<br />
=== Pillarmen ===<br />
<br />
I, your proven faithful, do now come before you this day,<br/><br />
In perpetuity, accept my vows,<br/><br />
Shall they shall never be broken.<br/><br />
I swear to never grow rich,<br/><br />
I swear to never grow fat,<br/><br />
I pledge my service to you, and your Field.<br/><br />
I swear to uphold the Pillars,<br/><br />
I swear to defend my peers,<br/><br />
I swear my sword shall never be far from my side.<br/><br />
I, your faithful, do devote my life.<br/><br />
For your Justice,<br/><br />
For your Penitence,<br/><br />
For your Forgiveness,<br/><br />
Unto Death.<br />
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=== Faith Keepers ===<br />
<br />
I, your proven faithful, do now come before you this day,<br/><br />
To pledge my service in defense of your Pillars.<br/><br />
To remain ever vigilant for injustice,<br/><br />
And, by the direction of my Pillarman,<br/><br />
Right what wrongs I find.<br/><br />
I, your faithful, do pledge.<br />
<br />
<br />
= The Pillars of Makerism =<br />
The Makerist Faith is built upon four core teachings. Each of the teachings is paramount to anything else in Makerism, and most be followed explicitly. These the Pillars of Makerism.<br />
<br />
=== Justice ===<br />
Justice is the most important Pillar of Makerism, and therefore is the first. The Maker, his Sons and the Kings and Nobles touched blessed into power by the Maker are there to enact justice upon the world. Should one fail to enact true justice, they face the threat of being condemned to the Void. When the Maker first brought humanity into existence, it is told that he imbued them with the virtue of Justice - the belief that all actions require just and proportionate reaction. Every single man, woman and child are expected to be just in the face of danger or peril no matter the situation. The Maker is Justice, and as such Justice is the Maker; and Justice is to be respected. <br />
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=== Penitence ===<br />
Penitence is the second most important of the Four Pillars. Penitence is the basis on which Diath and Vaghar constructed and lead their Kingdoms; Diath leading the Calrads and Vaghar the Vlandians. Penitence should not be abused to enact vengeance and should be reflective of the crime or failure. <br />
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=== Forgiveness ===<br />
In the Makerist faith, the third pillar is referred to as ‘Forgiveness’. Therefore, every child of the Maker is entitled to forgiveness, but not before serving their Penance; this leads into the final pillar.<br />
<br />
=== Death ===<br />
Death is a part of everyday life in Calradia. It is not strange to grieve for a lost friend or family member, but one should not find himself or herself in peril due to the death of one whom is close. The dead go either to the Maker’s Realm to find eternal peace with the world, or they are outcast to the Void where Ortysis decides what is to be done to those unworthy of entering the Maker’s Realm. If an individual dies before having been forgiven, then their immortal soul is weighed between their sins, and their virtues. If found lacking, they will be condemned to the void.<br />
<br />
<br />
= Makerist Society =<br />
Working in conjunction, the Four Pillars allow Makerist society to operate on a system of societal order, and generally proportional justice. It is also for this reason that many Makerists find that penance must be served, regardless of the will of the penitent. To this end, many clerical communities keep militant priests known as ‘Pillarmen’, and communities oft keep a form of moral neighbourhood watch known as the Faith Keepers. <br />
<br />
<strong>There exists a common prayer for all Makerists by which one may remember the Four Pillars. It goes as such:</strong><br />
<br />
''“The Maker grants me the power to pass Justice,''<br/><br />
''Through Justice comes Penitence.''<br/><br />
''From Penitence comes Forgiveness.''<br/><br />
''Though Forgiveness, my I rest peacefully in Death.''<br/><br />
''From I, your faithful servant.”''<br />
<br />
<br />
''Written by Warwick''<br />
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= The Makerist Book =<br />
=== The Beginning ===<br />
Before the dawn of time, the Cosmos whirled in chaos and disorder. The heavens above shifted and spun relentlessly, and no life could prosper, it was truly an Abyss. Whatever divine beings wrought this havoc upon the Maker’s universe are gone now, for upon his awakening before conceivable time they were vanquished. Mayhaps he was simply slumbering, and so it was that without him Order could not reign, but no matter the cause, the effect was certain.The Universe halted, its heavenly bodied began to move in slow meandering patterns, the stars formed rigidly, and the Universe as we know it under the Maker was born. <br />
<br />
So it was that our Universe was forged, however our world had not yet been born. The bright balls of fire that once whisked wildly across the cosmos had halted, but no such world as our own yet existed. Not but slow meandering light, and darkness now existed. The Maker, now awakened, grew weary of this, and in his divine intelligence, required more. And so it was that he created our World. He took a near star, and examined its light. This he saw, would be the first of his elements: Fire. He clasped the star tight and quenched its flame, leaving only a dense mass behind, and thusly the second element, Earth, was born. He then began to sculpt that mass, he placed massive indents, large peaks, and flat plateaus. He filled those massive holes with a new element of his own ingenuity; he filled them with Water. These became our first oceans, his plateaus our first land masses, and his peaks our Mountains. <br />
<br />
His creation was not yet done, for what could he do with yet another floating mass. And so it was that he blew unto our world, and from his breath came the final element; Air. With this, he could now begin to design our world. He covered the lands in lush green plains, he dotted the landscape with lakes and rivers for he loved the beauty of the Water he created. He did many things with this most versatile of elements, he froze it and covered our mountains with it, and then with it he created clouds, a thick fog to forever shield him from our sight. He built this perfect world, but had noone to share its glory with. His lonesome tormented him, for he is a great being, and could not stand to be alone in such a wide cosmos.<br />
<br />
=== The Gift of Life ===<br />
<br />
To soothe his lonesome, he created life on his World. He created all manner of beings in all shapes and sizes. His first creations were truly grotesque and attractive to look at, and so he made their domain the sea, where in its depths he would not have to see them. As he grew fond of creating living beings, he began to create the first creatures of the land. Large and still a bit grotesque, they were able to be looked upon with pride. And yet as he looked down upon his new creations, he felt something was missing. Though they could never come to him, there was such vast space above the earth, and such a beautiful sight to be seen when looking down, that he could not be the only one to know its glory. And so he gifted some of his creations with wings, and they could then soar through the air and see what he had done. <br />
<br />
And so it was that the Maker had created life, and his quiet absent world quickly became a bustling wilderness. Millenia passed by, and in that time he saw his creatures interact and was fascinated by it. He created new beings in new ways with new traits and each time saw and loved them even more. However as time passed, he began to grow tired of them. Their animosity, their simple instincts, and all at once he realized what he had done, he had created the very existence he himself wanted nothing to do with. It was chaos, with no order or control, just on a smaller scale. He was saddened, reminded of his days before, and knowing that each of his beings meant nothing if they were but walking mindless husks, no matter how great and terrible some may have been. <br />
<br />
He pondered, for what could have been another millennia, leaving his savage beings to wreak havoc on each other whilst he did. The earth in some places scorched, in some froze, in some became overgrown, in some flooded. It was the Makers absence in that time that formed the world as we know it, no longer a paradise. Unshielded, those places that were scorched became our deserts. Unloved, those places that were frozen became our Tundras. Unchecked, those places overgrown became our forests. Unguarded, those places that were flooded became our swamps. A fair bit of land maintained itself, and by sheer luck, we have our plains. But what, after so long would he place now within them? <br />
<br />
=== The First Men and the Divi Filius ===<br />
<br />
The Maker in his infinite wisdom, created children in his own image, beings of modest size, but beings of intelligence over savagery, He created mankind. However alone, man would not be able to survive such a world, and so to guide them, and to rule beneath him, the Maker created the Divi Filius, his four sons, that would aid man in mastering his domains. He created Vahgar, patron of the skies, to watch over man in its inception. He created Rhudan, patron of the Sea, to quell its rough waters and subdue its wild beasts, so man could tame it and master the sea for its own. He created Diath, patron of the land, to bring life and prosperity to the men that dwelled upon it, and he created Ortysis, patron of the abyss, warden to all those souls damned to its eternal depths for abusing the Makers many gifts, or for lacking gratitude for them. These divinities would take human form, and spread wide across the lands, leading men in the conception of civilization. It is under them that such primordial beasts as the Makers first creations were slain, and it is under them that society was born.<br />
<br />
<br />
''Written by MarkZ''<br />
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<br />
= Summary of the Makerist daily practices = <br />
<br />
The universe was first chaos, until the Maker brought order to it and created the Earth from quenching a star and sculpting it, and then creating life. He created four sons (Divi Filius) to help mankind survive and prosper, though now they have been long gone and rarely do they intervene. Good souls shall ascend to the Maker’s side, living in eternal comfort and peace, while bad souls are damned to the Abyss, the dark, empty and primordial void. Makerism is by far the largest religious in Calradia, having syncretized many aspects from the locals, as such Makerism in one realm is a bit different than in another, further accentuated by the decentralized nature of the church.<br />
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God: The Maker, Creator of the World and Life.<br />
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His Four Sons, the Divi Filius:<br />
Diath, patron of the land and creator of the Empire.<br />
Vhagar, patron of the skies.<br />
Rhudan, patron of the sea.<br />
Ortysis, patron of the Abyss, disgraced son.<br />
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=== Mass ===<br />
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Mass generally happens on Sunday, the holiest day for it is called after the sun, though it is common for mass to be held on other days if Sunday was impractical or before great events such as weddings, festivals, funerals and battles. It is traditionally performed by a priest, but any member of the clergy such as monks and friars are allowed to do it as well. It can be done in a variety of ways, such as a row of seats in a church or a circle of people in the forest.<br />
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Priests are instructed to say mass in an engaging and short-form way. The church has endeavoured over centuries on how to best capture the attention of the laymen. Priests frequently interact with their flock, using local examples personal to the locals or asking somebody to confess and be rid of their guilt. It is recommended that when telling a story it is done so with the intent of instigating interest to know more instead of running the risk of boring the audience with a long and poorly-told tale.<br />
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=== Holidays ===<br />
Holidays are meant to celebrate the Maker's many blessings and provide entertainment. While their exact date are often astronomically calculated, they are celebrated throughout the week and the most important celebration almost always happens on a Sunday.<br />
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==== March 20, Spring Equinox - Day of Rhudan ====<br />
On the vernal equinox, folk celebrate Rhudan, patron of the seas and rivers and requests the Maker's blessing for the start of the growing season: hoping for fertile fields and healthy crops.<br />
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==== April 2 - Day of Calradia ====<br />
It is well recorded that on the 2nd of April of the year 50, Diath founded Dhirim and died on that night's feast. The date remembered every year as the first major step in unifying Calradia under a divine line of emperors, and although the Maker's blood has long since disappeared, a vast kingdom ruled by the Maker's own blood on Earth is always dreamt of.<br />
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==== June 20, Summer Solstice - Day of Diath ====<br />
On midsummer it is celebrated all of life's blessings. It is a period filled with music and laughter, and oftentimes bachelors and maidens are coupled together and married.<br />
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==== August 15 - Day of the Dead ====<br />
On the day of the dead, people's forefathers and deceased loved ones are remembered. Folk are encouraged to make peace with their past as it is said the dead are easier to connect with them on this might during their dreams. Despite the fact that Ortysis is heavily associated with this day, he is seldom mentioned and only a few Heretic worship him.<br />
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==== September 20, Autumn Equinox - Day of Vhagar ====<br />
The autumnal equinox marks the start of harvesting season, where thanks are given and folk make merry before beginning the arduous labour of harvesting the crops and storing them for winter.<br />
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==== December 20, Winter Solstice - Longest Night ====<br />
Midwinter is a time where people gather around and pray for the Maker to protect them from the frost, hunger and predators. The last feast of the year is celebrated before the start of deep winter, and since it may be the last feast in someone's life, it is often very wild.<br />
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=== Prayer ===<br />
A prayer is a direct communication with the Maker. Only some heresies believe the Divi Filius regularly intervene and saints hold power in the mortal world, nevertheless they are popular aspects to summon. Some prayers are simple utterances and silent thoughts, while others are sung or highly ritualized. The purpose of praying range from requesting help to begging for forgiveness or giving thanks.<br />
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<strong>Example:</strong><br />
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“Maker, I thank you for your gifts and pledge to endeavour to use them the best I can. My wife Amalia has been bedridden since yesterday and burns with fever. I pray that you banish the evil that plagues her and give her health. She is a gentle soul and wished no one any harm. I plead for your mercy.”<br />
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=== Confession ===<br />
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Confession is a sacred and strictly confidential practice between one person and a clergyman. Priests often encourage laypeople to confess their sins in public, but the more common is done privately. Confession can either be done on a purpose-made confessionary in a church or by asking the priest to talk in a secluded spot. The priest listens to the person’s sins and provides advice on how to redeem themselves and be forgiven.<br />
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''Written by Borrisnator''</div>Vordewindthttp://krenn.role-play.community/index.php?title=The_AseraiThe Aserai2019-04-09T16:05:52Z<p>Vordewindt: Created page with "Little is known about the foreign and strange desert folk who live in the Nahasa Desert and beyond, known collectively as the Aserai. These prosperously rich yet oddly poor pe..."</p>
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<div>Little is known about the foreign and strange desert folk who live in the Nahasa Desert and beyond, known collectively as the Aserai. These prosperously rich yet oddly poor people are generally split into two sub-cultures, the desert nomads that travel from oasis to oasis offering their services as mercenaries, caravan guards or bandits make a living off of war and have mastered the art of battle. Further south, the sporadic city states dot the Nahasan Mini.<br />
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''Written by Warwick''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Kingdom_of_LoktiKingdom of Lokti2019-04-09T16:04:35Z<p>Vordewindt: Created page with "Not much is known about Lokti people, only few scripts that were found by the merchants in Calradia can tell us little about their culture. The Kingdom of Lokti rules over t..."</p>
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<div>Not much is known about Lokti people, only few scripts that were found by the merchants in Calradia can tell us little about their culture.<br />
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The Kingdom of Lokti rules over the islands at the far, far west of the world. Islands might not be that impressive and rich with ore, but when put into warfare, they can be deadly. Proven by Lokti as they were never conquered from the age of their existence. <br />
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There are over 20 islands in Lokti domaine, which are ruled over by Daimyos and their clan. Most prestigious clan in the Kingdom are Yujiro, former King’s clan. Following them are Nakamaro, one of the most militaristic Clans in the whole Kingdom and then it is Shunko, current King’s Clan.<br />
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Lokti military is well trained and respected within their culture. Being a soldier is one of the most prestigious jobs around. Every Daimyo has his military company which is made out of Bushi and Ronin. Bushi are most honorable and royal troops that a Daimyo can have. There’s a saying in the Kingdom; “Give me one entire company of Bushi and I’ll conquer you all!”<br />
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''Written by Oby''</div>Vordewindthttp://krenn.role-play.community/index.php?title=GeroiaGeroia2019-04-09T15:59:33Z<p>Vordewindt: Vordewindt moved page Geroia to The Free Cities of Geroia without leaving a redirect</p>
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<div><strong>Rulers:</strong> Princes Altar Girao of Almadavara, Hibaldo de Alencastro of Orizo, Gemini Fajardo of Gallurexus, Ciprian Aguiar of Greta<br />
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<strong>Cultural analogues:</strong> Spanish, Portuguese, Catalonian, Basque<br />
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= Geroian Society = <br />
Geroia is a region below the Empire connected through a narrow mountain pass. The four Free Imperial Cities are in vassalage under the Empire, though they enjoy much freedom, compete amongst themselves and always seek to make money. Each city is ruled as a merchant republic. Geroia’s people worship the Maker.<br />
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Geroia was settled on the 3rd century by the Empire seeking to exploit local rare spices and fill their coffers. These settlers ranged from the poor searching for a new life, adventurers and rich investors. They found the sunny lands south of the gulf sparsely inhabited, and these native peoples were mostly driven further south to the great savannahs, while those who stayed were assimilated. Geroian culture thus formed from a boiling pot of locals and settlers from all corners of the Empire. It is safe to say Geroia has a bit of every blood in Calradia, from Sturgian to Aserai, and most of its people share a tan from the sun. And its language, too, is close to Imperial but distinct with innumerable influences.<br />
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Being that most of the benefactors were not of noble blood but rather ambitious burghers, the four newly-formed cities chose to govern themselves in a republican fashion. Every sufficiently rich person participates on the republic and elect the Prince amongst themselves. The four Princes answer directly to the Emperor albeit their obligations are very loose. They must pay tax and supply troops, but in relation to other provinces the Geroian ones have much autonomy, with their own laws, foreign diplomacy and at times waging war against one another.<br />
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The Four Princes always had to rule with a savvy instinct for survial to endure competition and internal intrigue. While true all across Calradia, in Geroia a dagger in an alleyway is especially popular. Geroia is connected to the rest of Calradia by a thin pass near the coast, separated from the Nahasa by the tall mountains of the Serrates mountain range. To the south are vast savannahs, lands hard to settle and above all unprofitable to do so. Geroia is easily defended by its series of mountain forts, and any naval invasion would have to deal with the mighty united navies of all four cities. But this is unlikely, as Geroia prefers to trade, avoid conflict and only fight when it is profitable.<br />
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On recent times Geroia experiences great prosperity. Geroia is the top producer of rare goods such as saffron, tobacco, sugar and coffee, easily outcompeting the Aserai, the far-east and the Imperial provinces of Charas and Jalmarys for the Calradian market. As the Empire starts to show its cracks as it is attacked from east and west, the free cities ask themselves if perhaps it would be better for business to leave the Empire.<br />
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= Geroian History =<br />
=== The Geroii Wars (216 - 252) ===<br />
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When Emperor Gallus Agapta called for the settlement and cultivation of the Geroian south, Maurice Zonara, third son of the Comtes of Jamiche led the biggest contingent of warriors, craftsmen, serfs and slaves. The Empire was at the high of its power in a hundred years, having conquered its enemies and enslaved them, bringing forth on the Empire a stream of cheap labour at a time where cities were getting overcrowded and work hard to come by. It wasn’t a surprise then to assume that the promise of untamed land drew in droves of families. Historians agree that the reason the Empire hadn’t gone to the profitable south before was only due to manpower.<br />
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And so Maurice Zonara marched his caravan that stretched beyond the horizon. He wasn’t the very first to lay claim on lands, so he crossed the newly-dubbed Saint Francis River and on its banks he founded the city of Gallusrexus in honor of his benefactor. One fact he didn’t account for was the aggression of the native Geroii tribes. The sun-tanned locals had weapons and armour on par to the Empire. While the self-proclaimed Dux Maurice managed to hold them off for a year, his city was burnt to the ground and only a few of his court managed to escape before barbarians breached the walls. As Maurice began a guerrilla war to reconquer the lands he called his own, his claims were also endangered by other settlers.<br />
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Damatius Glycas who would eventually found Orizo further west and Zeno Kurkuas of the more prosperous settlement of Greta conquered the Geroii with liberal use of mercenaries and bribes, partitioning the lands that were once Gallusrexus. As more native tribes were either vassalized or driven deeper south, the two leading men of the expedition began feuding with each other. In this chaos Maurice Zonara emerged more relevant than before, at times working for one side while switching to the other four times all the while making deals with tribal chieftains, promising their lands back in exchange for their loyalty.<br />
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The Geroii Wars was a complicated period that saw Geroia embroiled in endless conflict, ironically most of the Geroii involved working for one of the settlers under the vague promise of autonomy. Of the few that seeked independence is Sahats Murube, who led his tribe as nomads in the southern edges, dodging encroaching civilization that broke treaty after treaty. Chief Sahats eventually settled on the western coast, though the next generation his son would see the lands he ruled be subjugated as Almadavara.<br />
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Maurice Zonara died in battle against Damatius Glycas, who in turn was poisoned not long after, while Zeno Kurkuas was backstabbed figuratively and literally by his vassals who established the first of the Geroian republics. When enough blood was spilled that not even the Emperor could ignore anymore, he stepped in with imperial authority. He established the official borders of the Geroian provinces, which to the present day haven’t changed significantly.<br />
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While initial contact with the Geroii was hostile and both sides had committed unspeakable horrors, as vassals they enjoyed a relatively much more peaceful time... as long as they converted to Makerism. Both cultures merged, though if Geroian culture is primarily based on Imperial or Geroii heritage is still up to debate and a few punches.<br />
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=== The Pirate Republic of Stamia (361 - 410) ===<br />
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As Geroia proper started to become a populated country beyond simple farms, plantations and forts around the four main cities and republicanism had entrenched itself as a legitimate form of rule in all the provinces, the princes looked to the gulf and its numerous isles, asking themselves if it was time for another scramble to settle fertile land. Orizo and Gallusrexus were on the prime position to claim the larger islands at the center of the Gulf. While the Emerald Gulf has little under a hundred inhabited islands, mostly by Geroian princes, the most important ones, the ones where uniquely rare spices and animals are present, are owned by the two free cities.<br />
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Both cities nearly at the same time sent forth their sailors, serfs and slaves with the task of settling the island and legitimizing their perpetual claim. Enter Captian Anteo Picassari, the man who settled the largest island of the archipelago, Stamia, and possessed no scruples. His liege, the Prince of Gallusrexus Sebastian Victorau, saw in it an opportunity to hurt his competition and perhaps gain more islands. And so Anteo Picassari flew the black flag and privateered his red path across the Gulf under the name of “Gil Gianniou.” Indeed, who he was and who he worked for remained a mystery as he struck even Gallusrexus’ ships in order to keep up appearances - his identity was only known when the priest of his wife let out her confessions in a drunken stupor, and while this theory is the most accepted one it is still shrouded in controversy.<br />
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Yet came one day when Anteo Picassari plundered a few too many ships and laid waste to yet another island of his liege that he decided he’d have no more. The men dispatched to kill him met a grisly end at his palace for he was already expecting them. Anteo Picassari declared the island of Stamia independent and formed a nefarious republic of his own, ruled by corsairs and their crews. Anteo himself was murdered by his own men, who saw him as “too civilized” and went on to plunder without discrimination from Geroia all the way up to Balion. They created a culture of boarding ships and empowering their crew, and this strategy resulted in the biggest pirate fleet that ever sailed, rivaling any Imperial or Geroian fleet sent to bring them down.<br />
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Eventually Stamia fell to civil war between the pirate captains, and the vulnerable island was easy to invade by its enemies. Every captain, crewmate, fence, smuggler or any suspected wrongdoer in the island was put to death. The memory of Picassari, whether believed to have been Gil Gianniou or simply the island’s governor forced to declare independence, has been thoroughly spat upon and smeared by Imperial chroniclers to the point that any story of him is suspected by any historian of being pure fabrication. While Stamia turned from pirate republic to exporter of colourful plumage, the memory of the past still runs amidst captains of galleys, ambition and greed in their hearts.<br />
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=== The Rexian Massacres (720-722) ===<br />
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In 720, on the day before the new Prince of Gallusrexus was to be elected, a number of councillors were struck down in broad daylight. The perpetrators vanished in the alleyways as a city guard scrambled to keep the peace or were bribed to stay put. As the nobles convened on as a considerably smaller assembly the following day, almost all of the votes went to the Prince of Greta, John Tarsila.<br />
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As he was obviously not allowed to hold two princedoms, the Rexian citizens petitioned the Emperor to intervene only to receive silence as the Empire committed to a grueling war. And so when Tarsila arrived on the city he was met by a sudden uprising as both nobles and commoners revolted in the streets. Loyal troops and the Prince's retinue were quickly overpowered, forcing him to sail back to Greta.<br />
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Seeing the obvious machinations of Gallusrexus’ rivals an existential threat, the mob elected a young noble officer named Gil Condorinas as their Prince, much to the discontent of the elite aristocratic electorate. The revolters answered by deeming them traitors for voting for an invasor (conveniently glossing over the fact many of the main supporters of the rebellion are from said elite), dissolving the electoral positions and preparing the city for war.<br />
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As all of Geroia expected war between a deceitful manipulator and a bloodthirsty dictator, and merchants placed their bets expecting profits from supplying arms and credit, once the fighting started pools of blood sprayed from the frontlines. No one also expected for both princes to kill each other on the battlefield. Two armies found themselves leaderless, and above all, with no promise of payment. The soldiers suddenly forgot about their allegiances and proceeded about plundering the countryside. The aristocrats of both cities too scrambled in anarchy when a council to elect a new ruler never could be convened and powerful claimants clashed in the streets.<br />
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The Massacres were finally brought to a stop when the purple banners of the Emperor arrived on Greta and Gallusrexus, mandating end of infighting under pain of death and reforming the Rexian republic. The Emperor's word was final, and though it only arrived after much bloodshed, almost everybody could breathe a sigh of relief. While it wouldn't be the end of wars in Geroia, they were quite more civilized in comparison.<br />
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''Written by Borrisnator''</div>Vordewindthttp://krenn.role-play.community/index.php?title=BalionBalion2019-04-09T15:55:18Z<p>Vordewindt: Vordewindt moved page Balion to Kingdom of Balion without leaving a redirect</p>
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<div><strong>Rulers:</strong> Cyning Alfred, Earl Uhtred of Falksgarth, Earl Ethelred of Langstarn, Earl Ceatta of Foxmarcke<br />
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<strong>Cultural analogue:</strong> Anglo-Saxons<br />
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= Balish Society =<br />
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Balion is an island west from the coast of Vlandia. It is a considerably powerful kingdom adept in naval warfare and a popular trade destination. Its people worship Balish Paganism (which is similar to the Jumnish one) though Makerism has a small accepted presence with nobles and commoners alike.<br />
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Balion was settled by the Jumnish a thousand years ago. The local peoples were all assimilated and after hundreds of years of separation a Balish identity formed. Despite being cousins, Balion is one of the fiercest foes of Jumnish raiders, bringing their formidable navy to bear against ravaging longships.<br />
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Balion is separated from Calradia by the Bazen Sea and from Jumne by narrower waters near Balion’s icy and largely uninhabited northern peninsula called the Farends. Indeed, nearly half of Balion’s landmass is only traversed sometimes by hunters and sea raiders. The more southern regions though enjoy temperate climate similar to Vlandia’s and with frequent rain. The lush grasslands are dense with towns and farms, and there are few places without civilization in sight.<br />
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The four major cities of Falksgarth, Dunbrea, Langstarn and Foxmarcke historically lived in conflict and the idea of a united Balion has been a reality only a few many times in history, and as currently Dunbrea has been elected to rule the other Earls with relative stability, independence and pride are not easily forgotten over generations of nobles.<br />
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But for now, Balion becomes rich trading with Calradia and its mighty navy rules the waves. The influx of foreigners also brought Makerism to these shores. A newcomer, despite at first receiving hostility, its presence was accepted with the condition of no preaching and mostly living as separate communities. That is not to say thing go well all the time, occasionally both sides sparking religious disputes though the blame is always put on this foreign god. As the years march onward and more priests arrive on these gray shores, conflict is sure to brew and what sort of Balion comes out of it shall be shaped by the sun, the druids and the sword.<br />
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= Balish History =<br />
=== The Jumnish Period (100-250) ===<br />
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According to scholars, the Balish were always kin with the Jumnish. These thousand-year bonds though were ready to be renewed when Jumnish warriors and clansmen arrived on Balion’s shores, driven from their homeland by The Great Frost. Most of the Jumnish seeked only fertile lands, and the warriors were happy to become bannermen instead of battling the local lords. Yet the Jumnish were not retributed with the same openness as Balion, a land always fearful of sea raiders, was quick to meet them in battle.<br />
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The settlers were forced to become invaders, as they had no homeland to return to. They managed to beat some tribes, supplanting the elite with Jumnish stock; on others after a few skirmishes the chieftains decided it would be much easier to accept them as serfs; and others were thoroughly defeated, either driven off to the Farends or massacred on the spot. In all cases, the Jumnish were vastly outnumbered. A similar language and religion facilitated assimilation, and the Jumnish who became rulers found it easier to copy their subjects’ ways.<br />
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And then came one time when more longships were spotted on the shores, more aggressive and desperate than before as less and less of Jumne remained habitable. And as it turned out the best warriors Balish chieftains brought to face the invaders were Jumnish themselves. Kin battled against kin, flanked by distant kin in the name of survival. Nearly a century of conflict of Jarls and Earls pledging fealty, backstabbing and massacring for land ensued. The bloodshed only stopped when the frost receded from Jumne, and many families saw the reverse situation - a land with few inhabitants ripe for the taking. As Jumne became a new ground for settling and intrigue, those who stayed on Balion could already call themselves Balish.<br />
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=== The Uncivil War (760-785) ===<br />
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Cyning Oswald had reunited Balion after 200 years in 730 by use of all methods in the statesman’s rulebook - persuasion, bribery, assassination and seduction. When he was crowned he immediately set out to produce a heir, as he was nearing his forties and his life was plagued by illness. He made it clear to every vassal that his first child was to be his successor, demanding them to kiss his ring and swear loyalty. He died of pneumonia, and a few weeks later, his only daughter was born. The Earls had no difficulty in deciding amongst themselves the meaning of the King’s words: his daughter, Cynewise, was the legitimate Earless of Falksgarth, but the crown was to be elected among the Earls, as it was the tradition of the previous kingdom.<br />
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It would be impossible to expect resistance from Cynewise who was just a few months old, but when she learned to walk and talk, rage churned inside her. She vowed revenge against all the men who betrayed her. After dodging an assassination attempt, she turned to plot in secret. Meanwhile, the Earl of Langstarn, Anselm, had inherited Foxmarcke from his cousin, soon finding it that being King of all Balion instead of just half of it was much more interesting, and so he decided to marry Cynewise and pledge himself to her cause. He declared open rebellion against Cyning Eric of Dunbrea. Heavily outnumbered three-to-one with only a few minor counts on his side, Eric was forced to flee to Vlandia and plan his comeback.<br />
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On the day of her coronation, Cynewise failed to wake up. Her court ruled her death was due to natural causes. Her husband, very conveniently, named himself her successor, though the druids refused to crown him as King. As he dealt with rebellious vassals, occupying a whole Earldom and appeasing the druids for his crown, his and Cynewise’s son Goldwin was smuggled from Balion by Eric of Dunbrea. He hired a large host of Vlandian and Battanian mercenaries, setting out to retake his lands after two years of exile. He professed himself the saviour of Balion from the usurper, rallying his former bannermen as he passed by their castles and holding the baby Godwin as the legitimate Earl, winning over many counts in Falksgarth to rise up. He reconquered his royal capital and was crowned once again. His rival by then had consolidated his forces and marched south to Falksgarth, killing every lord who joined Godwin’s cause. If the lord had escaped before he arrived, he instead took to massacring his people.<br />
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Earl Eric in turn campaigned north to take Anselm’s personal holdings. His mercenaries, who composed half of his army, matched the cruelty of their enemies, pillaging and burning the lands they roved through, culminating in the shocking Sack of Langstarn. The city was reduced to a husk of its former glory, the damages still apparent to this day. Eric’s forces killed and robbed the populace for days before they could at last be brought under control. He punished a few of the mercenary commanders before moving on. Both rivals fought the war avoiding confrontation from the other’s armies. Balion was divided in two, Anselm controlling the south and Eric the central regions. Foxmarcke embroiled themselves in a smaller civil war to break away from Anselm’s control, electing an Earl amongst themselves and pledging neutrality in the conflict.<br />
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The so-called Uncivil War became marked by two decades of ebbing tides of war, slowly one side gaining over the other only for the situation to reverse. The young Godwin came of age, Earl only in name but proven a great warrior. The front lines mainly centered around the river Mirsae, the people there growing accustomed to trampled crops, burnt villages and hanged deserters, while on the other regions the shift from anarchy to focused battles brought some semblance of peace, towns such as Langstarn could begin to rebuild.<br />
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The stalemate came to an end when Eric and Godwin won over Foxmarcke’s support. They amassed their forced and met Anselm on the field. The Battle of Two Kings saw 15.000 soldiers involved, known for brutal fighting between shieldwalls until cavalry shock broke both formations into undisciplined chaos. It saw Anselm fall in combat against a Vlandian spearman known as Wilhelm, and it is said that as Eric’s troops cheered, some of the enemy joined them, as the civil war had come to a close.<br />
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The peace caused great commotion in the country, as men who had been away for more than a decade could return home to poorly kept fields. Many villages were wiped off the map, either by being massacred or by famine. The following years were marked by Cyning Eric seeking peace at the face of every insult and challenge as he focused on rebuilding his devastated realm. Almost every person in Balion had lost someone during the war. While many also grew rich and powerful, a newfound appreciation of peace was well met with the peasants and some rulers. And as a new, peace-loving religion arrives on its shores, Balion is sure to be changed forever.<br />
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=== The Makerist Madness of the Coarse Count (790-794) ===<br />
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Following the exhaustive civil war, a fatigued country returned to its fields. This coincided with the arrival of sun-bearing priests from Calradia, finding easy converts with promises of mercy and peace under the Maker's light. Makerism soon spread throughout settlements on the coast. The Earls found them to be no threat, added by the fact no one was still in fighting shape and some rulers converted Makerist as well.<br />
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To the elite as long as this monotheistic fad existed far away and isolated, there was no problem. That was until Count Humberth, ruler of Cnutwit near Foxmarcke. He was also a widow, heirless and bankrupt, and according to him, betrayed by the Earl. After many years of fighting to the end he returned home with nothing. In him the Makerist faith turned into fanaticism. He sent priests to the courts of the Earls and the King, an affront none of the arrivals dared, who had been content walking among the peasants. Humberth’s bravery served him to be branded a traitor. He formed a small army of zealots and met the Earl's delegation in his castle, professing his holy mission to save Balion from paganism. After a speech about virtues and teachings, he beheaded the delegates and saw that planting the heads on his gate would be a message enough.<br />
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His villagers fled his lands before before the armies of the Earl Asser laid siege to the fortress. Cnutwit was a formidable castle, with a deep moat and the only bridge crossing it destroyed. The small host of defenders had filled every corner of the keep with food, and on the large courtyard they farmed cabbages. The assaulters by turn were few, tired of war and the harvest season approached. And so the siege proceeded at a stalemate for four years. The Earl’s bodyguards maintained the camp when the other soldiers were away, eventually taking over for most of the year as Asser saw no reason to pay more men to the siege. The Earl proceeded business as usual as if there was no rebellion at all. Most of the folk near Cnutwit lived without batting an eye to the fortress with a charred bridge. Even the king could care less since his efforts were on bringing his country back to shape.<br />
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The rebels were offered to be pardoned many times, but Humberth made it clear he’d stop only when all of Balion was Makerist. Thankfully for everyone involved he died of illness not long after. His men, who had started being disillusioned with the idea of armed rebellion chose to surrender, and so a bloodless revolt came to an end. The revolters returned to the village, although they weren’t well received by the people they forced to flee, so the fate of most of those men was to try mercenary work or become sailors. Cnutwit was dismantled to the last stone as a warning to future Makerists, but beyond that, the smooth dissolution of the rebellion only served to accept Makerism in Balion. In 812 Cyning Leavold signed the Letter of Six Leniences, decreeing that pagans and Makerists cannot interfere on each other’s faiths. While magnanimous on paper, the reality is that Balion remains a land in religious strife. Lords persecute the bearers of the sun-shaped pendants and blood is spilled daily. While the only rebellion so far was bloodless, everything points that a future one will be brutal.<br />
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''Written by Borrisnator''</div>Vordewindthttp://krenn.role-play.community/index.php?title=JumneJumne2019-04-09T15:39:44Z<p>Vordewindt: Vordewindt moved page Jumne to Jumnish Tribes without leaving a redirect</p>
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<div><strong>Rulers of the jumnish tribes:</strong> Jarls Huldi of Aska, Erik of Fiska, Guthrum of Hvitfjord, Eldar of Borthi;<br />
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<strong>Cultural analogue:</strong> Norse<br />
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= Jumnish Society =<br />
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Jumne is a harsh icy land in the far north. It is mostly known as the land of sea raiders who ravage the coasts of much of Calradia. However, many Jumnish are renowned explorers, traders and settlers. The islands are divided in four major clans who often feud with each other. All of its people worship Jumnish Paganism.<br />
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The Jumnish islands lie far from Calradia, further north than Sturgia across a sea of changing currents. On these ugly rocks are the hardy and resourceful Jumnish folk. The archipelago is mainly composed by the islands of Nantaland and Aska, surrounded by several smaller islands such as Auroraheima. Heavy snow falls everywhere, but on some place summer and the soil is better than elsewhere. The volcanic island of Aska and the southernmost reaches of Nantaland are the most fertile and populated regions of Jumne, as well as the most targeted for conquest.<br />
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Jumne is mostly divided into four clans - Aska, Fiska, Hvitfjord and Borthi, while minor ones who own smaller island live in their shadows serving as pawns. There are no major cities in Jumne as there are in Calradia, although major ports see as many if not more ships than those of Pravend or Charas. The small population of the islands mostly trade in furs, ivory, ore and jems.<br />
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Jumnish traders can be seen in any port, though they mostly stay away from any city center since the Jumnish carry a terrible reputation with the common people. Due to their geography, a Vlandian peasant would only see a Jumnish in his life if he was a sea raider. Piracy is rampant in Jumne - longboats led by disgruntled warriors with no master or broken oaths, pillaging any easy prey for easy money. It is important to distinguish raiders from other Jumnish, as most of them are simple farmers and fishermen, just like anywhere else. And any Jarl who wishes to maintain diplomacy with Calradia cannot also support raiding their shores - or at least not officially.<br />
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Despite their small numbers and harsh conditions, the Jumnish somehow has produced many a great men. Granted, most of them involve leaving Jumne to explore new lands, but it deserves attention as the Jumnish has spread themselves to Balion, Vlandia and Sturgia, blending their blood with those of locals, even reaching the far off lands south of Geroia and the isles of Lotki. Without Jumne, there’d be no Calradia as we know it. And as the influx of new ideas reach Jumnish society and elites, with the potential for the islands’ realms to be comparable in might to the likes of Balion and Sturgia, there’s no telling what the future holds for the north.<br />
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= Jumnish History =<br />
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=== The Great Frost (100-250) ===<br />
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The period of heavy snowfall, famine and migrations known for the Jumnish as Hvitt Teppi was a worldwide event of low temperatures. Although its causes are unknown, most blame it on godly causes. At any rate, the Jumnish were obviously in the worst position to suffer harsher winters. Rivers and lakes froze. Green fields became covered by inches of snow in mid summer. Only the regions on the south of the archipelago remained livable, everywhere else the people either died of starvation, frostbite or migrated to Balion and Calradia. The few who remained in Jumne could only describe the following three generations as plagued by fear, uncertain if they shall survive next day.<br />
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Skalds sing of legendary heroes who survived on the far north. Sagas mention favour from the god of fire and thus geysers Strokkur, who allowed these chosen clans to survive the Great Frost brought by Nifer, god of the cold underworld. Other poems talk about brave adventurers who traversed the harsh snowy plains between one settlement and another, maintaining communication and to some extent trade. In this age skis became highly sought after, and nearly every man learned to use them.<br />
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After three generations the frost receded, giving way to the grass and animals. The Jumnish who left for Balion, Sturgia and Vlandia returned to settle their ancestral lands again. What clans owned what had been blurred by time and ice, and so since no one could really tell who had the right to own what land, soon violence broke out on the verdant fields of Jumne just as they did on Calradia 150 years before. Now Jumne enjoys relative stability though the tales of the Great Frost still grips the people with fear, anxious as they are certain that it will happen again, stronger and merciless. That next time the oceans will freeze and the snows will reach the Aserai sands. They fear the Great Frost was only a small warning to the end times - Tha Er Regin Deyja - When The Gods Die.<br />
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=== The Philosopher King (790-815) ===<br />
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The volcanic island of Aska could pride themselves in being the greatest island of Jumne. Its rich soil could support a large population and few of its warriors felt the need to pillage other realms and risk meeting an early end as much safer options existed in their homeland. It was in this period of prosperity that Jarl Harald Fasoltson assembled a great fleet with gifts, translators and diplomats and set forth to Calradia. He visited almost every important king, duke and intelectual, meeting in person Emperor Phocus Macrobitius. This tour was meant to gather knowledge, and when he returned not only he gave his people Calradic ideas in administration and politics but also in irrigation, production, and nearly every aspect of their lives that Harald endeavoured to record and propagate in his domain. “Even still, after meeting many a boatbuilder and deckhand, I have not seen any place that makes better ships than us.”<br />
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The peasants were happy after an initial distrust of foreign ideas, since they were less likely to starve in winter than before. His vassals were also content with finding new ways to organize themselves and get work done. That was until he mentioned the vague suggestive seed of an idea of reforming Aska’s government inspired by that of the Empire, meaning, restricting the powers of his vassals. It didn’t take long until Harald was deposed, and the next Jarl elected had basically been threatened into freezing the politics of Aska as they were.<br />
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Harald Fasoltson, unlike many rulers who incurred the wrath of his vassals, had met a peaceful end. He travelled to Curaw where he befriended the Kynaz Oleg Stjurg, serving him as a very esteemed councillor full of ideas. He eventually passed away in 829 out of natural causes, at age 67. His exploits are well remembered, his deposing mostly swept under the rug.<br />
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<strong>The Philosopher King</strong><br />
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''Ancient blood of iron, from ancestors of old,''<br />
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''destined for greatness, his life would behold.''<br />
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''There he embarks the world to explore,''<br />
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''knowledge to seek on foreign shore.''<br />
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''The greatest of the great he would meet,''<br />
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''plenty would remark his mindful deed.''<br />
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''A better future for his people to ensure''<br />
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''all knowledge in the world he would secure.''<br />
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''Ready to change all that is known,''<br />
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''The world he no longer needed to roam.''<br />
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''It was time they headed back to all that was dear''<br />
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''Home, family and land all in tear.''<br />
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''Many a distrust he saw, many disagree.''<br />
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''His noble cause he wished the people would see.''<br />
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''And so trust they gave their king, his advice they would heed.''<br />
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''The path of betterment was near, he had planted the seed.''<br />
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''His legacy is still remembered to this day,''<br />
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''All ideas, all efforts we shall hope to stay.''<br />
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''And so King Harald we in songs will praise''<br />
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''To commemorate his everlasting grace.''<br />
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<strong>-- skald Aleo Rukkison</strong><br />
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''Written by Sir Kydric''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Khuzait_KhaganateKhuzait Khaganate2019-04-09T15:20:25Z<p>Vordewindt: Created page with "<strong>Ruler:</strong> Khagan Baian Ortolug <strong>Government type:</strong> Nomadic = Khuzait Soci..."</p>
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<div><strong>Ruler:</strong> [[Rulers of Calredia#Khagan Baian Ortolug of all the Khuzait tribes|Khagan Baian Ortolug]]<br />
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<strong>Government type:</strong> Nomadic <br />
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= Khuzait Society =<br />
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The Khuzait Khaganate was created and formed by Baian Ortolug on the outskirts of the Calradic border, whilst previously known for their reputation as small Khagan clans that often raided the Imperials, they are now known as the Noyan’s society, which is led by Baian directly who now controls all the nobles from his court in their capital city Tulug. <br />
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The Khuzait Khaganate is often known for their impressive horsemanship throughout the steppe’s and are often admirable fighters for those who have the right coin, however their industry mostly thrives on war and as a result of that they are at war with the Savramates, Sturgian’s and still the Imperials whom all think they are too aggressive and should not be allowed to last within Calradia before they totally invade certain areas converting them over to the nomadic lifestyle. <br />
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Currently, the kingdom’s they’re at war with know not to step anywhere near their mountainous steppe land, as they dominate mostly everywhere and if need be could set up a formidable ambush, what is normally done is every kingdom sets up a zone to defend which they know the Khuzait Khaganate will attack.<br />
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The noyan’s heavily support the way the khaganate is currently going, due to the fact that the unification by Baian has made them extremely strong as a united force, due to this his rule over the Khanate is very strong and what most people will often find is that if you defy his rule you won’t breathe for much longer under his strict leadership.<br />
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Until the end of his rule, there will still be countless amounts of raids on the foreign powers that the Khaganate are at war with, which may result in a terrible fate for them in the long run.<br />
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= Khuzait history =<br />
=== The War Of The Clans (310 - 320) ===<br />
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In the early years of the Nomadic life, all the clans were un-unified, and as a result of this they were all at war with one another trying to claim who rightfully had dominance over the steppes, the most prominent leader at this time was a man known as Sunji Kahar who took his clan known as the Ghaa Clan and raided tons of clans, destroying most and receiving a lot more enemies from this, in total he had destroyed around 13 weak clans and ended up almost being defeated on the 14th, which led his conquerage to come to a grinding halt. <br />
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=== The Imperial Clash (401 - 403) ===<br />
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During this time, all of the tribes were still heavily un-unified, however the Imperial army had enough of their raiding on their lands and as a result sent a massive army into the steppes of heavily skilled mercenaries, this band of mercenaries went by the name of the Black Cross Ordem who tried to totally beat the clans right in the heart of the steppes, however they totally failed after a huge series of ambushes took place on them, and they made their last stance known as Black Cross Bane.<br />
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=== Invasion Of The Savramates (710 - 712) ===<br />
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During this period, the Khaganate was extremely strong and totally unified by Baian Ortolug and they were ready to take their raiding and plundering to a whole new level, the Khagan army under the leadership of Baian directly at the time had sent a huge invasion force towards one of the Savramate capitals and ended up invading it, the battle was extremely bloody on both sides and eventually caused both armies to retreat, leaving the city totally abandoned, to this day the Khaganate still openly state that they have a claim on that city due to all of the fallen Kagan's that died there on that day.<br />
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''Written by Hazard''</div>Vordewindthttp://krenn.role-play.community/index.php?title=The_Way_of_the_SkyThe Way of the Sky2019-04-09T15:19:31Z<p>Vordewindt: Created page with "The Way Of The Sky is a religious belief of the Khaganate, all of the Khagan’s believe that when they die they become one with the sky with their ancestors and watch over th..."</p>
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<div>The Way Of The Sky is a religious belief of the Khaganate, all of the Khagan’s believe that when they die they become one with the sky with their ancestors and watch over the Khergian people from the stars, they believe that for every dead star is a Khergian ancestor watching over them in the field of battle, which often fuels their appetite during a raid.<br />
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Often, this is preached by many peaceful nomad’s and they even have their own dedicated temples so that they may spend time to dedicate good health and fortune to their brothers and sisters in the sky as a good omen to keep their luck going and to create a thought of unity with those that they may have lost over the years.<br />
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However, people of which that don’t follow this religion are often referred to as the “Lost souls” who pretty much stay in their body when they die and slowly rot away into the earth, so that their essence is basically trampled on every single day, these souls are often forgotten by most as most of the time, the Khagan’s believe it’s their enemies that suffer there rather than them.<br />
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''Written by Hazard''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Battanian_ConfederacyBattanian Confederacy2019-04-09T15:14:25Z<p>Vordewindt: Created page with "<strong>Ruler:</strong> Rì Dubnovellauno <strong>Government type:</strong> Tribal = Battanian Society = W..."</p>
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<div><strong>Ruler:</strong> [[Rulers of Calredia#Rì Dubnovellauno, king of the Battanians|Rì Dubnovellauno]]<br />
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<strong>Government type:</strong> Tribal <br />
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= Battanian Society =<br />
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While the Battanians remain strong and many, their pride bleeds from their loses in previous times. In other realms their people are enslaved or assimilated, and Dubnovellauno’s mind is plagued by the fear that one day they’d disappear. He is known as a just king and is distrustful of outsiders but nevertheless willing to make deals. The Battanians trade frequently with Sturgia and Vlandia, strengthening them and perhaps dissuading ambitions of conquest. But should conflict erupt, any mercenary captain knows Battanian troops are among the finest. <br />
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Currently, the Battanian's live in their own heavily secluded tribal society right next to the Sturgian Princedom, their capital is known as Sargot where Dubnovellauno and his tribal court rule over all of the Battanian people, currently they plan on defence methods against Sturgia and Vlandia due to their concerning military growth, the Battanian's themselves however may be fine warriors, however due to their shameful past of failed battles their hope has mostly been trampled on by the shadows of their past, nobody really knows of their inner fears due to their hard outer shell of courage and dominance however with the way it currently looks their tribal confederacy won't last for very long, what mostly glues them together is the embers of what used to be. If anyone was to invade their dying soils it would most likely be the last and final blow that the Battanian's could take before becoming nothing but a historical mystery. <br />
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The Battanian people have to mostly focus on themselves, seeing as they're known throughout history with their skills when it comes to longbows, they have a heavy skill for hunting, they trade most of their wares between one another in bear pelts, boar pelts and fox pelts and often trade them with Vlandia and Sturgia, this gets them a moderate income in order to maintain the people from famine, other than that they thrive in mercenary work but most companies are hired by foreign powers and if used against the Battanian's could most likely prove fatal. <br />
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Only the Battanian's mostly thrive in the hunting trade, if need be they plan to also expand their trade into lands beyond theirs in order to gain more gold to better their army and make far better defences in order to keep their confederacy surviving against potential future threats, whilst at the same time trying to find alternatives as to what else they could do to further better their financial gain and possibly become more than just the typical Battanian Confederacy, but this will mostly only happen IF either Vlandia or Sturgia don't attack them, or potentially another foreign power. <br />
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Currently, the most important place for the Battanian's is Ath Cafal due to the fact that is where most of their hunting industry is coming from, due to this they have put most of their defences over there in order to fully establish a secure economy in a war scenario, alongside this they're in the middle of the border so if they lose either Sargot or Car Banseth they will be able to re-route and establish a more secure point for any potentially dangerous scenarios that may also come their way, it also allows them to effectively setup proper ambushes and defence points within the woods, the only downside to this however is if the enemy decide to invade during a snowy period. <br />
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= Battanian History = <br />
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=== The Unification Of Battania (320 - 360) ===<br />
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Before Battania fully formed, it was made up of many tribes in the area, the three dominant tribes known as the Batta tribe, the Forest tribe and the Wate-Flows tribe all united together, throughout this space they had to conquer and dominate some other tribes, but others eventually decided to unify with them, as a result of this they all created a council and reigned as one government with their leader being the leader of the Batta tribe, Owain Swordsbane who renamed the tribes into the Battanian Confederacy which ruled with great dominance and power, with all their mind sets combined they created many new traditions which have lasted for centuries. <br />
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=== The Great Famine Of The 5th Century (401-403) ===<br />
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During these times, the people of the Battanian Confederacy had gone through a tragic famine, people believed that the cause of this was the anger of Clydno and Nyfain and often did as much as they can throughout the years to appease their anger, eventually after years of atonement they had finally started to regain back the population of deers, bears and so on and thus they were fine, the Battanian people were so religious that they didn't know the real cause of such events was the fact they were overhunting, too many animals were being killed at their hands to the point of near extinction but this time around they were very lucky for everything to have returned back to normal. <br />
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=== The Battanian Civil War (710-712) ===<br />
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Around this time, a tragic event had struck which caused a civil war to break out, the primary leader of the Battanian people otherwise known as Cynfarch Oer <br />
fell out with the tribal council and as a result they retreated to the region of Car Banseth and raised up a furious army against Cynfarch Oer <br />
that identified themselves as the Banseth Tribal Chiefdom which planned on eliminating the Battanian Confederacy totally, after a bloody battle in Jayek which left both sides heavily distraught a victor eventually emerged, which was the Battanian Confederacy, the previous ancient bloodlines were dead and a massive reform had happened which introduced new Battanian nobles into the tribal courts. <br />
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''Written by Hazard''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Battanian_PaganismBattanian Paganism2019-04-09T15:14:17Z<p>Vordewindt: Created page with "The Battanian people believe in a place known as Sky Haven which is believed to be a place in the sky where all whom have been pious and true to their people live once passing..."</p>
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<div>The Battanian people believe in a place known as Sky Haven which is believed to be a place in the sky where all whom have been pious and true to their people live once passing in the real world, they believe that this place is governed by a society of God's known as the Golden Circle which contains the many gods that the main creator of all, referred to as Mynfawr the Creator who plenty of years ago created the Battanian people and gave them an undying strength that has fuelled their passion throughout the many dark and dreadful years that they have faced, to them they believe that their failure is a test to see if they are worthy of surviving or rejoining the creator up in Sky Haven. <br />
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== Battanian Gods ==<br />
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==== The Creator: Mynfawr ====<br />
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Mynfawr is very vital to the Battanian people, he is the one who created the earth, Sky Haven, the Battanians, and the other Gods whom of which warden and protect humanity from any world ending threats, to upset Mynfawr would be to upset the earth and the other God's and in the past has resulted in some very dire consequences for the Battanian people and anyone else who has followed in doing such acts, these issues are often resulted around sacrifices and pleas to Mynfawr in order to appease his anger with the inhabitants of earth which may take a long time for them, sometimes even years. <br />
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==== The Wardens Of Nature: Clydno and Nyfain ====<br />
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Clydno and Nyfain are the Gods whom control all of Nature, this being literally anything related to the environment such as the plants, trees, water, nature and so on... these two manage nature for Mynfawr and often bring bad omens upon the Battanians if commanded to do so, there are very scared rules people must follow when they are in nature in order to not upset Clydno and Nyfain, doing so can often bring bad hunts, lack of minerals and so forth, to appease them one must often correct their wrong doings or suffer the wrath of nature, this normally results in people being struck by lightning, people being attacked by creatures, sometimes some people may even be found killed by nature itself. <br />
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==== Llywarch The Sharp ====<br />
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Llywarch The Sharp is the protector of Earth, if a truly deadly threat from the Underworld Crevis ever rises up and threatens earth or the Battanian people, he is to be sent down immediately in order to give the people the power to fight, whilst getting involved himself... Llywarch also acts as a key fighter to look to when fighters need warrior spirit, before most battles the Battanian people often worship him in order to get good luck throughout their battles, if he is upset during a battle what often happens to most people is that they will encounter a harsh series of their luck being ran out and dragged in front of them, which often results in death, their spirits will not rest easy if he is not appeased and will often be sent to the Underworld where they shall rot for going against the warriors code. <br />
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==== Murkas The Knower ====<br />
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Murkas is the God created by Mynfawr to watch over the earth, it is believed by the Battanian people that every animal that can fly are his eyes and that they watch over carefully, it is believed that Murkas often gives back reports to the Sky Haven of how people are doing and often tells anyone and everyone about the sins people have committed against the Gods, and for any threats that may occur on earth anyone and everyone cannot hide from Murkas as he simply knows every single secret that the earth has to offer and he always knows what people are doing, anyone that has tried harming Murkas' creatures however are believed to go blind and the only way to cure such blindness would be to beg Murkas for forgiveness at one of his many shrines. <br />
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==== The Underworld Crevis ====<br />
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The Underworld Crevis is a place where the doomed Battanian souls are sent, they're either sent here by the God's or by pure fate and doom, anyone that lives here are under the reign of the God created by Borwind that was originally believed to be Borwind's brother, however a corrupt force overtook them and they created their own 'perfect' world where all those who have done wrong much alike himself can feel the thrill of pain and suffering throughout the rest of their eternity, something of which this scary and treacherous place thrives on. <br />
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==== Elydir The Withered ====<br />
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Elydir the Withered is the soul creator of the Underworld Crevis, he was once created as the brother and heir of the Sky Haven and known as Elydir the Hand however when a wicked evil corrupted him he suddenly changed into an old withered skeleton like creature and fled from the Sky Haven, creating his own world where everyone is doomed to suffer which always proves to be a threat towards the Sky Haven, their biggest fear is that the lost souls and evil creatures that he will one day create will rise above and take the Sky Haven, killing all of the previous Gods and dooming all of earth to the same fate.<br />
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''Written by Hazard''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Sturgian_PaganismSturgian Paganism2019-04-09T14:58:00Z<p>Vordewindt: Created page with "Religion in Sturgia is as varied as its people. The old gods are strong and alive, sharing a kingdom with Makerism brought by the Empire. Pagans largely do not care if their n..."</p>
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<div>Religion in Sturgia is as varied as its people. The old gods are strong and alive, sharing a kingdom with Makerism brought by the Empire. Pagans largely do not care if their neighbour worships Lesha, Ylijumala or the Maker, but some Makerist fanatics are known for their intolerance and ambition of converting Sturgia; as such, it is not unfamiliar for blood to be shed. Sturgian and Urgu pagans show no sign of giving in, even as those who convert to the new, solitary Sun-God still tell stories from the old ways.<br />
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== Sturgian Paganism ==<br />
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The Sun and the Moon created the Earth, and from their union was born the first God: Lesha. Then Mother-Lesha gave life to the first spirits to inhabit the world and spawn the trees and the animals. Humans are the only beings related to the spirits and thus capable of reason and emotion, and the greatest families claim ancestrality to the greatest gods. It is said people who have lived a good and moral life will pass into the afterlife as a benevolent spirit, while those who are cruel shall have their soul banished by Lesha, although a few survive and remain hidden as evil presences, becoming monsters (such as wights, vampires, werewolves, mares, strigas, riders of the Wild Hunt) or propagators of illnesses and disasters; however, not all tormented souls remain evil and some are passive, seclusive or even seeking redemption.<br />
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=== Supreme Goddess ===<br />
*<strong>Lesha</strong> - daughter of the Sun and the Moon, Mother of the Earth, goddess of fertility, love and health<br />
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=== Greater Gods ===<br />
*<strong>Nasibog</strong> - god of wisdom and judge of morals<br />
*<strong>Mytibog</strong> - god of war, Nasibog’s son, oversees battles and decides the winner<br />
*<strong>Duti</strong> - god of thunder, rain, wind and the seas<br />
*<strong>Ogne</strong> - god of fire<br />
*<strong>Peklobog</strong> - god of stone, ores and the subterranean<br />
*<strong>Miod</strong> - brother of Winny, god of alcohol and merrymaking<br />
*<strong>Strig</strong> - god of wealth and commerce<br />
*<strong>Vidoic</strong> - god of the stars and navigation<br />
*<strong>Walic</strong> - god of smiths and craftsmen<br />
*<strong>Diath</strong> - divine worship of Diath, founder of the Empire<br />
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=== Greater Goddesses ===<br />
*<strong>Senia</strong> - goddess of fate, determined at birth<br />
*<strong>Rodowna</strong> - also known as Baba Yaga, goddess of death and transition to the afterlife<br />
*<strong>Letibog</strong> - goddess of the soil and the harvest<br />
*<strong>Zitibog</strong> - goddess of the hunt and wildlife<br />
*<strong>Estowna</strong> - goddess of family and protector of the home<br />
*<strong>Winny</strong> - sister of Miod, goddess of dancing and music<br />
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...and other lesser spirits, as every aspect of life is associated to one.<br />
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== Urgu Paganism ==<br />
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The world was hatched from the egg of a swan. The Earth brought holy animals from the celestial world, such as bears, elks, swans and other waterfowl. Hunting these divine beings require great respect and ceremony to honor it. Spirits govern every aspect of life, from protecting the home to growing crops, and the human soul is composed of two spirits - Elama (Life) and Mina (Self) - when a person’s life ends, its Mina goes to the realm of the dead, Kuonkunta, ruled by the the Goddess of Life, Death and War, Kuonttalaa. There every soul lies in eternal slumber - good souls shall dream of pleasant things, while evil ones will either be numb forever or experience endless nightmares. Shamans are the highest temporal and clerical authority in an Urgu clan. They decide on everyday matters and the Shaman, with his disciples, communicate with the spirits of nature and voyage to Kuonkunta to ask the dead for advice.<br />
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=== Supreme God ===<br />
*<strong>Ylijumala (bear-faced)</strong> - Father of All Men, Master of Nature, the Sky and the Rain.<br />
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=== Greater Gods ===<br />
*<strong>Merar (swan-faced)</strong> - god of the sea and thunder, son of Ylijumala<br />
*<strong>Maapräs (dog-faced)</strong> - god of the harvest and protector of plants, son of Ylijumala<br />
*<strong>Visarinen</strong> - god of smiths and craftsmen<br />
*<strong>Valkoinen (owl-faced)</strong> - god of fertility and the Moon<br />
*<strong>Pellon (fox-faced)</strong> - trickster god of rituals, festivities and brewing<br />
*<strong>Kuume (wolf-faced)</strong> - trickster god of wisdom and diseases, son of Pellon<br />
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=== Greater Goddesses ===<br />
*<strong>Kounttalla (crow-faced)</strong> - goddess of life, death and war, wife of Ylijumala<br />
*<strong>Keula (elk-faced)</strong> - goddess of the hunt and wildlife, daughter of Ylijumala<br />
*<strong>Lemala</strong> - goddess of sacred places<br />
*<strong>Tammerha</strong> - goddess of the forest<br />
*<strong>Pilota (cat-faced)</strong> - trickster goddess of persuasion and tutelary of thieves, daughter of Tammerha<br />
<br />
...and other lesser spirits, as every aspect of life is associated to one.<br />
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''Written by Warwick & Wlodoviec''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Sturgian_PrincedomSturgian Princedom2019-04-09T14:49:26Z<p>Vordewindt: Created page with "<strong>Rulers:</strong> Grand-Prince Oleg Stjurg, Prince Tugomir Bunin of Balgard, Prince Jagiello Sakal..."</p>
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<div><strong>Rulers:</strong> [[Rulers of Calredia#Knyaz Oleg Stjurg, king of the Sturgian people|Grand-Prince Oleg Stjurg]], Prince Tugomir Bunin of Balgard, Prince Jagiello Sakalauskas of Varcheg<br />
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''The confederation of small kingdoms that is now the Principality of Sturgia came into being only a century ago. As boomtowns sprung up along the great rivers of the north, the local tribal leaders forged marriage pacts with Jumnish and other adventurers, hiring their swords to subdue their neighbors. Under pressure from the empire, they elected a prince to lead them in war, and eventually the princes became a hereditary office. But the idea of a monarchy has never sat easily with the independence-minded boyars, and the potential for rebellion always lurks under the surface of Sturgian politics.''<br />
<br />
= Sturgian Society =<br />
<br />
The Sturgians call their lands home for centuries. From before the Empire and the Sun-god, in the deep woods and rolling snow white fields lived the Sturgians. It is believed that in the first century Jumnish settlers established trading posts arrived on the Pirash River, these spots eventually growing into boomtowns that also saw Battanians, Savramates and Khuzaits immigrating. Curaw quickly became famous for its power and wealth, as well as its Jumnish-Sturgian people that would soon become more common. They called themselves “Ljudi od Rijeka", the Peoples of the River.<br />
<br />
The Jumnish would arrive again, in greater number and ferocity in the second century. Pushed from their homelands by increased colds that also bit into Sturgia’s far north, the locals found in them both immigrants and invaders. In the end, the Jumnish influence in Sturgia was undeniable, both as culture-shapers and sea raiders.<br />
<br />
Sturgia was once part of the Empire, having gained their independence in the Edict of Eternal Peace, which remains upheld and both peoples enjoy good relations. Most of Sturgia’s people live hugging the Pirash River, where commerce and fishing support a large population of many cities. The Peninsula of Varcheg also enjoys amenable climate facing Argad Bay and protection in its many fjords. The far north plains of Balgard instead sees more often than not poor soil and long, dark winters. As Sturgians inhabit Balgard’s south, its north is home to the Urgu people, a number of tribes known for their extraordinary resilience needed to live in their lands. Although culturally distinct and worshipping different gods, the Sturgians and the Urgu have for most of times called each other friends. The Shamans of the Urgu tribes have pledged allegiance to the Sturgian Boyars for generations in exchange for protection from the nomads of the Taiga.<br />
<br />
Religion in Sturgia is as varied as its people. The old gods are strong and alive, sharing a kingdom with Makerism brought by the Empire. Pagans largely do not care if their neighbour worships Lesha, Ylijumala or the Maker, but some Makerist fanatics are known for their intolerance and ambition of converting Sturgia; as such, it is not unfamiliar for blood to be shed. Sturgian and Urgu pagans show no sign of giving in, even as those who convert to the new, solitary Sun-God still tell stories from the old ways.<br />
<br />
The Boyars and Chieftains of Sturgia are known for their autonomy just as much as their wealth. Trade from the Pirash is the lifeblood of the powerful Sturgian lords. They boast of mighty fleets of longboats and galleys, and none gets close to that of Curaw, rulers of impressive beasts of wood meant to both protect trade and engage in war between chiefs. And on land they have deep pockets to attract droves of mercenaries to man the thick, Imperial-engineered walls as well as to bring them down.<br />
<br />
The Knynaz of Curaw rules all other Boyars for generations, but he knows full well that any mishap, insult or faint whiff of centralization means civil war. Currently, the Knyaz Oleg Stjurg is happy to focus on nothing but military manners. While it seem reasonable to do so, seeing that the Khuzaits knock on Calradia’s edge and threaten to bring down all the kings and peoples under them, the Knyaz’s aloofness on other matters have also caused his country to suffer under poor administration and outright corruption. As Sturgia in the north, the Empire in the south and the Savramates in the east brace as a united front against nomad hordes, there’s only praying for whichever god or gods there are that Sturgia doesn’t crumble on itself.<br />
<br />
<br />
= Sturgian History =<br />
<br />
=== Radomir the Red (320-360) ===<br />
<br />
The rule of the Knyaz of Curaw is much talked about, both in great ballads and tales of heroics, as well as imagery summoned to spice up a dooming threat. He is known for many tales, including how he ventured to Jumne and killed an albino wolf with his bare hands and use it as a banner, how he lived his 13th year with the Urgu and his 14th on an islet on the Alai Sea alone and how he supposedly became the richest man in Calradia.<br />
<br />
Time, as it usually does, exaggerated his original deeds but beyond a doubt the most well-known, warped and probably false story starts when he, as Knyaz of Curaw, set out to quell the revolting Druviniev people. He marched with 5.000 men, defeated the rebellion and returned only to find they had sacked Curaw and killed his wife. That happened before the peace treaty was already signed, but his fury cared not for legal details. He marched his warband back to the Druviniev and demanded the man who murdered his wife step forth. When no man assumed responsibility, he turned his army to the village and ordered his men to slaughter every married woman. Despite much resistance among his troops, the wildest and most unhinged soldiers had no problem in killing innocents, quickly descending into massacring all the other women, children and elders.<br />
<br />
At the sight of this, the Druviniev sallied out from the fortress and were joined by most of Radomir’s mutinous men. The rampaging soldiers were quickly defeated and the Knyaz fled. Here tales from the Druviniev diverge, some saying he ran to live in the Taiga while others tell how he turned to live on the streets of Curaw, but all versions paint the picture of a hunched, dark figure wearing the silken rags of what was once the robes of a prince, slurping wild on the blood of a corpse. He is said to have become a vampire, a lunatic driven wild by heartbreak and betrayal. And some say he still lives.<br />
<br />
=== The War of the Aurora (401-403) ===<br />
<br />
One of the most fateful periods in Calradia began on the most unlikely of places - the taiga of the far north. An eruption on the Jumnish volcanic island of Auroraheima caused a mass exodus, as ash not only blanked the island but the Jumnish mainland as well. The Urgu on Balgard's coast were faced with hundreds of frenzied longships. The Shamans of the Urgu people of Fisdnar, Ryvi, Karala, Jarvi and dozens of other tribes found themselves being pressed back further south.<br />
<br />
Shaman Urho of Lehto demanded help from the Boyar of Balgard, for they all pledged vassalage to him. The snow fell as the air before the city walls was thick with tension. When Boyar Geralias refused to march in the middle of winter, Urho was enraged and laid siege to Balgard. As this was happening, one Juho of Joutsen found this a perfect opportunity to break off and raid his way east towards Curaw.<br />
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News travelled quick to the Kynaz - he was facing a Jumnish invasion, an Urgu uprising and rogue pillagers on his own doorstep. The suddenness and confusion of it all led to Kynaz Valdim grouping the same Urgu raiding his lands and the ones in Balgard together. He grabbed his men from their homes buried in snow and set out to punish the rebels. What happened instead was tragic. Valdim and Urho had never seen each other in their lives, and deciding which man sinned the most was never to be settled peacefully. When the besiegers caught wind of the royal host marching to kill them, they turned and engaged them with their staple guerilla tactics. Thick snow and blizzards only aided their ski-mounted warriors. After picking off foragers and scouts, the main force was easy prey to be massacred in a field of blood, and that was exactly what happened.<br />
<br />
How the Urgu infiltrated Curaw, opened its gates and proclaimed their Shaman ruler of all Sturgians can only be guessed, but what is sure of is how, Andrzej, Valdim's son and legitimate Kynaz had little time to flee the city. He sought refuge in the Empire, promising to bend the knee if the Emperor were to reclaim his throne. The legions were quick to press on the Stugian border. Most Sturgian lords welcomed the Empire, for they held Urho unsurprisingly with no regard. Nevertheless Valdim had the fame of a cruel man, and some few lords pledged to serve Urho, and their numbers swelled by independent-minded boyars. They managed to fight the legions off during the winter. Some fortresses mounted and impressive defence. But no man lives without food, and when the spring thaw came the way to Curaw was clear.<br />
<br />
The Urgu regrouped and fled into the taiga, where they managed to push back the Jumnish and dodge the Empire. It would take decades for all the Urgu tribes to be brought back under vassalage, and many of these years were spent doing nothing. They were known for their cruelty, above all for the slaughter of Ismirala, where they sacrificed most of the local population to Kuonttalaa, the goddess of Death, Life and War, as reparation for the many lives of their own the Empire took. They impaled most of the men, women and children, placing fir wreaths on their heads - all this only to disappear without a trace into the thick woods.<br />
<br />
Elsewhere, it was only a matter of cleaning up anyone who disagreed with being ruled by the Empire. Kynaz of the Sturgians, Andzrej Borisovich was crowned on the founding stones of the Cathedral of Curaw, a monument that would be built during his long rule and as the last stones of the bell towers were placed, would see his body buried in it. Crowds filled the streets to attend his funeral, and whether it was out of respect or fear, the Empire and the Maker were there to stay for 300 years.<br />
<br />
=== The Godly Troubles (710-712) ===<br />
<br />
Following the Treaty of Eternal Peace, granting Sturgia’s independence, not only the Imperial legions left but also their aggressive missionaries. Native Sturgian and Urgu paganism had survived 300 years of harsh Imperial persecution, some faithful having left the main towns in favour of the distant north where the Empire’s influence was tenuous. Many of the converted commoners and nobles practiced Makerism syncretized with pagan aspects or outright worshiping the two religions at once, and when the Empire left many decided to put Lesha above the Maker. This outraged many of the court in Curaw and the Knyaz Jarusz the Wise, announcing that no heresy will be tolerated.<br />
<br />
He was met with a coalition of several lords, claiming their freedom from royal intervention. They were brought together and led by Boyaritsa Aive Vitsut. The pagan cause drew more and more men to its banners and even gained financing from the Makerist Pirash trading towns who wished to undermine the Knyaz and gain autonomy. Even if the crown was outnumbered, Jarusz believed in his holy mission and marched to war. The Maker, however, didn’t seem to favour him as he was slain in battle.<br />
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Aive Vitsut was declared the Knyaginya and immediately proclaimed the confusingly-named Edict of Perpetual Unity, granting the right to every landowner to decide what faith is practiced in his lands and by his people and how no one may infringe on this, not even his liege. While it was far from granting the people religious freedom, it could be argued that segregating the realm in religious communities was more likely to keep the peace. And indeed, Sturgia would remain free of large religious conflict to the present day.<br />
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Aive would rule for 20 more years, eventually dying kicked by a horse. Her rule would be famous Sturgia by always seeking to solve problems peacefully. She would convert to Makerism and, ironically, become a saint for her extensive charity and creation of churches. Other less flattering aspects of her reign include advocating for rulers to favour their daughters in inheritance instead of their sons citing it’d be Mother Lesha’s will, while others claim all children of hers were bastards. As usual, discerning what is true and what is fabrication shall be lost to the past.<br />
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''Written by Warwick & Wlodoviec''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Vlandian_KingdomVlandian Kingdom2019-04-09T14:21:01Z<p>Vordewindt: Created page with "<strong>Cultural Analogues:</strong> Lombards, Franks, Visigoths <strong>Ruler:</strong> Rulers of Calredia#Amalareiks Vlandi, Dux of Ostican and Rex of the Vlandians|Rex A..."</p>
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<div><strong>Cultural Analogues:</strong> Lombards, Franks, Visigoths<br />
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<strong>Ruler:</strong> [[Rulers of Calredia#Amalareiks Vlandi, Dux of Ostican and Rex of the Vlandians|Rex Amalareiks I]] <br />
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= Vlandian history =<br />
=== 270-320 AF: The Life of Wilund the Bold ===<br />
<br />
The Vlandian Chronicle begins with the birth of Wilund the Bold, son of Hrosith, in the far-off isle of Aska. The Chronicle takes down precious little on Wilund’s boyhood, noting only that he’d earned ill repute amongst his kinsmen for mischief and devilry. It’s little surprise, therefore, that as a young man, says the Chronicle, Wilund had already made an enemy of the isle’s jarl. And so he bided as an outlaw in Aska’s hills for some time, until with his companions he made for Calradia, where for many years they sailed the country’s coasts, looting and plundering whatever settlements Wilund judged worthy of such. Against Wilund, the Emperor sent a great many soldiers, and trounced them all did he, so that when he came ashore before the fort of Gescem, called now “Gism,” he found no warriors on its ramparts. Wilund and his men were weary of their lives as rovers, and keen to finally settle down. Fertile Gism, with its many miles of wheatfields, must’ve looked especially inviting. And so, Wilund declared the fort and its lands his, and his subjects and companions knew him henceforth as Count Wilund. Word quickly spread of Wilund’s bold proclamation of rulership. Many of his fellow pirates shared his desire for an easy life ashore, and Wilund’s army swelled with raider outfits who’d pledged themselves to his banner. <br />
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==== The Siege of Pravend ====<br />
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The emperor, whom the chronicle names Konstanz I (Constannes), was willing to begrudge a few piddling defeats against some Jumnish pirates - none dared make their homes on Calradia’s shores lest to fight their kinsman as the emperor’s sworn swords. The emperor would not, however, brook an affront so grievous as the seizure of his lands. By the time the emperor had marshaled his warriors for a battle with these invaders, though, Wilund had already marched his followers down the Bezan Coast, where he laid siege to the city of Pravend. <br />
<br />
Wilund’s army was in no shape to take on Pravend in a traditional siege. Wilund found his new home in Gism packed with all manner of traps, designed to hamper or slow down besieging foes. Wilund judged that if Gism was as well-equipped as it was to bring an army’s siege to naught, proud old Pravend must not only be such, but more so. Of course, on top of its defenses, in Pravend was a capable garrison - Wilund pictured his men scaling the city’s walls with ladders, only to find themselves hacked to pieces by an impenetrable wall of mailed men which had come together around the top rung. Wilund imagined, however, if something was done to end the defenders’ vigil for a brief moment, they could mount their assault unopposed. A fire, he predicted, would call for the attention of all the city’s inhabitants were it big enough. And so, Wilund himself, joined by some of his bravest, entered the city in a captured caravan, and under the cover of night, set fire to the city, availing themselves of some pitch they found in the city’s market. Just as Wilund had envisioned, the city’s warriors left their posts to the fight the flames. It was then all Wilund’s men left their camp, throwing ladders over the walls and rallying on the other side of the city’s walls. The city fell swiftly to Wilund and his men, who set forth down the coast and into the Corvwin Peninsula, and routed the Peninsula’s armies at the Battle of Darasario. Wilund, though, was far from satisfied, and, eager to see another city added to his burgeoning kingdom, marched his men down the ancient Imperial road, the Sutzen Way, at whose end Wilund would find the prosperous city of Suno. <br />
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==== Battle of Lyindah ====<br />
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Wilund and his men were camped outside the hamlet of Lyindah, though, when at dusk he was roused from his sleep by his servants. Imperials, they told him, had assailed sentries posted some distance ahead. Wilund ordered all the camp awoken and dressed for battle. By the time this was done, though, a 5000 strong Imperial army had already formed ranks on the fields before the camp. Wilund hastily assembled on the opposite side of the field, who locked shields and awaited the Imperials’ next move. The Vlandians, however, had not many skirmishers nor archers, so that when the Imperials sent against Wilund’s shield wall javelineers and rangers, all Wilund’s men could do was slowly plod up the field in formation. For so long had Imperial skirmishers harassed Wilund’s shield wall that his entire left flank broke ranks and chased them back to Imperial lines, before making their way back to Wilund’s shieldwall cheering and hollering. It was then, however, when 1000 Imperial horsemen thundered out of the thicket behind Lyindah, all mantled in chainmail with spearshafts between their fingers. At the head was none other than Emperor Konstanz, whom all Vlandians thereafter knew as Konstanz the Sharp. Wilund, who could only watch from behind what remained of his shield wall, was prostrate with shock.<br />
<br />
Before long, however, Wilund’s shock turned to admiration, and he swore that were his kingdom to survive this battle, all its greatest warriors shall be horsemen. The imperial charge swept right through those of Wilund’s men who’d already been scattered by the skirmishers, and in a flash had already crashed into Wilund’s shieldwall. Wilund’s men, most of them pirates and brigands whose only field experience was in boarding actions and coastal raids, were hardly equipped for a charge from the Empire’s famous cataphracts. Within moments, those few of Wilund’s men who weren’t slaughtered had already taken to their heels. Seeing this, Wilund tore off his armor and dropped his sword, mounting a fallen Imperial’s pony with the aim of finding Konstanz on the field, meeting the emperor after he’d dismounted his own stead for a drink. Wilund, he told the emperor, asked that the surviving Jumnish be spared, and welcomed any condition that might see this done. Konstanz, impressed with Wilund’s boldness and mindful of his men’s skill at arms, told Wilund that were he to pledge his fealty to him, he could keep his lands. And so on the fields of Lyindah, Wilund was anointed Count of the Bezan Coast according with Calradic rites, before swearing lifelong fidelity to the Emperor of Calradia. <br />
<br />
And so, Wilund was led to the river Lvenn. Konstanz had bid his vassal forswear the Gods of his forebears and accept the one god of Calradia, the Maker. In a ceremony overseen by the emperor himself, Wilund was baptised in the river at the ford of Nemeja. That same day, Wilund was betrothed to Gizeld, the youngest daughter of Konstanz the Wise - on the grounds thereof, all following Vlandians counts and kings boasted blood from Calradia’s imperial line. Wilund made for Pravend, upon whose shores he convoked the first and last folksmoot in Vlandia. All of Wilund’s men were called together on the shores outside the town. Here, Wilund imparted to his men how he’d taken up the faith of their former foes, and invited them all to do the same. The Vlandian Chronicle records that there were none who did not follow Wilund’s example, and all were baptised along Praven’s shores in the Bay of Azscad, which today’s Vlandians know as Azgad. Wilund parceled out the Bezan Coast among his chieftains and bravest followers, who, taking after Wilund, married Calradic girls. Wilund’s reign as Duke of the Bezan Coast was marked largely by his own campaigns against his kinsman, who yet pillaged the Bezan Coast. Before the end of his reign, the Bezan Coast’s Jumnish nobility came to be known as Vlandians, taking their name from Wilund, whose Calradic name was “Valandion” - with time, the term came to include their subjects, who’d adopted many of the mores and lifeways of their rulers. Perhaps the most significant happening of Wilund’s reign was, in its seventh year, he outfitted all his bodyguards with horses. Because nearly all his vassals followed suit, it’s thought that here was born Vlandia’s famous cavalrymen. <br />
<br />
=== 320-340 AF: The Reign of Count Hrosith ===<br />
<br />
Wilund would pass on in his thirtieth year on the throne. His successor was his eldest son Count Hrosith. Wise but unambitious, Hrosith never strove after more than administering his county’s laws as his father laid them down. Count Hrosith enjoyed a peaceful, although comparatively unexceptional reign. Well known was Hrosith’s campaigns with the emperor on the emperor’s eastern frontiers, where Vlandian cavalry brooked its first test - against the notorious Asserai horse archers. Also important was Hrosith’s shedding the title, “Count of the Bezan Coast.” From then on, his line’s domains were known as “Vlandia.” Also worthy of note was the Battle of Azgad, where Hrosith fought the last battle against the Jumnish in Vlandia’s history. <br />
<br />
=== Count Derthold ===<br />
<br />
An infected arrow wound sent Hrosith to the hereafter in the twentieth year of his reign. Hrosith’s successor was the lionized Derthold, whom most Vlandians remember as Derthold the Brave. Derthold’s reign was not shaping up to be especially remarkable. Derthold, raised away from Pravend in the Calradian capital, like his predecessor was not desirous of more than a stable kingdom ruled in harmony with Wilund’s Vlandian Law. It seemed as if the Vlandians had somewhere in their short history left behind the fierceness and restlessness to which the County of Vlandia owed its existence. Ever since Vlandia’s shores had been rid of raiders and pirates and the Asserai were driven from the Empire’s borders, there’d been little to test the Vlandian people’s skill at arms. There were some in Count Derthold’s court that contended if the king could not soon find a nation with which his subjects could wage war, soon will the Vlandians have to mourn the loss of their fighting spirit. Perhaps there was no better a time, then, for news to arrive in Count Derthold’s that there was grounds for yet another war with the Calradic Empire. Scholars at the abbey of Kermal had uncovered evidence that before Konstanz the Sharp had gone the way of all flesh, he’d willed that the imperial province of Galend be turned over to the Count of Vlandia.<br />
<br />
This, however, had never been done. Hearing this, Derthold asked his court for the right course of action. They agreed this warranted nothing less than war. And so, in the fifth year of his reign, Derthold called to arms his vassals, and without warning sent them all against one or another of the Empire’s forts along the Lvenn. Derthold himself laid siege to the mightiest of these, the ancient hillfort of Meroc. The Empire, who could hardly begrudge ninety swords for even proud old Meroc, was still on the mend following its war with the Sturgians further north - doubtless, they hardly bargained for a war anywhere they judged ably defended by their Vlandian vassals. The Lvenn’s Imperial forts were thus in no shape to stand a siege - all either capitulated without a fight or were deserted by their garrisons, who fled for Yalen.<br />
<br />
After seizing the banks of the Lvenn, Derthold came together with his vassals for a council of war. It was decided Derthold’s army would surge over southern Rhodokia in a three-pronged assault. Aistulf, Baron of Tevarin, would occupy the highlands southwest of the Lvenn, where he’d delay the advance of responding Imperial armies from the province of Jaculan. Raditchs, Baron of Azgad, would raid around the border between Jaculen and Galend, his aim being to kindle panic among Imperial citizens besides turning the Emperor’s attention away from actions further west. Derthold would lead the largest host towards Yalen - besides capturing the largest city in the province, a successful investment of the city was all Derthold needed to grind the flow of men and resources into the region to a halt. Numerous smaller hosts and warbands were sent out, charged with scanning ahead of the main body of troops, garrisoning captured forts, and the like - these totaled at least a quarter of the Vlandian army’s combined strength. <br />
<br />
==== The Siege of Yalen ====<br />
<br />
The old Imperial stronghold of Yalen stood atop one of the tallest hills in the province, with two of its walls just feet from seaside cliffs. Girdling the keep were limestone walls forty feet high and fifteen feet thick, which each stretched for half a mile. Its garrison was the largest in the province, and had just been augmented by Imperials from the Lvenn. Truly, besieging the place would be a knackering job. This was especially so for Derthold’s Vlandians, who apart from the Count’s elite horsemen, were comprised mainly of peasant levies who hadn't a clue what a pitched battle looked like. Derthold’s 14,000 man army also only outnumbered his foes 3 -1 - good odds in any engagement that isn’t a siege. Yalen’s garrison must’ve then been very pleased to see Derthold’s entire host formed up in the glen below the castle - with these variables, Derthold could only fail in an assault on the castle.<br />
<br />
Derthold, however, did not launch his men headlong against Yalen as its garrison expected, instead leisurely marching them through the three small fishing hamlets on either side of Yalen, around which they spent the next hour pitching camp. Derthold aimed to wage a war of attrition, which from here on would be the among the most pervasive tactics in Vlandian warfare. And so, for four months Derthold and his men did little else but wait in the vale below Yalen. Yalen’s garrison, meanwhile, hemmed in on all sides by Vlandians, also hadn’t much to do but watch their supplies dwindle. Within three months, Yalen’s Imperials were out of water and nearly out of food. They’d been starving for two weeks when the garrison’s captain, whom the Chronicle names as Vincsenz, finally turned over the city to Derthold on the condition that he vouchsafe their safety on a march across the provincial border, east to Jaculan. Derthold assented to these terms. Having achieved the war’s aims in essentially one lateral move, Derthold was ready to call a truce and head home, but elected to link up with Baron Aistulf’s host further north before doing anything else. <br />
<br />
==== Battle of Carowel Pass ====<br />
<br />
Baron Aistulf’s occupation of the Galend highlands had thus-far been perhaps the most uneventful theatre of Count Derthold’s war with the Empire. Derthold’s prediction that Imperial succors would arrive from Jaculan never came to pass, the province’s administration steeling for their own invasion, a decision in part called forth by the guerilla war Baron Raditchs’ despoiling the river settlements along the Lvenn. Baron Aistulf found hardly a soul on his march Galend’s glens, the province’s Highlanders all having fled to forests and furthest hills on hearing of the Vlandian host. Aistulf as a result had to bear very little resistance in taking possession of the land’s numerous ancient ringforts, where the Highland tribes still made their home. Barring the company of their comrades, however, Aistulf’s Vlandians spent the occupation in near thorough solitude, in the foreign landscape of Galend’s highlands. Aistulf and his 2000 men were thus more than gladdened to hear they’d been sent for down in Yalen, where they’d unite with the host of their king. Aistulf was making his way through Carowel Pass, south of the fort at Mt. Mar Has, when 2000 blooded Highlander clansmen pounced on either side of the column. Aistulf’s Vlandians, no thanks to their three months of seclusion, absolutely stunned, and before long panic reigned in Aistulf’s host. Wedged between two determined Highlander thrusts made escape impossible spare for those few at the column’s front and rear, and even most of them were mowed down moments later by slingers and javelineers. Baron Aistulf was among the first slain, skewered atop his horse by the highlander chieftain Culchaoir, who then repeated the feat with five of the baron’s mounted bodyguards. The Chronicle reports only forty men made it Yalen to tell Baron Derthold of what’d happened to their fellows at Carowel Pass. <br />
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News of the Carowel Pass massacre sent Count Derthold into a legendary rage - so wroth was he, that it’s said he spent half day wreaking havoc in Yalen’s halls. As soon as his temper settled, Count Derthold called together all those vassals with him in Yalen for a council of war. In equal measure heartsore and resentful over the tragedy at Carowel Pass, Derthold’s lieutenants resolved to continue their war against the Empire - Carowel Pass had made the war a question of honor. Every man of highborn stock with the count’s host lost a relative or friend at the battle - all couldn’t be keener to avenge them. However, every Vlandian who’d been reared with a noble’s education had heard tales of the highlanders’ century-long resistance to Imperial rule, and agreed that were they to ever pacify the Highlanders, it’d have to be after their war with the Empire. After all, their quarrel was as much with the Highlanders as with the Imperials, Carowel Pass being a show of the peoples’ fealty to the Calradic Empire. Derthold’s host in Yalen, though, while in fine fettle, was simply no good as a conquering army - not at this stage of the war, after the Empire’s had three months to compose themselves. Count Derthold, on the grounds thereof, decided it would be prudent that this next phase of the war be waged from a defensive posture. His host would await in Yalen for an Imperial army sent to reclaim the city. Half of it would garrison Yalen proper, which he’d made his headquarters. The rest would be parceled out for one or another of the surrounding towns and forts, with larger warbands being posted to strategic locations along the margins of the perimeter. Those Vlandians not in Yalen were sent across the provincial border into Jaculan, like Aistulf with the end of diverting the emperor’s attention away from Yalen, mayhaps winning some more ground for the County in the act - they’d of course be steering clear of the highlands. <br />
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It cannot be said Emperor Tarquin wasn’t the least bit shocked by the Vlandians’ betrayal. After his thorough hammering of the Sturgians across the Empire’s northern border, though, there was little question the emperor was more than capable of setting his hand to bringing the Vlandians to their knees. For three months, Tarquin listened to his advisors beseech him without break to lead an army from Halmar to Yalen and finally teach Derthold the same lesson he taught Vargan Rullis. The emperor’s prime concern, however, remained preparing his eastern provinces for the looming threat of a massive invasion from the Asserai. Tarquin, notwithstanding the Empire’s embarrassing lack of success in Galend, was confident his governor in Jaculan, Torvus, could manage the Vlandians’ advance fine without his emperor. After all, even without crossing the Imperial border, the terrible Asserai had already managed to sent the Empire into a panic - most Imperial citizens were plenty assured, however, their Vlandian rebellion would end as soon as Derthold crossed the border into Jaculan if it didn’t wear itself thin before then. When the emperor heard, however, that not only was Derthold fitting out Yalen for an Imperial invasion but had also sent a formidable host into Jaculan, he knew the time for action had shown. Tarquin left Halmar with 3000 Imperial legionnaires, all seasoned by the last decade’s war with the Sturgians besides unnumbered bandit crackdowns and tribal revolts. <br />
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Tarquin forced marched his men to the Empire’s border and through the friendly Duchy of Uxkhal, making it to the eastern edge of Galend’s border in squarely four days. There, Tarquin ordered his men make camp and sent for the area’s highland chieftains, who’d join his army and guide the Imperials through the Highland’s rough terrain. Arriving hardly two days later were 1200 Highlander warriors, many of whom veterans of the battle at Carowel Pass, besides 900 loyal Imperial militiamen gathered together on the Highlanders’ journey there. After five days of rest, Culchaoir, the hero who at Carowel Pass had slain Baron Aistulf, led Tarquin and his army through Galend’s hills and mountains until coming upon the Vlandian-occupied fort of Slytics. There, at dawn, Tarquin formed up his men before the fort’s gates. Tarquin himself rode alone to the walls where he entreated the sentries for an audience with their captain. Before long, the fort’s leader, Lord Chilfric, had appeared on Slytics’ walls, where he cooly asked the emperor of his business. Tarquin answered that the fort’s garrison had until the day’s end to retire from Slytics, lest he’d have to lay siege. Chilfric responded that he’d no qualms with his men departing the fort, but that he himself had no choice but to remain and defend it. Tarquin told the lord he was free to do as he wished. Chilfric gathered his ninety men in the fort’s courtyard, where they were led outside onto Yalen - Tarquin sent no one to harry their advance. Chilfric, however, stood in the threshold, sword in hand. Emperor Tarquin, impressed with the Vlandian’s courage, sent to occupy the fort twenty men armed with wood staffs. And so the Siege of Slytic had begun - Lord Chilfric valiantly defended the gate alone, wounding six of his foes before being brought to the ground. Chilfric spent the campaign an Imperial prisoner - the Chronicle notes how impressed the Imperials were with the lord’s virtue and affability. Count Derthold heard three days later of the Emperor’s taking of Slytics. Fearing the Emperor was clearing the way for a larger invading army, besides that too much inaction will buy Tarquin time to rally local volunteers, Derthold set out with 12000 of his 14000 men to meet the Emperor’s advance. <br />
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==== Battle of Slytics ====<br />
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Slytics was one of many old, wood forts built following the Empire’s occupation of the area centuries ago, although its role had long been that of an administrative center and trading post. Its lumber walls were just over six feet tall, and its barracks could barely sleep 400 men. Tarquin, of course, had no plans of facing Derthold within the fort - the emperor marshaled his men to meet Derthold’s column five miles away. Outnumbered well over 2-1, Tarquin of course would not be facing Derthold’s host in an ordinary field battle. This would be an ambush. At the head of Derthold’s column were all his army’s nobles and mounted bodyguards - Tarquin led 200 elite Imperial cataphracts head-on into the vanguard, calling a retreat after a brief, bloody scrap. Derthold, of course gave chase, and Tarquin led them right into the sights of 400 mounted archers, who rained hell on the stampeding Vlandians before flying back with Tarquin and his cataphracts into a nearby forest. Derthold’s cavalry followed on the heels of Tarquin’s for a mile before the emperor turned and led his horsemen between two hills, each mantled in a dense thicket. Waiting on either side of the hill were 1500 Imperial legionnaires. Joining them were as many highlanders and imperial militiamen, all kitted out bows, slings, and javelins. In an episode more than similar to the disaster at Carowel Pass, Derthold steered his horsemen between the two hills, only for them to pounced upon by Tarquin’s veterans. Those who weren’t perforated on their horses were blasted off them by a torrent of stones, arrows, and javelins. Derthold had thankfully dismounted as soon as he spotted men behind the trees, before charging alone into the tide of Imperials storming down the hill. The Chronicle reports the Emperor slew thirty men in the fray, among them two of Emperor Tarquin’s very own sons, both of whose heads he opened with his sword. The Count, however, paid for his reckless drive. The reign of Count Derthold the Brave ended at the Battle of Slytics, when a Highlander’s arrow felled the heroic count. <br />
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''Written by Wlodoviec''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Timeline_of_CalrediaTimeline of Calredia2019-04-09T14:07:18Z<p>Vordewindt: </p>
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<div>== The Diathan Epoch ==<br />
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*<strong>1-43 AF:</strong> The Empire is officially founded by Diath on the bloodied steps of the once independent city of Halmar, Diath proclaims himself King of the Calrads and begins the mighty conquest of the south, marching his armies into the independent mercantile city of Shariz and annexing all land from Halmar to the banks of the Thavma River.<br />
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*<strong>43-50 AF:</strong> Diath’s Empire turns its eyes west to the mountainous regions of Rhodokia. In 44 AF, the petty kingdoms of the region are subdued and intergrated into Diath’s new Rhodok heaven, Veluca. <br />
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*<strong>50 AF:</strong> Diath marches into the unprotected plains of Swadia, here he beats a combined army of Battanians and Vlandians and founds the city of Dhirim on the field of battle. He dies later that day.<br />
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*<strong>50-100 AF:</strong> Diath’s two sons, Duve and Dunnon, continue their father’s conquests westwards. Here they conquer the last of the free Rhodoks and following a combined effort by all of the First Vlandians of the Bezan Coast to stop the Calrads, the two brothers utterly crush the Vlandians. The defeat results in the decision to expel the Vlandians from Calradia, and thus the entirety of the Vlandian aristocracy was banished from the continent - most fled to Balion.<br />
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*<strong>100-168 AF:</strong> Following the inappropriately named Last Conquest enacted by the two brothers, a seventy year period followed in which the imperial administration focused on internal expansion. A proper system was put into place to monitor all the provinces, regulated tax was put into place and the first professional army was created; called Diath’s Chosen, the army consisted of several thousand fully fledged soldiers who usually protected the capital of Dhirim. The Great Peace concluded with the completion of the School of Jaculan.<br />
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*<strong>170-206 AF:</strong> The Sturgian Wars begin, marking the end of a nearly century long period of peace. Urged on by Jumnic Raiders and increased colds, several of the Sturgian clans fled south into the Empire. Taking the softened, unprepared and few troops near the border by complete surprise, the young emperor Tarquin amassed such a large army that the ground trembled as they marched. The Sturgians united under a chieftain whom they hastily crowned King, a certain Bargoramix and prepared themselves for battle. Tarquin arrayed his lines with their backs to a river, and attacked the Sturgians who fought on the steps of a mountain. Although the Calrads were met with increasing success as they attacked the Sturgians, Emperor Tarquin was slain in the thick of combat - this threw the bulk of the professional army into disarray, and soon the veterans were surrounded and slain, leaving the masses of undisciplined militias covering the banks of the river. The Sturgians surrounded and completely massacred the army, those who were not killed by Sturgian blades were trampled to death, and those who were not trampled to death drowned in their armor. The Empire was thrown into chaos, and the last living member of the imperial line was raised to the throne. Arivas the Odd was soon found to be one of the best tacticians in the history of the Empire as he led the scattered troops of the Calrads in a desperate battle in which he personally beheaded Bargoramix. His skull is still on display in Halmar to this day…<br />
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*<strong>216-252 AF:</strong> The Empire invests in an expeditionary force to explore and colonise the rugged and uncivilised lands of Geroia. Although initially unsuccessful, the expedition eventually defeats the locals and annexes large swathes of the Geroian Coast.<br />
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*<strong>252-260 AF:</strong> The Empire reaches its strongest ever year in 254, the Empire stretching from the Curin River to the Geroian Savannah. The Aserai are unified under their god, the King of Kings, who singlehandedly killed all the minor kings of the Nahasa.<br />
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*<strong>263 AF:</strong> Arsama, King of the Nahasa; Nahashah, invades The Empire. Emperor Callus gathers his armies and dispatches his cousin Arivas of Jaculan to fight the Aserai. Arivas is outsmarted by Arsama and his army surrounded, he is taken prisoner while Arsama continues on to the city of Shariz.<br />
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*<strong>264 AF:</strong> Shariz slays Arsama’s emissaries in the Spring of 264, the siege is short and as soon as the city fell the entire male population was crucified along the Sharizian Road. Callus hires mercenaries from Sturgia and the Steppe to bolster his ranks. Arsama marches his armies to Geroia where he forces each city to give to him the generosity of their own emperor or be destroyed. The stalling of the city of Galirexos gave Callus enough time to arrive. <br />
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*<strong>265 AF:</strong> Arsama builds a fortress near Galirexos, Callus attacks the fortress and is repelled. Aserai reinforcements arrive and Callus withdraws to the Serrates, Arsama pursues and the two armies meet in the Summer of 265. The Calrads emerge victorious after nearly a week of daily fighting, yet the victory is pyrrhic as the majority of the army has been killed. Arsama rides into the Calradic camp and kneels before a heavily wounded Callus, dissolving the First Aserai Empire and committing ritual suicide the evening of his empire’s dissolution. The former Aserai lands collapse completely into chaos and anarchy as city states and powerful generals turn on one another to try and grab as much land as they can for themselves. Callus dies from infection several days later, and is celebrated as the saviour of the Empire. His son Dunnon III is crowned emperor.<br />
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*<strong>270-280 AF:</strong> Dunnon assembles a mighty host of 30,000 soldiers and personally leads the army into the rough mountains of the dark-skinned of southern Geroia. Here he is met with fierce resistance from the locals, in particular a certain King Ulsser, who fielded an army of eight thousand men and crushed the heavily depleted army of Dunnon on the banks of what is now known as Dunnon’s Vein. Dunnon marched his surviving men back towards Geroia. He is faced by guerilla attacks, hostile environments and mutinies at every turn on his long journey home. Dunnon returns home after ten years to find his brother, Qurrus, as reigning emperor. Dunnon arrives at the imperial capital with his troop of veterans and murders his brother in cold blood. Dunnon proceeded to purge the ranks of the empire’s commanders and administrators.<br />
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*<strong>300 AF:</strong> The Jumnic Peoples, urged on by conflict at home, begin to raid all along the Bezan Coast. The Empire is unable to deal with the problem due to the weakness of their army following Dunnon’s purges. Emperor Qaertes hires the Company of the Golden Boar and the Company of the Sacred Lion from Balion to help protect the Coast. In return, the Balish-Vlandian mercenaries received the Penninsula of Tihr and the coastal town of Pravend.<br />
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*<strong>323-329 AF:</strong> The Sturgian Prince Vargan Rullis establishes himself as first King of Curaw, he expands eastwards toward the tundras and fights war after war as he pacifies the clans of the tundra. Prince Baloslav Erdan of Wercheg claims to be the last bastion of Sturgian freedom and declares war on Vargan. Following a two week long battle, Vargan Rullis emerges victorious. He looks to expand elsewhere, and looks toward the Vlandians of Tihr.<br />
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*<strong>330-335 AF:</strong> Vargan marches his troops into Tihr, the Vlandians ride out to face his vast horde. The Sturgians are crushed after a devastating cavalry charge, Vargan retreats back to Curaw and prepares for his next campaign. He invades Battania and completely annexes the free tribes, establishing a border with the Empire.<br />
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*<strong>335-342 AF:</strong> Vargan Rullis claims to be Vhagar’s Chosen King. He declares a war of “unification” against the Empire. Emperor Laertes marches an army northwards to face him, after an indecisive battle, both forces return home for the season. Laertes levies armies from Geroia and Vlandia to aid in the war, and meets Rullis in battle in 339. Laertes crushes the Sturgians, yet suffers a fatal wound and perishes soon after. Vargan survives and sets about hiring a new army. Laertes’ only son, Tarquin, was too young to rule; and thus Laertes’ close friend Rovus Megadrachus took control of Laertes’ army and followed up on the battle by marching swiftly into Sturgia. He crushed all resistance, torching any settlement he comes by. Curaw is defended valiantly, yet as the Imperial troops burst through the doors of the palace, Vargan Rullis threw himself from the top of the tower. Sturgia was thoroughly pillaged, and left to its own devices as Rovus returned home as a saviour after half a decade of hard fighting. Tarquin was now of age, and made plans to be rid of Rovus; for the young emperor was known for his cunningness and smartness; so much so that he was called the Crow. Rovus and all his grown sons and daughters were invited to dine with the imperial family, and when Rovus’ meal was revealed, he found a dead lizard on his plate; the Rovian symbol was a reptile, and so guards entered and massacred the Rovians. Tarquin exiled Rovus’ grandson to the court of the desert king Varsam in the Nahasa.<br />
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*<strong>350-360 AF:</strong> The Vlandian king, Derthold the Brave, found ancient evidence that showed that western Rhodokia was once Vlandian territory. He attacked the Imperial Garrisons along the Lvenn, beating the imperials swiftly back to Yalen. Here Tarquin led an army and outsmarted Derthold. It is said that the king slew two of Tarquin’s brothers in the battle himself, causing to the young emperor much pain. Tarquin smashed the Vlandians but found himself set upon in the east by a united front of Aserai. He left a small portion of his army in the hands of the general Barreus and went eastwards to face the Aserai. Here he found the desert folk had reformed their ancient empire under the rule of Varsam II, who attacked the empire as revenge for his good friend Rovus, dubbed The Younger. Varsam marched at the head of a vast army against Tarquin’s smaller army, Varsam is recorded to have had several hundred war elephants. The war came to a climax at the end of the decade…<br />
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*<strong>360 AF:</strong> Varsam’s army was composed largely of horsemen and farmers, yet he still had a core of veterans with which to fall back on should numbers not do the trick. Tarquin, on the other hand, had an army of professionals; ironically most of whom were soldiers in the ancient army of Diath’s Chosen. Tarquin made his stand on a hill, known now as the Crimson Crest, with his troops arrayed to protect from attack in all sides. The Aserai attacked on the first day with their elephants, yet Diath’s Chosen were the best army in the world; and the elephants rampaged and rampaged and killed soldiers, yet they were picked off and depleted the entire day. They returned to the camp as the sun fell. Then, for three days, the Aserai sent their conscripts and levies and like waves on a rock, they smashed against the sturdy Calrad formations. Day after day the Imperial army was depleted, so much so that Tarquin is known to have said “If the army our lord created falls and I do not, I deserve to be cast into the Void as a pebble in a lake…”. And thus Diath’s Chosen fought against the entirety of Varsam’s forces, and perished to the last man, Tarquin included. Tarquin’s brother Duve, having heard this, hung himself. And thus the line of the lord-founder of the imperial line perished, with no male heirs to succeed Duve and Tarquin, Rovus was marched into Dhirim and proclaimed emperor by Varsam himself. <br />
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<strong>End of Diathan Epoch</strong><br />
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''Written by Warwick''</div>Vordewindthttp://krenn.role-play.community/index.php?title=The_Jelkalan_warsThe Jelkalan wars2019-04-09T13:58:51Z<p>Vordewindt: Created page with "=== How it began === It is the year 793, Emperor Baesus II perished at the hands of smallpox following an extended illness, two men are contenders for the imperial throne; Bae..."</p>
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<div>=== How it began ===<br />
It is the year 793, Emperor Baesus II perished at the hands of smallpox following an extended illness, two men are contenders for the imperial throne; Baesus' cousin and close friend Olixent the Sharizian who has the support of the southern armies and vast arrays of Aserai and Geroain mercenaries and Bardas Macrobitus, the shrewd Governor of Uxkhal; with him are the armies of Jelkala and the west, as well as the Vlandian horsemen paid as tribute to the empire. The two men attempt to come to an agreement first, knowing that should they resort to fighting the empire could well fall apart, yet the talks fall apart and Olixent makes the first move by marching north towards Halmar. <br />
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The Halmarian garrison refuses him entry to the royal residence within, essentially refusing to acknowledge him as emperor. Olixent sets about besieging the city, only to find himself surrounded by Macrobitus' armies. The mercenaries quickly abandon their employer in favor of Bardas and Olixent's armies were massacred with their general. Bardas proclaimed himself King of the Calrads on his enemy's grave, and marched to the Imperial Capital of Lageta. There he passed laws, moving his capital to Halmar; for this was his childhood home, and the court and previous royal family there. <br />
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Bardas Macrobitus, although a cautious and suspecting man, never imagined that after eight years he would find himself cornered in the Imperial Bathhouse by servants armed with short swords - Bardas’ “loving” brother, Phocas, had disguised his guards as servants and mapurdered the emperor and his pregnant wife. Too many times had Bardas passed policies that favoured the increasingly wealthy nobles of the Empire, and the patricians and generals approached him. Phocas was a much more tactful man, he pleased all of his vassals and did not discriminate based on culture, having famously promoted a Sturgian commander to the rank of General.<br />
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Yet Bardas had close ties with the Vlandian King, his own wife was the sister of Amalareiks. Yet King Amal could not justifiably declare war on the empire, and thus sent his agents to occupied Battania instead. Here they told the Battanians of the sweetness that was freedom, and that if they fought against the Calrads they too would understand. And thus the Battanians rose up, in particular the Bargorii and the Gastranii clans.<br />
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=== The Battanian Wars ===<br />
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The Occupied Battanians were not a particularly warlike people, decades of Imperial pacification had made sure of this, but they knew how to fight, and fight they did. The Governor of Lower Battania, a certain Polonor Masces, quickly called back as many troops as he could before they were caught in their outposts and massacred. He raised his army at Ath Cafal, almost entirely town guards and bailiffmen, and went off to fight the Battanian uprising in the west only to find himself surrounded as eastern Battania rose up. The lightly armoured Battanians harassed the Calrads wherever they went, so much so that Masces tried to sue for peace. It was around this time that Phocas’ representatives arrived with professional troops. As the officials went on with their parley, the Battanians insulted and pelted stones and grass-balls at the Imperial soldiers guarding the envoy. Eventually the insults broke out into a scuffle, that turned into a sword fight, which then escalated into a skirmish, and then the main imperial army joined the battle. The Battanians were fierce fighters, however, and the Calrads were smashed and retreated on to a hill.<br />
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Here they endured several days of constant harassment until reinforcements from the south arrived and chased off the Battanians. The imperial army persued the Battanians and was subsequently ambushed and completely scattered. Phocas, at this point infuriated by the rebellion, sent a large army of several thousand professional soldiers under his second son, Nevos Macrobitus, to deal with the problem. Nevos smashed the Battanians in open battle and then went on to campaign for nearly two years against guerilla rebels, sacking, burning and absolutely ravaging the Battanian countryside. <br />
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Amalareiks, much like planned, found Battanian envoys in his court at Praven asking for help. Much too obliged to aid his friends and allies, he raised an army of hardened mounted nobles and their retinues and set out northwards to fight Nevos. Phocas, having received the declaration of war, is said to have laughed aloud. He sent his younger brother, Isaenos Macrobitus, at the head of one of the oldest armies in the empire, The Voidspawns, into Vlandia’s easternmost border with the empire - Suno. <br />
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Amalareiks found the Imperial army in Battania much harder to bring to the field than expected. The delay was long enough for reinforcements to arrive for Nevos, now with a bolstered army, Nevos engaged the Vlandian army. Amalareiks deployed on a hill, and with the imperials still preparing their lines, sent all his cavalry to smash into the unprepared ranks. The Calrads are the best infantrymen in Calradia, and quickly the Vlandian horsemen found themselves stuck in a melee they could not win. Amalareiks split his infantry in two groups, one of which was to approach the front of the imperial army, and the other was to fold around the left flank of the Calrads. Buckling under the weight of the constant attacks, the Calrads fell back and back until eventually breaking and fleeing. Nevos was taken prisoner soon after the battle, and sent back to Praven. All land in Battania previously under Calradic occupation was returned to free Battania, and the empire was forced to use borders they hadn’t touched for close to centuries. With the liberation of Battania came a close to the first part of the war, the Battanian Wars.<br />
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=== The Battle for the Suno Basin ===<br />
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As the war in Battania raged on, Isaenos and the Voidspawns marched through a largely unprotected Suno and lay waste to the lands surrounding the city before finally besieging the settlement itself. The Duke of Suno, Lintard Gausi, scrambled together a defence long enough for Amalareiks to emerge victorious over Nevos in the north. The Voidspawns still were a superior army, both in numbers and quality, and Isaenos swirled his army around and encamped at the base of a mountain. From here several major skirmishes erupted between the two sides, yet when Amalareiks managed to cut off the Imperial supply lines, Isaenos was forced into battle. For an entire week, the two armies clashed time after time with no clear victor until finally Amalareiks was heavily wounded by an arrow. It is here that Duke Gausi took over command of the Vlandians and managed to trick the Imperial cavalry on the left flank. After overwhelming the cavalrymen, Gausi sent a large portion of professionals through the gap and tore the Imperial lines apart as they were attacked from all sides. Isaenos is said to have fled with a five man escort, and then killed them all and disguised himself as a woman until the Vlandian army had moved on. He later made his way back to Halmar.<br />
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=== The Phoney Truce ===<br />
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At this point, Phocus had appointed a regency council to oversee the empire while he personally oversaw the war front. He met up with his brother Isaenos in Uxkhal and sent him to the new northern borders with Battania to conscript a new army and reclaim the lost lands while he granted leadership of an elite force of soldiers from the capital region to an Imperial General by the name of Derius Vophontes and sent him to Jelkala to hire an army of mercenaries. He himself went about attempting to treat with the Vlandians, and managed to get Amalareiks to sign a three year long peace treaty. <br />
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In the north, Isaenos had foolishly taken his brother’s orders literally and sucked entire villages dry of manpower as he brought a stupendously large army to bare against the measly Battanians. The already ravaged Battanian countryside only suffered further at the hands of Isaenos, who also conscripted local farmers into his army. Yet on militarily terms, he defeated any Battanian armies he came across - who were most of the time covering the retreat of the main army back to their capital at Sargoth. Isaenos camped his massive host outside the walls of Sargoth and starved the Battanian army within, yet the abuse suffered by the Battanian conscripts in his army by Imperial officers forced the northerners into action as a large mutiny broke out in the camp. For several days fighting ensued in the streets of dirt and houses of cloth, and the Imperials eventually emerged victorious. Any surviving Battanians were made an example of to the besieged army, as mounds of heads were piled up in front of the city and catapulted over daily. The Battanian general, Karsarix, bargained after three months of constant raids and starving for the life of him and anyone who could hide in the temples in the city. Isaenos agreed, and Karsarix fled the city with a small guard as the imperials broke their word and turned the ancient city to ruins. Next to none survived. Battania had been, at least in theory, pacified by the empire. <br />
<br />
Meanwhile, Vophontes hired a small force of professional Rhodok and Imperial mercenaries in Jelkala. Nicknamed the Deriusites, the army made its way through mostly undefended lands of the Duke of Yalen. The mostly Calrad population of the Duchy treated the army as liberators and provided them with food and support, with many joining the Deriusites with weapons and armor to fight alongside their supposed kin. The Dukes of Yalen put together a measly army that scattered when fielded against the well equipped and professional Imperial force, and thus disgraced in the eyes of his family, the Duke of Yalen Carlon Gregoras was murdered by his son Regino, who swore an oath to Phocus and the empire. With these two unprecedented attacks on Vlandia and its allies during a time of peace angered many of the free peoples of Calradia, who began calling the emperor Phocus the Dishonored. Yet truth be told, from an imperial perspective, the rest of the world had yet to catch up to the cruelty of ruling a dominating superpower. Now the empire had two fronts from which it could outflank the Vlandians, and Amalareiks became desperate. He sent petitions across the world, to the Sturgians, the nomads of the east, to Balion and Jumne. Some agreed to aid the Vlandians, and others agreed to take their gold. Three large mercenary companies arrived in Praven, one from Sturgia and two from Balion, while a force of Jumnic fortune seekers arrived in Tihr. This gave the Vlandian King enough manpower to put together a hasty defence against the two lurking armies north and south of his kingdom. <br />
<br />
=== The Battle of Yalen ===<br />
<br />
The empire had fallen back on paying the mercenaries hired by Vophontes for the months leading up to a supposed clash. Many of them instead fled to Amalareiks’ army, which was also at this point largely professional. The Deriusites were unprepared for the volume of the Vlandian army, expecting another army of poorly trained levies. The two armies met outside the walls of Yalen, and for several days the two armies clashed in indecisive cavalry engagements in the Great Plains outside of the city. Unable to beat the more mobile and better trained veterans of the empire, the Vlandian knights lost most of the skirmishes. Eventually Amalareiks decided to push his numerical advantage and deny the Calrads a chance to continue chipping at his army. <br />
<br />
Vophontes’ army was arrayed in two lines, in the front were the professional Geroian and Jelkalan infantrymen and behind them the bulk of the local volunteers and any recruits they had gathered. On the other hand, Amalareiks’ largely Balish army had formed a shield wall. This proved a problem for Vophontes, yet the veteran general wasn’t about to let foreign barbarians defeat him. He ordered his first line to engage the Vlandian shield wall, while he left his cousin Phulon, in charge of keeping the main line in order while he took his best men, the cavalry, and personally led them through a gap in the Vlandian line against Amalareiks. The Vlandian King saw this, and led his own Royal Guard against Vophontes, and the two forces clashed. Naturally, the Calrad cavalry was more numerous and better trained than their Vlandian counterparts. It was only when a knight by the name of Eggimund threw a javelin and pinned Vophontes, killing him, the Calrad cavalry quickly broke through what remained of Amalareiks’ guard and fled the battlefield despite being able to turn and end the war there and then. Phulon, now in-charge of the army, saw the cavalry run and thought his cousin was fleeing. He himself took a handful of men and fled while the infantry was left to its own fate, for the rest of the day and much of the night the Calradic army fought a retreating manoeuvre until finally being overwhelmed and slaughtered to the last man. Yalen went back into Vlandian control. <br />
<br />
=== The Final Campaigns ===<br />
<br />
Isaenos, having heard of that the Vlandian army had went southwards, took his vast host and invaded the ancient Vlandian territories of Tihr. His army was constantly bogged down by skirmishes and ambushed launched by the locals and the Duke of Tihr. He eventually reached the large stone walls of the city, and so frightened was the Duke that he went so far as to kneel before the emperor’s brother and invite him and his top officers to a feast. Isaenos, being a fool like always, saw this for what the Vlandian made it appear. Isaenos took a small force of five hundred men into the city as his guard, and, unsurprisingly, found himself quickly overwhelmed by armed men in the duke’s palace. Isaenos fought through the streets with his men until he reached the walls, where he blew a horn throughout the night while trapped in a tower with a hundred men. It was only until one of the smaller officers in the camp heard the horn for what it was that Isaenos’ army assaulted the city to rescue him. After several hours, the Emperor’s brother was saved and the walls breached. The city fell within the night, and the Duke fled the city to one of his estates in the north of the Duchy. <br />
<br />
Isaenos found out soon after that Vophontes had been defeated in the south, and then awaited for his brother to act. Phocus rallied the empire’s best armies, and personally led the archaic Diath’s Chosen into an excursion against the Vlandians - He merged the three finest forces on the earth, Diath's Chosen, the Rovian Guard and the Blades of the Sun. These extremely well trained veterans of war numbered to 45,000 soldiers against all of the "Free World" and its armies under Amalareiks, who led an army numbering 38,000. Phocus' three generals, Zenon Carris of the Rovian Guard, Orestes Poutsoglifteis of the Blades of the Sun and finally Nestor Vantos of Diath's Chosen, all agreed on one unified plan of invasion; Isaenos would push his advantage from the north down and into the heart of Vlandia, he would strike Suno from where they least expected an enemy army to be while Phocus' army split into three columns - one to go through Jelkala and pick up any survivors from Vophontes, this army would take the town of Veluca and then the city of Yalen before marching north and into the Vlandian heartlands to reach Praven. The second column under the emperor would march straight ahead from Dhirim to Suno and meet up with Isaenos' army, once Suno fell they would march westwards for Praven and besiege the Vlandian capital. The third column was to march ahead of Phocus' army and meet Amalareiks in battle. The plan was flawless...<br />
<br />
But things don't go to plan when Isaenos Philippos Macrobitus is involved in it. Isaenos' rag tag group of farmers hardened by the Battanian Wars began to starve in Tihr, so much so that Isaenos decided to divert his route and head straight for the open plains of Praven to find food instead of marching through the Tihrite Mountains for weeks to reach Suno. Just as the southern column smashed the Velucan and Yalenite garrisons and reached Praven, it found it was much too empty for a place in which the Free World's armies were amassing. Isaenos was supposed to go to Suno so as to keep Amal from escaping the clutches of the southern army which was to pin him down in Praven. Amalareiks found the third column which was marching ahead of Phocus' army, the column numbered around 10,000 men - it was the Rovian Guard. <br />
<br />
The Imperials do not talk much of the day that the ancient Rovus the Great's army was defeated. Outnumbered 4:1, the Rovian Guard under Zenon Carris held a small fortified ruin called in those days Garasanix, but after the battle renamed Lyindah, from old Vlandian, meaning Field of Sorrow. For three days the Rovian Guard held off the waves of barbarians, yet the fort fell and the survivors either executed or maimed and sent back to Phocus. With such a large portion of his veteran army gone, Phocus was infuriated. Once Suno fell to the Empire, Phocus systematically sacked the city without remorse. Half the population of the city and its hinterlands was slain while the remaining half was deported into slavery in the eastern markets of the empire. Phocus sent word to Isaenos and Orestes to lead their armies east and try and pin down Amalareiks while he led Diath's Chosen. Many scholars say this is the day the empire overstepped its bounds and cast its die as a dying superpower.<br />
<br />
=== The Battle of Jelkala ===<br />
<br />
[[File:Battle-jelkala.png|right|thumb|Diagram of the Battle of Jelkala]]<br />
<br />
The Vlandians, despite their earlier victory, were still heavily outnumbered - The Imperial army numbered some 56,000 against their now depleted 34,000. Amalareiks deployed his army on a hill, planning on defending. The hill was flanked to the right by a large and un-mountable cliff edge and to the left by forestry, forcing the empire to attack frontally. A standoff ensued, which was eventually broken by an assault by the imperial army. On the first day, the battle lasted several hours with no clear victor. The same occurred on the second day, and the assault was led by Poutsoglifteis, who sought to end the war in one swift move...<br />
<br />
''"It is said that Orestes Poutsoglifteis was, among other things, a genius in battle tactics. This is evident by his outsmarting of the Karkhat tribes in the steppes and his usage of poorly prepared conscripts to defeat the much superior troops of the uprising in Geroia. Yet this trait is not something that was displayed in the Battle of Praven, at least such is said by the many common and un-studied men of the empire. I think, contrary to common belief, that Poutsoglifteis sought to end the war in a quick stroke of a blade - for all know that if Amalareiks fell, the badly maintained troops of the Vlandian barbarians would have crumbled and collapsed. Having talked to many who were in the heat of battle when Poutsoglifteis led his personal guard, made up of the finest men of the Blades of the Sun. They crashed into Amalareiks' dismounted noble guard, I believe the term they use is Royal Gasinds. Among these men were the likes of Liutprand Pertingi, Alaric Marasingi and Agelmund Letinn. The Blades of the Sun fought with the strength of the Maker, and many men good men died on either side until Orestes Poutsoglifteis reached the King of Vlandia. Orestes struck two blows onto the King, supposedly one broke the Vlandian's sword in half and the other dug into the king's helmet before Liutprand Pertingi and another, from what I have been told his brother Unichis, pounced upon Poutsoglifteis. It is here that both of my witnesses stumble in their recalling, while previously they had told of the bravery the empire fought with, it is possible that what ensued must have been much too hard for them to recall. Regardless, Poutsoglifteis was slain, and the Imperials withdrew for the day..."'' <strong>- From Barabanos Vieglos' History of the Empire's Wars.</strong><br />
<br />
The third day was much more chaotic and hectic, many of the Vlandian and Imperial commanders were wounded. It is here that Nestor Vantos suggested to the Emperor that he try and sue for peace else the Empire would be doomed to lose all it's wars in the future. Phocus ignored Vantos, and on the fourth day engaged in the fighting himself in an attempt to boost morale. When the emperor engaged, all the focus was on fighting in the front lines. A certain Hildeoc Vermundingi, later being granted the Duchy of Praven for his heroic act, led the Vlandian cavalry out and around the Vlandian shieldwall formation and fought off any Imperial horsemen that were looming around the rear of the fighting. He then proceeded to charge again and again into the back of the Imperial lines, a classic Hammer & Anvil. Much of the Imperial army fled at this moment, and the empire sustained many casualties. The next morning, Phocus met in person with Amalareiks, and the war was concluded in a peace treaty which handed over Jelkala to the Kingdom of Vlandia, while the Empire received full dominion over Battania, parts of Tihr Duchy and the border between the two was rearranged to just after the Town of Burglen. The war had ended, and the stage had been reset for a new war to come in the next few decades, this time to the east...<br />
<br />
<br />
''Written by Warwick''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Vlandian_SocietyVlandian Society2019-04-09T13:44:56Z<p>Vordewindt: </p>
<hr />
<div>= The Government of Vlandia =<br />
The Kingdom of Vlandia can best be described as one entering the earliest stages of feudalism. This stems primarily from a synthesis of Jumnish tribalism and Calradian absolutism - the right to govern most of the country has been conferred on individual clans and families, their authority cemented by ancestry and the mere fact a title has been bestowed on their line. Nobles, however, still only comprise a portion the country’s leadership - churchmen, tribal chieftains, and nobody at all preside over as much of Vlandia as the highborn. <br />
<br />
The better part of Vlandia’s nobles can trace their lineage back to one of Wilund the Bold’s warriors, whom he rewarded with property for one or another feat in battle. A minority were ennobled by later kings, and it’s not unheard of for even King Amalreiks to raise a commoner’s condition to one of nobility if he feels so inclined. All nobles, as property owners, must render unto their liege lord taxes, and swords when called upon. Those nobles who govern do so autonomously, without the involvement of other nobles unless such is entreated by themselves. Vlandia’s noble hierarchy is as follows: <br />
<br />
=== Dukes ===<br />
''(Calradic - Dux/Vlandian - Duc)''<br />
<br />
Dukes govern the largest administrative unit in the kingdom, the duchy, whose borders are derived from those of a kingdom or Calradic province annexed by Vlandia some time prior - eight duchies make up Vlandia. The duke’s job is to apply the king’s justice and carry out his will, in return having been vested with an often substantial estate. Dukes are charged with administering the realm’s laws throughout their duchy, which includes a fair few baronies and even more seigneuries and gastaldies. In practice, however, dukes don’t often extend their authority beyond their personal fiefs, often large cities, lest in times of crisis - such is, however, well within the duke’s right, and more energetic bearers of this title can be very keen to avail themselves of this privilege. The exception is disputes between lords, which is often the duke's responsibility to resolve. Vlandian law states that dukedom is not a noble’s title, but an appointment accorded to a bureaucrat, its holder installed as such by the king. It’s only de facto hereditary. Dukes often name their sons as successors, and the king never has much reason to raise objections, dukes being relatives or in another way connected with the king’s line - for much of Vlandian history the dukes were the king’s sons, their descendents many of today’s dukes. Dukes are therefore more administrators than feudal lords, and are excused the vassal’s burden of taxes, although are obliged to raise men for the king’s wars and make available their own service. <br />
<br />
=== Counts ===<br />
''(Calradic - Comes/Vlandian - Gaugraf)''<br />
<br />
An office nearly identical to the duke, spare that counts aren’t often members of the king’s retinue, and make their homes in port-villages and regional centers of commerce instead of sprawling cities. Although it might be easy to suspect a count is the duke’s subordinate, the truth is although their jurisdictions often overlaps, they possess equal authority - Vlandian law, however, does recognize that dukes bear a more important charge. What this means, though, is if a count and duke find themselves amidst a disagreement, this’ the king’s duty to settle. Counties often include a few baronies and their seigneuries. Dukes, for lack of a better term, may be thought of as urban authorities, in contrast to the counts who might best be described as rural authorities. <br />
<br />
<br />
*''Counts and dukes are both assisted by scabini (Vlandian - rachimburg), trained experts on Vlandia's laws.''<br />
<br />
=== Barons ===<br />
Barons rule over baronies, which are often made up of a few hamlets and lesser demesnes based around a more developed estate which acts as the barony’s capital and economic pivot. Barons are authentic feudal lords - they have no liege lord, though, but the king, and it’s to him they owe their taxes and men. Baronies often fall within the jurisdiction of count, however while it’s hardly unusual for a baron to lodge complaints to the count or ask of his assistance, the count almost never interferes with the barony’s affairs unless bid so either by the baron or the king. <br />
<br />
=== Seigneur ===<br />
Seigneurs are ordinary feudal lords, their estates never including more than a few hamlets if not only one. In addition to the king, they owe their fealty to the baron, and it’s to the baron he tenders his taxes and service. <br />
<br />
=== Gastald ===<br />
''(Calradic - Castaldus)''<br />
Nobles sent by the crown to govern a “royal demesne” - territory belonging to the crown, often but not always untamed hinterlands not yet claimed by another noble. Akin to a bailiff, were the bailiff acting on his own behalf instead of a lord’s. May simply be defined as a “governor.” <br />
<br />
<br />
*''It should be noted not all Vlandia’s nobles are governors and rules. A fair portion aren’t much more than simple land-owners, perhaps more appropriately freeholders if not for the martial heritage they share with those titled highborn. Some know this variety of nobles as ecuyers, or “shield-bearers.”'' <br />
<br />
<br />
= The King And His Court =<br />
The King of Vlandia is Rex Amalreiks Vlandi, who makes his home in Praven. The King of Vlandia enjoys absolute power over his realm, and every adult in the kingdom swears an oath of loyalty to his person. As any good king, though, Rex Amalreiks has devolved much of the responsibility to a large coterie of advisors and scholars, many of whom are found in his court. The Vlandian king’s household is itinerant, and only spends a share of the year in the king’s palace in Pravend. The rest, it devotes to the traveling the entire realm, making sure all’s as it should be both amongst the nobility and their subjects. While it may be easy to think the occupies a station simply too lofty to lend his hear to the common man's grievances, the truth is many of the king's visits saw him settling disputes and remedying problems among villagers who weren't afraid to freely share them with His Majesty. It should suffice to say, however, the king has not the time to see all the realm. For the parts of Vlandia too far removed for the king’s personal attention, the royal court sends the so-called missus dominicus - palace inspectors. These are officials tasked with seeing to the correct interpretation of the king’s laws among those lords and governors of Vlandia the king cannot often enough visit himself. <br />
<br />
=== Placidum Generalis ===<br />
Known otherwise as the Marchfield, this is an assembly held every year to talk over the realm's most pressing matters and settle on a plan of action. All the realm's most important men must attend.<br />
<br />
<br />
= Village Life In Vlandia =<br />
The typical Vlandian village is peopled by perhaps thirty to forty persons, occupying between six and ten households. Most villages keep with the so-called toft system, of residences strung close together and farmland mantling the surrounding land. Service features, such as barns and latrines, are a recent development and are for the most part found only in more developed villages. The same goes for field enclosures. Apart from the lord, at least two or three families are of “elite” extraction, a quality derived from either: <br />
<br />
*Generations of service to the lord. <br />
*Generations more of settlement in the area. <br />
<br />
Those belonging to the former grouping likely constitute the lord’s bodyguard, called the “gasind,” although it’s not unheard of for their service to take the form of advising the lord or even producing his physicians. The latter category represents many of Vlandia’s old, landowing warrior clans, who a century or few ago were guedoned with property for service to one or another king/lord - some however, especially in Vlandia’s hinterlands, simply settled the area of their own accord and have bided since unshackled by homage to a lord. It is a fair assessment to look on both ilks as “vassals” of the lord in their own right, although “freeholder” or “shield-bearer” may still be a more appropriate designation. A common theme in Vlandian society is the blood-feud between elite clans, which very often culminates in fighting between the two families. Blood-feuds are next to never settled before either the paying of the “man-price” (Vlandian - wergild), a hefty sum of money which rises with the death toll, or arranging of a marriage. <br />
<br />
The better part of a Vlandian village’s inhabitants are always farmers, sowing wheat, barley, and flax and raising pigs, poultry, and goats. The scenario thankfully takes place long before the advent of serfdom, however, and it therefore wouldn’t be truthful to describe the small-holding, farming majority as “serfs.” Although only large, commercial centers are home to a wider range of professions, specialisation with regard to trade is a feature of most Vlandian villages - these could mean a concentration of miners, smiths, and even cobblers and fletchers. <br />
<br />
All villages are property of a lord. All villagers owe their lord a sum of their earnings, as well as service in the levy when called (barring of course invalids, children, and women). The lord typically delegates administration of the village to two individuals - these are the reeve, and the bailiff. The bailiff enforces the lord's laws, hears grievances, and acts as an arbitrator between villagers and their lord. The reeve supervises work, looks after cattle and produce, as well as hands out jobs.<br />
<br />
<br />
''Written by Conchobar''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Trade_routes_of_CalrediaTrade routes of Calredia2019-04-09T13:33:39Z<p>Vordewindt: Created page with "== An overview of the different trade routes == File:Calradian-trade-routes.png <strong>Dashed lines mean at least 50% of all trade caravans never reach their destination..."</p>
<hr />
<div>== An overview of the different trade routes ==<br />
[[File:Calradian-trade-routes.png]]<br />
<br />
<strong>Dashed lines mean at least 50% of all trade caravans never reach their destination along this route.</strong><br />
*<strong>Orange</strong> - Geroii/Geroian Road (Gold, Sugar, Coffee, Tabacco, and Saffron)<br />
*<strong>Red</strong> - Great Eastern Road (Silk, Foriegn Spices, Tea, Porcelain)<br />
*<strong>Black</strong> - Aserai Slave Trade (Savanah Peoples, Remali Nomads, and Aserai Slaves)<br />
*<strong>Copper</strong> - The Iron Road (Iron, Lumber, Metals, and Coal)<br />
*<strong>Grey</strong> - Silver Road (Silver, Marble, and Stone)<br />
*<strong>Light Green</strong> - Bezan Crossing (Some Geroian Goods, Naval supplies, Balish Ships)<br />
*<strong>White</strong> - Jumnish Trade (Slaves from the Northern peoples of Calradia, Northern weapons and Armor, Wool)<br />
<br />
----<br />
<br />
<br />
=== The Geroian Road ===<br />
Sometimes still called the Geroii road, the set of roads that extend from city-state to city-state across the Emerald Gulf is perhaps the wealthiest collection of nations ever known to Calradia. The Geroian city-states are said to be filled with so much gold that it has decreased the value of gold to the point where a piece of bread is worth 50 gold at the cheapest. This makes things very difficult to buy in Geroia from foreign merchants however the import market of the city-states is the most profitable enterprise in Calradia. Merchants from Aserai and Balion arrive to sell their goods for nearly three times their amount they would be worth at home. From there they will often buy the plentiful exotic goods in the extravagant markets and start home.<br />
<br />
It is, though, extremely dangerous. SHould you arrive by sea, you must deal with the Emerald pirates. These pirates include Jumnish raiding parties, the Brazen Pirates, and the Sarrian Corsairs. Also, the warm temperature of the water makes the oceans around Geroia some of the most dangerous storms known to Calradia. If that wasn't enough, the massive volcanic activity makes the journey more perilous as they approach an island. This combination of factors leads to only 15% of all voyages there and back successful. There are only a handful of captains that can say they have gone there and back.<br />
<br />
Not much better is the land route, that cuts across Aserai territory and the Sarrian Desert to get to Charas, the southern-most city in the empire. To get from Greta to Charas, however, one must cross the Serrates Mountains or go around and be at the mercy of Remali clans that roam the area often. Only a handful of caravans have made it through the mountains with grand stories of how they did it. Some stories mention help from a strange mountain people that follow a strange cult that takes aspects of the Aserai religion, Makerism, and paganistic beliefs. These "Serratites" as they call them showed the caravans through the mountains in some cases and robbed them in others. As if that didn't deter people, the massive taxes imposed by the Empire make the enterprise hardly profitable and thus most goods end up in Aserai markets, stolen or not.<br />
<br />
=== Great Eastern Road ===<br />
Perhaps the longest trade route to ever grace Calradia, the Great Eastern Road was once the lifeblood of the Aserai empire, and one of the reasons why Aserai and Imperial relations rarely deteriorated to all-out warfare. The Great Eastern road brought Silk, Tea, and Porcelain to Calradia and allowed the spread of technology. Inventions such as the Plough, Paper, Iron Smelting, and even the compass all come from the route. In exchange, strange foreign merchants bought large amounts of raw resources and horses to take to their homes. It is from this trade, people understand the true size of the Aserai Empire which spans far to the east and south in the Nahasa Desert, the far eastern Kingdom of Lokti.<br />
<br />
The Aserai, however, cannot police the entire road and many nomadic tribes rob and pillage the caravans that cross the desert. Calradian merchants have gone on the route however the sheer distance make each journey last years for Calradian caravans due to a lack of navigation tools compared to their eastern counterparts. These caravans from the east are also much better funded than the Calradian expeditions, hinting to a large force behind this trade from the east.<br />
<br />
=== Aserai Slave Trade ===<br />
Unlike the Jumnish raiders, some Aserai slaves are bought from many tribal kingdoms and empires in and beyond the Savanah that go to trade with the Aserai fortresses on the edge of the desert. Expeditions are sent across the Savanah and many exotic animals are brought back to the core of the empire, though many remain in circulation around the empire rather than sold elsewhere. The main export is the slaves gained from Remali clans selling slaves to Calradians either from warring with each other or from the southern bazaars. <br />
<br />
Not just human labor, but also some materials are sold along the slave routes. Mostly Aserai armors and weapons, though not enough to remove the nickname of the route, "The Road of Skulls", earned from the number of fatalities as slaves are marched on foot across the desert. Stories and rumors surround the Road of Skulls, from undead mummified remains walking across the desert to sandstorms that remove the flesh of a man unfortunate enough to find themselves without shelter. <br />
<br />
=== The Iron Road ===<br />
The North of Calradia is full of natural resources that can fuel empires. These resources are traded from the northernmost mountains and forests across Calradia, ending at Pravnd and Halmar and starting in the mountains and markets of Ichamur, conquered by the empire nearly a century ago, ruled by the people of the steppes, the Savramates. Since it's conquest, the Empire has vastly expanded mining operations and built several additional markets for Sturgians and steppe peoples to come and trade in raw resources like furs and lumber. Coupled with the Imperial mines, the Iron route was born, bringing goods from the north to Halmar, the center of trade in Calradia, and allowing the Battanians, Sturgians, and Vlandians access to Iron and other materials, starting a new age of trade in Calradia.<br />
<br />
The Iron road is perhaps the most important road known to Calradia, giving enough iron money can buy to every nation, and is a driving force behind the Empire's wealth and dominance. The Empire's lose of Battania following the Battanian Wars, the Empire's dominance in the trade route was questioned and with a rising steppe horde cutting off eastern trade routes and making even the Aserai quiver in fear, many Calradians are terrified of the chaos that will ensue should the route ever be cut off.<br />
<br />
=== The Silver Road ===<br />
A testament to the rise in Vlandian power in Calradia, the Silver Road has created vast wealth and allowed for several fortresses and keeps to be built in Vlandia proper. It begins down near the once-imperial held duchy of Jaculan, where the city of Jaculan and the occupied Imperial colonial town of Colonia Veluca (Eventually called Velucan by the Vlandians). Around these cities were vast silver mines where the Empire employed hundreds of slaves to work. They produced so much silver that the silver denarii was created as currency in the empire and soon adopted throughout Calradia.<br />
<br />
Vlandia, after lacking my natural resources in the homeland, later waged war against the empire and slowly conquered the main sources of silver in Calradia. Also in the area were marble and stone quarries used in the construction of the empire's cities, bathing the region in wealth as the empire was forced to do business with the Vlandians, and making them a power to be reckoned with in Calradia. The Silver Road ends in the Sturgian princedom at the largest port in the Alai sea. Here, only a few caravans go but those that do report seeing foreign ships once every decade or so. The Silver route is one of the longest and most traveled routes in Calradia.<br />
<br />
=== Bezan Crossing === <br />
The most traveled trade routes in Calradia that is reached by sea, the Bezan Crossing connects Vlandia and Balion together only threatened by Jumnish raiders who have a shaky truce with the two nations, allowing for trade to be possible. The goods most often traded are Balish naval supplies to outfit the Vlandian navy, ships from Balion like Cogs that make up the majority of the trading ships in Calradia, and some goods that manage to make it out of the pirate-infested Emerald Gulf from Geroia. Though most often it is common goods like grain and lumber that make up the trade. It is perhaps one of the least profitable routes for Calradians, but the safest and allows for the close cultural connection the Vlandians have with Balion. However, with the rise in the Jumnish population and their desire for more places to raid and perhaps even conquer, the Bezan Crossing is under threat and both Vlandia and Balion are preparing for a large naval war against the longships of Jumnish Jarls.<br />
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=== Jumnish Trade ===<br />
It is perhaps the one thing keeping the Jumnish people from raiding and pillaging the coastal nation of Balion and the relatively undefended shores of Vlandia, the Jumnish trade is perhaps the most profitable business in the Alai and Bezan seas. Often called the Northern Slave Trade, the Jumnish raiding parties often sell their captives in Balish and Vlandian ports who then fuel the Balish naval forces and the rising rival of the vast Calradian Empire, Vlandia. It is not just slaves on this route however, also assorted loot from their raids including armor, weapons, pagan icons (which are usually melted down later for their valuable metals), and other goods produced in villages.<br />
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This trade, however, is under threat as the Jumnish population continues to expand and the amount of freemen who look at the Vlandian and Balish lands as raiding opportunities. Already a few renegade ships from Jumne have attacked Vlandian shipping and many are terrified that the brutality of which the raiders enact on Sturgian villages will find it's way to Balion or Vlandia. Should the Jarls officially break the truce, the Alai and Bezan seas will go from active trade routes into a constant naval warzone, making them similar to the endless pirate attacks in Emerald Bay, only with added Jumnish ferocity.<br />
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''Written by Alders''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Vlandian_Organization_in_Rural_CommunitiesVlandian Organization in Rural Communities2019-04-09T13:23:04Z<p>Vordewindt: Created page with "An insight on the organization of the lands during the early phases of the feudal society in Calradia. = The Curtis = The <strong>Curtis</strong> was the whole group of vill..."</p>
<hr />
<div>An insight on the organization of the lands during the early phases of the feudal society in Calradia.<br />
<br />
= The Curtis =<br />
<br />
The <strong>Curtis</strong> was the whole group of villae and buildings where the <strong>Dominus</strong> (Lord) lived and performed his work as administrator of the lands. The Curtis comes from the old organization of the <strong>Calradic villae</strong>, many of which were left abandoned or decayed during the past centuries where the Vlandians managed to conquer and populate most of the lands where they live in now. <br />
The economy of the Curtis was almost completely of subsidance. In the Curtis the inhabitants farmed, fished, made good use of the woods and produces tools and weapons by temselves. Most of the times however the inhabitants of the Curtis used to trade with foreigners coming from other settlements with goods. Trade had an important role in the Curtis but however the shortage of excesses of production made the merchants come just in few and special occasions. <br />
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[[File:Curtis.jpg|right|thumb|Map of a Curtis.]]<br />
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== The Curtis was mainly split in two parts ==<br />
====Pars Massaricia ====<br />
This was the part of the curtis given to some freemen or farmer in exchange of taxes. It was often the part given to small landowners that worked and lived there; the single part of it was called <strong>"manso"</strong> and that is where the "massari" (the freemen/arimanni) worked. The massari were in fact often the most wealthiest serfs. Kuchlerburg started as a "manso". <br />
==== Pars Dominica ====<br />
the Pars Dominica (the "Lords Part") was the part of the Curtis directly owned and managed by the Dominus. This was the central part of the Curtis and here the peasants worked for free, with sometimes the help of the freemen. <br />
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[[File:Curtis-of-krenn.jpg|thumb|right|The example of the Curtis of Krenn.]]<br />
== Other terms related to the Curtis ==<br />
==== Corvées ====<br />
Were a form of unpaid, unfree labour, which is intermittent in nature and which lasts limited periods of time: typically only a certain number of days' work each year. The Corvées could be both demanded by the Dominus itself to take care of some tasks within his domains or could be also asked to perform some public tasks for the common good. <br />
==== The Immunitas ====<br />
Immunitas is a term of the feudal law. In addition to lands, the lord could grant what were called "immunities", but were rights to conduct governmental functions such as the collecting of taxes and tolls, the holding of judicial proceedings, and even the coinage of money. In addition there were contingent duties the lord owed such as the duty to take back a fief that was rejected by an heir. This was a Lord or an Abbot was free to manage its fief more freely and with more independence.<br />
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''Written by Wlodoviec''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Maps_and_politics_of_West_VlandiaMaps and politics of West Vlandia2019-04-09T13:00:34Z<p>Vordewindt: Vordewindt moved page Maps and politics of West Vlandia to Maps and politics of (West) Vlandia without leaving a redirect</p>
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<div>== The political map of the Vlandian kingdom, highlighting West Vlandia ==<br />
<br />
[[File:Political-map-of-vlandia.png|White regions in the map are of course not important during the game but they're not considered to be empty. Small villages, hamlets or else can be found there or they can be populated in the future.]]<br />
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#<strong>Gastald of Krenn:</strong> Your in-game location. A wild region where you and your friends will be the first to live in. The area is split in two parts by the Esten river and offers a lot of free countryside where to settle and farm. Beware the southern forests and the hills though, they may be crowded with bandits!<br />
#<strong>Seigneury of Hastig:</strong> A small hamlet managed by a man called [[Characters of West Vlandia and Krenn#Osegod - Skuldheis (bailiff) of Hastig|Osegod]], a jovial patriarch who took part in the war against the Empire.<br />
#<strong>Seigneury of Brix:</strong> A thriving farmstead, they produce grain, turnips, cabbages and carrots.<br />
#<strong>Abbey of Vermal:</strong> A place of culture, work and prayers. [[Characters of West Vlandia and Krenn#Bego of Vermal - Abbot of Vermal|Abbot Bego]] is the monk at the head of the abbey and also the most prestigious character around the countryside. In the abbey the monks work tirelessly making books and potions.<br />
#<strong>Seigneury of Lomel:</strong> A fishing village called Lomel on the river banks, the bailiff is called Ranuc.<br />
#<strong>Seigneury of Darasio:</strong> A farming spot with few houses and a church.<br />
#<strong>Gastald of Berghem:</strong> Here another Gastald holds a plot of land, they have a manor and they’re starting to build new houses and a small convent. The patriarch there is called [[Characters of West Vlandia and Krenn#Agelmund Letinn - Gastald of Berghem|Agelmund]], of the Fara Letingi, another veteran of the war against the Empire.<br />
#<strong>Gastald of Holm:</strong> A small outpost placed in the middle of the Esten forest, a ruthless captain rules there called [[Characters of West Vlandia and Krenn#Aicard “The Black” Faroaldan - Gastald of Holm|Aicard “The Black”]] of the Fara Faroaldingi. More like a bandit hideout that is a place where it is better to not venture. <br />
#<strong>Barony of Azgad</strong><br />
#<strong>Tevarin County</strong> and its city, Balanli<br />
#<strong>Barony of Elberl</strong><br />
#<strong>Town of Nemeja</strong><br />
#<strong>County of Haringoth</strong><br />
#<strong>Town of Veidar</strong><br />
#<strong>Monastery of Lyindah</strong><br />
#<strong>Suno,</strong> capital of the Duchy of Suno<br />
#<strong>Barony of Ruluns</strong><br />
#<strong>Ryibelet Hamlet</strong><br />
#<strong>County of Ryibelet</strong><br />
#<strong>Town of Ibiran</strong><br />
#<strong>Barony of Istiniar</strong><br />
#<strong>County of Maras</strong><br />
#<strong>Barony of Yaragar</strong><br />
#<strong>Uxkhal,</strong> capital of the Duchy of Uxkhal<br />
#<strong>County of Vyincourd</strong><br />
#<strong>County of Jelbegi</strong> (part of the Duchy of Tihr)<br />
#<strong>Harthar,</strong> capital of the Duchy of Arthar<br />
#<strong>Barony of Meroc</strong><br />
#<strong>Bishopric of Remental</strong><br />
#<strong>Barony of Horsger</strong><br />
#<strong>Pravend,</strong> capital of the Vlandian Kingdom and of the Duchy of Pravend<br />
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*<strong>A - Duchy of Pravend</strong> - (red line)<br />
*<strong>B - Duchy of Harthar</strong> - (green line)<br />
*<strong>C - Duchy of Suno</strong> - (blue line)<br />
*<strong>D - Duchy of Uxkhal</strong> - (yellow line)<br />
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== The political map of West Vlandia ==<br />
<br />
[[File:Political-west-vlandia.png|Krenn area]]<br />
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*<strong>Grey</strong> - Territories of the County of Tevarin<br />
*<strong>Yellow</strong> - Territories of the Barony of Elberl<br />
*<strong>Green</strong> - Territories under the direct control of the [[Vassals of the Vlandian kingdom#Hildeoc Vermundingi, Dux of Pravend|Dux of Pravend]]<br />
*<strong>Blue</strong> - Lands of the Vermal Abbey, “beneficium ecclesiae”. This land, even if part of the Vlandian Kingdom, has been given as “beneficium” to the Church. This means that the feudal lords have no authority within the borders of the land surrounding the Abbey.<br />
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''Written by Wlodoviec''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Bandit_groups_in_West_VlandiaBandit groups in West Vlandia2019-04-09T12:21:24Z<p>Vordewindt: Created page with "West Vlandian looters looking for prey The map of West Vlandia Bandits make the forests unsafe..."</p>
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<div>[[File:Vlandian-bandits.png|right|thumb|West Vlandian looters looking for prey]]<br />
[[File:West-vlandia.jpg|right|thumb|The map of West Vlandia]]<br />
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Bandits make the forests unsafe everywhere in Calredia. So also the forests of West Vlandia, where different bandit leaders are recruiting the rabble of the towns and villages to join them for fast money and exiting lives.<br />
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== Esten Forest Brothers ==<br />
Bandits and exiled people of the woods banded together around Wallia who gave them a new purpose as brigands. They plague the woods of Esten and ravage both the gastaldates of Holm, Krenn and all the others nearby. The so called "Esten Brothers" value just gold and food, nothing else, and they disrespect the Maker and all their followers.<br />
*<strong>Leader:</strong> Wallia. Wallia is too another veteran of the war against the Empire: discharged with disgrace from the army of [[Rulers of Calredia#Amalareiks Vlandi, Dux of Ostican and Rex of the Vlandians|Rex Amalareiks]] he now haunts travellers, farmers and paesants alike around the Esten Forest. He is accused of being a deserter and has a big bounty over his head.<br />
*<strong>Hideout location:</strong> Somewhere in the Esten forest.<br />
*<strong>Tactics:</strong> Light infantrymen mainly armed with clubs and spears, dangerous in groups they sometimes raid the nearby villages.<br />
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== Lomel Gang ==<br />
Mainly former farmers or local cutthroats, the Lomel Gang is known to be the "most reasonable" group to talk with, among the biggest West-Vlandian gangs. Most of them are just driven by revenge against the powerful lords of the lands; but beware, these men are not saints and they wont think twice before attacking a caravan or seldmomly a village.<br />
*<strong>Leader:</strong> Kunimund. A former herdsman turned into bandit, he used the few horses left into his old stables to gather some cutthroat and build an hideout within the woods of Lomel. Since then he has plagued the lands around the woods causing many troubles to the [[Characters of West Vlandia and Krenn#Hronferth Cynewald - Comes (Count) of Tevarin|Count of Tevarin]]. He also has a personal faida against Odoacer the Mad of the Veidar hillmen.<br />
*<strong>Hideout location:</strong> Somewhere in the woods of Lomel<br />
*<strong>Tactics:</strong> Light cavalrymen armed with spears, tunics and sometimes swords. They like to assault caravans and small groups of travellers.<br />
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== Veidar hillmen ==<br />
They're known to be unbelievably cruel and territorial. Most of them are veterans of the war against the Empire that, after being dismissed, took shelter in the hills of Veidar and began drifting closer to savagery. They're know for torturing victims and locking up women that they then rape for several days before killing them. <br />
*<strong>Leader:</strong> Odoacer the Mad. A sadic killer living on the hills nearby Veidar. The locals say the war made him what he is now and Odoacer in the current days often engage in skirmishes against the Podestà of Veidar although his nemesis is surely Kunimund of the Lomel Gang. <br />
*<strong>Hideout location:</strong> Somewhere in the hills of Veidar<br />
*<strong>Tactics:</strong> Shock infantry with axes, maces and clubs, they also have few archers among their ranks. They're ravagers and they're the most dangerous bandit group in the area, even if not the largest.<br />
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''Written by Wlodoviec''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Calredia_in_the_early_Middle_AgesCalredia in the early Middle Ages2019-04-09T11:55:51Z<p>Vordewindt: </p>
<hr />
<div>= Calredia, year 832 =<br />
[[https://en.wikipedia.org/wiki/Early_Middle_Ages Early Middle Ages]]<br />
<br />
Forget for a moment the sturdy walls of Villacollina, the pleasant river of Chalois Basin and the sunny hills in Ergellon... Let us go back to centuries before the stories of our previous characters, in a time before the mighty Kingdom of Swadia and the powerful Vaegir Tsardom. Four hundred years before the Warband timeline, and two hundred years before Bannerlord, Calradia was much more different than we thought. The [[Calradic Empire]] was slowly entering its decadence due to famine, pestilence and the first invasion of the Khuzaits from the East. The Khuzaits, fearful nomadic warriors from the edge of the world are making the proud Sturgians, the Empire and the brave Savramates tremble at their feet under the command of their great Khan, [[Rulers of Calredia#Khagan Baian Ortolug of all the Khuzait tribes|Baian Ortolug]]. People flee from the East, many cities burn, are sacked and razed to the ground: the hordes from the East know no mercy and the great imperial walls are just vestiges and relics of a world that is soon going to vanish.<br />
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But maybe not all is lost! The Empire and its allies resist, and at West, there's a new Kingdom that is slowly making its way to the known world. The Vlandians, and their leaders and warriors, have been known for generations as great fighters, sometimes siding with the Empire, sometimes against it. Their king [[Rulers of Calredia#Amalareiks Vlandi, Dux of Ostican and Rex of the Vlandians|Amalareiks]] has been able to conquer the city of Jaculan, that you will know as Jelkala, from the hands of the Calradic Emperor [[Rulers of Calredia#Emperor Phocus Macrobitius of the Calradic Empire|Phocus Macrobitius]]. Now the Vlandian kingdom is flourishing with trade; too far from the Khuzaits to care about their horses and much confident of their recent victories, the Vlandians are considered a powerful people. Some parts of the world finally see some light under the wise guidance of the [[Characters of West Vlandia and Krenn#Evoric - Archbishop of Praven|Archbishop Evoric of Pravend]], that is considering to take a leading role in the Makerist Church of the Vlandian Kingdom. He has been supported by the other Bishops and people whisper that, while funding many new churches and monasteries, he might want to proclaim himself the Head of the Church.<br />
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In all this, a small community of men, women and veterans of the recent war against the Empire, hardworking servants of the Maker, are starting a new life in a small region of the Vlandian countryside called Krenn, in the West-Vlandian province. Led by the wise words of Gastald [["Liutprand Pertingi"]] this will be the story of the men and women that will live through this turbulent century and will manage, somehow, to find peace and prosperity.<br />
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----<br />
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[[File:Calredian-faction-map.png|thumb|right|An overview map of the factions in Calredia]]<br />
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*Red: Vlandian Kingdom<br />
*Brown: Calradic Empire<br />
*Green: Battanian Confederacy <br />
*Purple: Khuzait Khaganate<br />
*Yellow: Savramates Khaganate<br />
*Blue: Sturgian Princedom<br />
*Purple: Free Cities of Geroia<br />
*Light Blue: Jumnish Tribes<br />
*Orange: Kingdom of Balion<br />
*Yellow: Aserai<br />
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== Vlandian Kingdom ==<br />
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[[File:Vlandia.jpg|right|thumb|A Vlandian lord]]<br />
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The Vlandians originated overseas, mostly Balion, and came to Calradia as mercenaries, adventurers and colonists. They take their name from one of their first warlords Wilund the Bold (Calradic: Valandion). The Vlandians were employed by the Empire and paid in land grants and titles, predominately located along the western coast. During a period of instability in the Empire, Osrac Iron-arm declared himself king of Vlandia, leading to de facto independence. Today the Vlandians are at the head of a young and strong Kingdom able to impress even the [[Calradic Empire]].<br />
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<strong>Ruler:</strong> [[Rulers of Calredia#Amalareiks Vlandi, Dux of Ostican and Rex of the Vlandians|King "Rex" Amalareiks Vlandi]]<br />
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<strong>Governement type:</strong> Early feudal<br />
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== Calradic Empire ==<br />
<br />
[[File:Calradic Empire.jpg|right|thumb|Riders of the Calradic Empire]]<br />
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There was a time where most of the known world was ruled by just one mighty superpower, now the [[Calradic Empire]] finds itself in the middle of pestilences, famine, the invasion of the Khuzaits in the east East and the growing power of the Vlandians in the West. Adding to this are the unruly Battanians in the North. But the Empire is yet to be defeated, its army still stands its ground and the cities of this great nation are a beacon of culture and knowledge and there is no civilization in Calredia that doesn't look at the Empire with great respect.<br />
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<strong>Ruler:</strong> [[Rulers of Calredia#Emperor Phocus Macrobitius of the Calradic Empire|Emperor Phocus Macrobitus]]<br />
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<strong>Governement type:</strong> Imperial<br />
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== Battanian Confederacy ==<br />
<br />
[[File:Battania.png|right|thumb|A Battanian cavalry officer]]<br />
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The misty hills of north-western Calradia are dominated by the Battanian clans, the original inhabitants of much of the continent. Their hilltop fortresses have born witness to countless wars fought to resist outside invaders: first the Empire's legions, and more recently the rising Sturgian and Vlandian kingdoms. They are masters of the longbow, the night raid, the sudden wild charge out of the woods. They idolize valor, but especially like it when mixed with a bit of mischief - the cattle thief who can whisk an entire herd into the fog; the champion who dines with a rival tribe, and, regaling his hosts with an anecdote of battle, produces from his bag the skull of one of their kinsmen that he took as a souvenir.<br />
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<strong>Ruler:</strong> [[Rulers of Calredia#Rì Dubnovellauno, king of the Battanians|Rì Dubnovellauno]]<br />
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<strong>Governement type:</strong> Tribal<br />
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== Khuzait Khaganate ==<br />
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[[File:Khuzait.png|thumb|right|Khuzait warriors]]<br />
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For centuries, the tribes in the vast steppe east of the empire were content to live as nomads, venturing into the imperial lands to raid and trade, and then returning to their ancestral freedom. A decade ago, however, something happened far away to the east - a change in the winds, perhaps, or some terrible but distant conqueror - and the horse clans were set in motion. Khagan Baian Ortolug led the clans nearest the empire into its eastern provinces, overrunning its provinces and forming a khanate. He imposed discipline on the unruly clans, forcing them to ride to war on his command instead of simply when they wished. <br />
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<strong>Ruler:</strong> [[Rulers of Calredia#Khagan Baian Ortolug of all the Khuzait tribes|Khagan Baian Ortolug]]<br />
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<strong>Governement type:</strong> Nomadic<br />
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== Savramates Khaganate ==<br />
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[[File:Savramates.jpg|right|thumb|Savramate soldiers fleeing for the Khuzait]]<br />
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The last of their kin, the Savramates have been driven west by the Khuzaits. They were themselves the rulers of the Steppes once, when the Khuzaits were still disorganized. Even the Empire recognized the bravery of the Savramates horsemen and they drew inspiration from them to make their own cataphracts. Now the Savramates, as brave and fearful might still be, are decimated by the dreadful hordes from the East and are calling to their former foes to unite against the invaders.<br />
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<strong>Ruler:</strong> [[Rulers of Calredia#Kati "os" Bagaxar, ruler of the Savramates|Kati "os" Bagaxar]]<br />
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<strong>Governement type:</strong> Nomadic<br />
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== Sturgian Princedom ==<br />
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[[File:Sturgians.png|thumb|right|A Sturgian prince]]<br />
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The confederation of small kingdoms that is now the Principality of Sturgia came into being only a century ago. As boomtowns sprung up along the great rivers of the north, the local tribal leaders forged marriage pacts with Jumnish and other adventurers, hiring their swords to subdue their neighbors. Under pressure from the empire, they elected a prince to lead them in war, and eventually the princes became a hereditary office. But the idea of a monarchy has never sat easily with the independence-minded boyars, and the potential for rebellion always lurks under the surface of Sturgian politics.<br />
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<strong>Ruler:</strong> [[Rulers of Calredia#Knyaz Oleg Stjurg, king of the Sturgian people|Knyaz Oleg Stjurg]]<br />
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<strong>Governement type:</strong> Tribal<br />
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''Written by Borrisnator & Wlodoviec''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Characters_of_West_Vlandia_and_KrennCharacters of West Vlandia and Krenn2019-04-09T11:04:21Z<p>Vordewindt: </p>
<hr />
<div>== Important Off-Map Personas ==<br />
<br />
[[File:West-vlandia.jpg|thumb|right|West Vlandia; a bigger map is at the bottom of the page.]]<br />
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==== Agelmund Letinn - Gastald of Berghem ====<br />
Known to be a good and honorable man, friend of [[Liutprand]] and old comrade of war, they both fought against the [[Calradic Empire|Empire]] at the siege of the fortress of Laskár. Agelmund is known for his eye-patch, having lost his left eye during the war and thanks to his friendship with Baron Gisulf he managed to get a new plot of land near both his friend Liutprand and the Baron. Father of two daughters and a small son, Agelmund is a religious man and he’s now engaged in the construction of a small convent.<br />
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==== Aicard “The Black” Faroaldan - Gastald of Holm ====<br />
The bards in Pravend like to depict him as a hero of the war against the [[Calradic Empire|Empire]] and the kids and young courtiers love to hear the story of his bravery. In truth, only who fought the war knows that Aicard has little to nothing of good and heroic, he was known to be one of the better commanders for [[Rulers of Calredia#Amalareiks Vlandi, Dux of Ostican and Rex of the Vlandians|king Amalareiks]] and the people of the Empire know him and his men as bandits and rapists. Wars are horrible regardless, but some are even worse than others: the war against the Empire has been tough, and King Amalareiks needed men who were able to take whatever task he needed to perform: slaughters, pillaging, and worse.<br />
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==== Bego of Vermal - Abbot of Vermal ====<br />
The Abbot of the Vermal Abbey, naturally being a man devout to the Maker, spends most of his days secluded in the abbey, working on manuscripts and managing the life of the other monks within the abbey. He is sometimes called by the peasants outside to settle local disputes. He is known as just but his strict views on the laws of the Maker make him look quite harsh in front of others.<br />
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==== Osegod - Skuldheis (bailiff) of Hastig ====<br />
A jovial patriarch, former sergeant of the army of the Count of Tevarin in the last war. His family has lived in Hastig for generations and they’re known to be honest farmers and hard-working men.<br />
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==== Widuc - Skuldheis (bailiff) of Lomel ====<br />
A peasant who was appointed bailiff by the local peasants. Lomel is quite far from every big settlement and hence no one take interests in it. Widuc will sometimes reach Krenn to sell their fish.<br />
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==== Ranulf - Skuldheis (bailiff) of Brix ====<br />
Ranulf is a good man, works the fields all day and the hamlet of Brix is well known to produce all sorts of food, but the Count of Tevarin asks too many corvées and because of this reason Ranulf started to hide part of the food in a nearby cave. Like Osegod, Ranulf and his families have lived in Brix for generations and they have never seen the sea.<br />
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==== Berhtwald - Skuldheis (bailiff) of Darasio ====<br />
Not much to say about Berhtwald, the local bailiff in Darasio and the priest too. He holds his masses every sunday and it is said he publicly decided to take a wife even if his vows should prevent him to do so. Darasio falls below the territories of the Barony of Elberl.<br />
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== Major nobles and rulers ==<br />
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==== Hronferth Cynewald - Comes (Count) of Tevarin ====<br />
Count Hronferth is an ambitious man, his family has ruled over the castle of Tevarin since several generations. His lands are rich and wealthy, being at the beginning of the Praven Bay its a good spot for merchants coming from Balion and Jumne. Nowadays his lands are booming and hence the Count feels the need of expanding his territories by buying new titles of plot of lands from the [[Vassals of the Vlandian kingdom#Hildeoc Vermundingi, Dux of Pravend|Dux of Pravend]]. His ambitions could lead him to war with the neighboring lords, however, and war is the last thing a region heavily drained by the war needs.<br />
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==== Winstan - Skuldheis of Balanli ====<br />
More like a rich merchant than an enforcer of the law, Winstan manages the city of Balanli for Count Hreferth. Consider him the Count's right hand concerning domestic matters. Since Winstan took over, Balanli has increased his wealth and a new merchant guild of pelt traders from Jumne has established its base there. He’s not that interested in whatever happens outside the city walls.<br />
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==== Gisulf Garipalding - Baron of Elberl, direct vassal of King Amalareiks Vlandi (King of the Vlandians) ====<br />
A pious man, worried about Count Hronferth's ambition, Baron Gisulf is at the head of a wealthy barony, focused on both trade and agriculture. Its hamlets in the inner countryside provide the town with food and provisions and being the city located not so far from the estuary and the marsh of the Lvenn makes it a good place for highlander and even Jelkalan merchants from time to time. Gisulf rules over the Barony and answers to the [[Vassals of the Vlandian kingdom#Hildeoc Vermundingi, Dux of Pravend|Dux of Pravend]] directly, without passing by the Count of Tevarin.<br />
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==== Hermanric Wido - Commander of the Vlandian Castrum garrison and second son of Ildefons Wido, Count of Jelbegi ====<br />
For some people the war never ends, but sometimes this is even an occasion for young landless nobles, such as Hermanric Wido, to make a name for themselves. [[Rulers of Calredia#Amalareiks Vlandi, Dux of Ostican and Rex of the Vlandians|King Amalareiks]] has placed a castrum not so far from Darasio in case the Rhodok tribes and cities will try to revolt against the Vlandians and raid the cities on the northern side of the Lvenn.<br />
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==== Atta - Skuldheis of Nemeja ====<br />
At the borders of the West-Vlandian region Atta manages the small town of Nemeja, capital of the County of Haringoth. He’s quite uninterested in Western-Vlandian politics and has the fame of being an expert alchemist.<br />
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==== Cynewulf of Veidar - Podesta of Veidar, recently made noble ====<br />
Cynewulf was a close friend of the [[Vassals of the Vlandian kingdom#Lintard Gausi, Dux of Sunor|Dux of Suno]] and helped him during the war by offering the Dux big loans of money. At the end of the war the Dux made him noble and offered him as beneficium the town of Veidar, that he will manage until his death.<br />
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==== Karl Altdorve - Baron of Azgad ====<br />
Karl is a poor baron of a fishing settlement along the Bezan Coast, not so far from Pravend. He owes his poverty to the cumbersome presence of Tevarin and Balanli on the other side of Praven Bay.<br />
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==== Áspallan MacCarraig - Baron of Istiniar ====<br />
The northernmost of the highlanders, he manages a fortified settlement at the feet of the mountains, on the other side of the river Lvenn. He’s not interested in what goes on in West-Vlandia and he fiercely despises all Vlandians… Almost like all Rhodoks do as well.<br />
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== Characters with off-map influence over Krenn ==<br />
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==== Kasper Storgaard - Chief of the merchant guild in Tevarin, Jumnic colonist ====<br />
Arrived from Jumne five years ago, during the last stages of the war against the Empire, Kasper set up a small trading outpost in the county of Tevarin which became bigger and richer thanks to his contacts in Jumne and in the Sturgian Princedom. He controls most of the trade in the region and if you want to set up a new trading enterprise you have to speak with him first.<br />
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==== Athalagild - Bishop of Tevarin ====<br />
The highest religious authority within the County of Tevarin, Athalagild manages his diocese and knows every single priest in the lands. His main goal is to convert and eradicate the heretics and infidels in the region.<br />
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==== Wallia - Bandit chief of the Esten Forest ====<br />
Wallia is too another veteran of the war against the [[Calradic Empire|Empire]]: discharged with disgrace from the army of [[Rulers of Calredia#Amalareiks Vlandi, Dux of Ostican and Rex of the Vlandians|King Amalareiks]] he now haunts travelers, farmers and paesants alike around the Esten Forest. He is accused of being a deserter and has a big bounty over his head.<br />
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==== Hildeoc Vermundingi - Dux of Praven ====<br />
Cousin of [[Rulers of Calredia#Amalareiks Vlandi, Dux of Ostican and Rex of the Vlandians|Rex Amalareiks]] the Dux of Praven serves the king as steward and he is often far from his domains, collecting taxes or enforcing the King’s laws in all the corners of the Kingdom. His duchy is not the richest, nor the strongest, as the capital of the kingdom, Praven, is quite detouched from the rest of the lands of the duchy.<br />
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==== Evoric - Archbishop of Praven ====<br />
Real protagonist in the Duchy of Pravend and right hand of the king, Archbishop Evoric spends most of his time visiting churches, monasteries and doing penace in the chapel of the royal palace in Pravend. He overlooks the religious matters in both Pravend and Harthar. <br />
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==== Amalareiks Vlandi - King of the Vlandians ====<br />
[[Rulers of Calredia#Amalareiks Vlandi, Dux of Ostican and Rex of the Vlandians|Rex Amalareiks]] is bold, proud and vigorous, the perfect depiction of a warrior-king. He recently led his kingdom to victory against the weakened - but still powerful - Calradian Empire and glorified his vassals with titles and lands. He is quite beloved by his people even if he is not really a legislator unlike his father Warnefrid which gave him plenty of law codes to use in his kingdom at his death. Now, after the war, Amalareiks wants to streghten his dinasty by giving the new plot of conquered lands to his sons and by applying his father codes which give him prestige and acknowledgement among both the nobility and the common folk.<br />
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== Map of West Vlandia ==<br />
[[File:West-vlandia.jpg]]<br />
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''Written by Wlodoviec''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Vassals_of_the_Vlandian_kingdomVassals of the Vlandian kingdom2019-04-09T09:25:38Z<p>Vordewindt: </p>
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<div>[[File:Sisenando, rey de los Visigodos (Museo del Prado).jpg|thumb|right|Hildeoc Vermundingi, Dux of Pravend]]<br />
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== Hildeoc Vermundingi, Dux of Pravend ==<br />
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Cousin of Rex Amalareiks the Dux of Praven serves the king as steward and he is often far from his domains, collecting taxes or enforcing the King’s laws in all the corners of the Kingdom. His duchy is not the richest, nor the strongest, as the capital of the kingdom, Praven, is quite detached from the rest of the lands of the duchy.<br />
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[[File:631503.jpg|thumb|left|Hardwin Oggeri, Dux of Harthar]]<br />
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== Hardwin Oggeri, Dux of Harthar ==<br />
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After Ataulf the Dux of Harthar died in battle against the [[Calradic Empire|Empire]], he left as an heir a six year old boy. As his father’s envious brothers circle him as vultures, his council has their work cut out for them in avoiding a civil war. That is, if they’re not in it as well.<br />
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[[File:Portrait-of-the-danish-king-knut.jpg|thumb|right|Lintard Gausi, Dux of Sunor]]<br />
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== Lintard Gausi, Dux of Sunor ==<br />
The older cousin, Lintard lays claim to Uxhal. He is known as a fair and stern ruler, having held the duchy for three decades his name is well established as a leader. As tensions between Sunor and Uxhal rise, he readies his men for a conflict that seems increasingly impossible to solve with talks.<br />
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[[File:Canute.jpg|thumb|left|Landulf Gausi, Dux of Uxhal]]<br />
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== Landulf Gausi, Dux of Uxhal ==<br />
The younger cousin, Landulf also lays claim to owning Sunor. Only a recent adult, Landulf had a lot to prove of his capabilities but nevertheless he impressed his bannermen with his skill. His next challenge, however, is much dangerous: claiming his cousin’s land and defending his own. A superb orator, Landulf is ready to prove that he is familiar with the sword as well.<br />
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[[File:Euric-c-440-484-king-of-the-visigoths-portrait-engraving-colored-534268462-58daffa05f9b584683cc22e5.jpg|thumb|right|Beleos Oddi, Dux of Tihr]]<br />
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== Beleos Oddi, Dux of Tihr ==<br />
Dux Beleos’ still inspires surprise in his demesne. It’s not because of a particularly successful rule, but rather that he still lives. Nearing his seventies despite a life beset by many illnesses and complications, his grandsons live on the edge if a cough means they shall battle for inheritance today or not. The Dux led a mediocre and uneventful life, though some may say that is an achievement. He traded and kept contact with his neighbours the Sturgians and the Battanians, maintaining good relations. A known man of peace, his vassals wonder if things will remain so after his passing.<br />
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[[File:Noble Drunk.jpg|thumb|left|Regino Gregoras, Dux of Galend]]<br />
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== Regino Gregoras, Dux of Galend ==<br />
The Duchy of Galend, vassalized under Vlandia for many generations, is still ruled by the Gregoras family. This feat is made possible by their seemingly inhumane passivity. A court filled with Imperial nationalists would no doubt be outraged, but Galend in truth is a boiling pot of Imperials, Highlander Battanians and Vlandians, and the honourable Dux Regino is no exception in his family legacy. A known hedonist, he frequently hosts parties and banquets for his diverse court, and perhaps behind the fun-loving, bastard-siring and seemingly apolitical Dux there is a genius that keeps Galend stable.<br />
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[[File:39b2a6a8db0ff77ab1e6a722f68a03b5.jpg|thumb|right|Atenulf Farussi, Dux of Jaculan]]<br />
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== Atenulf Farussi, Dux of Jaculan ==<br />
[[Rulers of Calredia#Amalareiks Vlandi, Dux of Ostican and Rex of the Vlandians|Rex Amalareiks]] divided the lands of Jaculan among his greatest warriors, and so the greatest prize went to the man who brought down the walls of the city. A few moons later, the Dux Atenulf stands over a newly-repaired wall and overlooks a mixed court of newly installed Vlandians and old Imperials. His position is a slippery one as there are many Imperial aristocrats and commoners who saw their fields burn and their families slaughtered by the invaders and Vlandians who feel they should be Dux. As a war criminal and unpopular general, finding enemies at every turn will not make it easy to complete the Rex’s task of pacifying Jaculan. As conflict seems inevitable when all sides hide weapons and banners under the floorboards, the real question may soon be with how much blood Atenulf wishes to end it.<br />
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''Written by Borrisnator & Wlodowiec''</div>Vordewindthttp://krenn.role-play.community/index.php?title=Calradic_EmpireCalradic Empire2019-04-09T05:00:57Z<p>Vordewindt: </p>
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<div>[[File:ITTe5bu.png|thumb|right|Detailed map of settlements]]<br />
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The Calradic Empire ''(adjective; Calrad, Calradic)'' is the closest thing to an ancient superpower as can be found in Calradia. It's borders stretch from the grass plains of Uxkhal to the Great Steppes of the Khuzaits, and from the deserts of the Nahasa to the cold plateau forests of Sturgia and Battania. The size of this gargantuan autocracy is not to be confused with stability, however, as civil war and internal strife has sought to carve a bloody reputation within the Empire, and this it has done; for the supposedly unending military and economic strength of the Calradic Empire has been exhausted by powerhungry aristocrats and small men with big dreams. This has not prevented the rise of [[Rulers of Calredia#Emperor Phocus Macrobitius of the Calradic Empire|Phocus Macrobitius]], who has proven one of the strongest and stablest of emperors in the past century. Under his rule, there have been countless incursions diverted, several unruly nobles executed and exiled and a dozen offensive campaigns against the likes of the Battanians and the Khuzaits - but there has also been the loss of Jelkala to the Vlandians. Regardless, the Empire prepares itself for what is to come, and braces for the inevitable.<br />
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= History of the Empire =<br />
[[File:Byzantine Thessaloniki.jpg|thumb|right|The harbour of Jelkala]]<br />
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The Calrads are said to originally hail from the region between Jelkala and Halmar, the two cities marking the traditional heartlands of the Calrad Peoples. Not much is truly known about the founding of the empire, but it is said and claimed by the Imperial Archives that the Empire was founded by Diath-on-Earth, who is said to have loved the people of the Calrads so much that he descended from the Maker's Domain in a mortal form, known in Common as [[Diathus Dirimus]]. The single manuscript that survives from the era describing Diath as a mortal says that he befriended the King of the Calrads as a beggar and soon became such good friends with the King that he married his only daughter and heir. When the King of the Calrads perished from an illness, Diath brought a cure to all those who suffered from it, and as the new King, he led the Calrads to conquest after conquest and victory after victory. Having united the Calrads under a single banner and crushed all their foes, an elderly Diath passed away on the evening after a massive victory feast celebrating a great victory against the last remaining foes of the Empire, an occasion that is celebrated annually by the Calrads to this day, known as the Feast of Diath. It is from Diath's mortal line that all Autocrats of the Empire claim descendance from, and in times past when the Imperial Line was carefully monitored that any man that claimed the title of Emperor without having Diath's blood in his veins was considered false. Yet times change, and ever since the Empire suffered its first crushing defeat at the hands of the First Aserai, what is known as the Diathan Epoch ended, and the era of the Mortal Empire began. <br />
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The Empire has seen its fair share of failures and defeats, and many consider that the true empire ended with the Diathan Era, however the empire's second golden age began with the expelling of the First Vlandians from the Western Coast. The event is known as the Flight of the Dukes, in which the Vlando-Balish Petty-Dukes of the coast were defeated and exiled from Calradia by Emperor Rovus the Great in the year 644. The next 150 years marked the Mortal Empire's greatest years, with the Rovian Dynasty expanding the Empire's borders to their height, stretching from the falsely dubbed Eternal Bezan Sea to the endless sands of the Nahasa Deserts and from the cold tundras of Rivacheg and Wercheg to the saharas of Geroia. It is with the death of the last Rovian Emperor, Rovus VII, that the Empire's glory days slowly began to fade away. The Sturgians gained independence peacefully after the Edict of Eternal Peace was declared between the Sturgians and the Calrads, which still is upheld stoutly by the remaining Sturgian Kings, who take pride in their keeping of honor with their previous masters. The rise of the Second Aserai proved problematic as the ill-prepared Geroian Free Cities found themselves under attack by dark skinned tribes and long-bearded desert men. Known as the Geroian Crisis, it forced the Empire to permit the Geroians quasi-independence so as to allow them to raise their own armies and eventually defeat the Aserai in several indecisive battles. Yet the straw that broke the camel's back was the arrival of the Second Vlandians, who with them brought weapons that could pierce Calradic armor. The poorly defended Bezan Coast collapsed under the weight of the arrival of the Vlandians, and soon the Empire agreed to give back previously ethnically Vlandian territory. <br />
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The Empire now has found itself in yet another deadly situation, the Khuzaits have united and are baring down on Calradia, and yet another crisis following the defeats at the hands of the Vlandians in the Jaculan Wars has proven nearly too much for the Empire to manage; Yet there is still hope, the Empire is in the hands of a capable ruler, and with reserve troops from Geroia and Nahasa being imported to the Khuzait front alongside the well-trained professional troops of the Empire could prove to be enough to stop the nomad menace from ending Diath's Eternal Imperium...<br />
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= Social and Political Structure of the Empire =<br />
[[File:NguKJHf.jpg|thumb|right|The emperor dealing with his subjects]]<br />
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The Empire has a very complicated social structure and makeup. The Emperor has absolute religious and political authority in the empire, its vassal states - and at times the continent. Below him, however, the structure crosses over and becomes a mess of nobles, governors and elected offices. <br />
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=== The Autocrat of Diath's Eternal Empire and King of the Calrads ===<br />
Paramount to everything, the King of the Calrads, more commonly simply just referred to as the Emperor, dominates the politics of the empire from his capital at either Halmar or Dhirim; currently Halmar. Currently held by [[Rulers of Calredia#Emperor Phocus Macrobitius of the Calradic Empire|Phocus Macrobitius]], the title dictates that the Emperor have the blood of Diath in his veins. In this case, Phocus' grandmother was the granddaughter of Emperor Tarquin the Last. The Emperor is also considered by many to be reincarnation of Diath, or that he is the Maker's Son's only representative on earth, and thus meaning that he is Head of the Makerist Faith. All Bishops, including the Vlandian ones, are forced to swear an oath of allegiance to Makerdom and Calradia before being permitted to hold their title by the Patriarch of the Faith at Dhirim...<br />
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=== The Greater Houses ===<br />
The Greater Noble Houses of Calradia; those of Barvakar, Varadon and Thaekis, hold vast estates across the Empire, and at times outside of it. These three families dominate politics and trade, their power only equal to the Trade Guild and outdone by the Empire. They are considered to be greedy and all powerful, using their lands and resources to nothing but their own gain, fighting between the three families is a fact of daily life in many of the outer regions of the empire, where the law of the Emperor means nothing to the mercenaries and paid off bandits who ambush merchants and traders who refuse to pay protection tolls and to any who attempt to go against their interests. More recently, the Bostrum Wars proved close to catastrophic for House Barvakar after suffering a devastating military defeat at the Battle of Rapsion at the hands of the House of Thaekis. <br />
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=== The Trading Conglomerate and Merchant's Federation of Calradia ===<br />
Known better as the Trade Guild, the Conglomerate is one of the most influential powers in the Empire if not the continent. The Federation was founded close to 200 years ago with the intention of representing Jelkalan, Dhirimite and Halmarite craftsmen and merchants. As the organization grew in power, it expanded its reach and began to buy properties to help further its funding so as to better represent its own and its members' interests. The first step was the purchase of Shariz's docks, which is completely Guild owned territory. From there, the Guild only continued to expand. Now, at the height of its power, the Federation is rich beyond common understanding and capable of fielding vast armies and navies to protect its interests against the Greater Houses and foreign threats. The Guild is currently led by Viceroy Cerres Vapson. <br />
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=== The Imperial Governors ===<br />
Appointed as rulers of a province by the Emperor himself, these nobles act as the administrators of the region on behalf of the Emperor. The current provinces with governors in power are Shariz, Battania and the Eastern Provinces. <br />
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=== The Lesser Houses ===<br />
These lower aristocrats, at least when compared with the Greater Houses, are the most local of the administrative positions within the empire. They are usually the nobles of a region from before the place's conquest, but can also be Purple Calrads granted land as a reward for a great deed. [[Rulers of Calredia#Emperor Phocus Macrobitius of the Calradic Empire|Phocus Macrobitius]] is a member of one of the Lesser Houses.<br />
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= Culture of the Empire =<br />
[[File:114b976f1bf73b10a2c8604c9bd8179b49fdb713.jpg|thumb|right|A Calradian culture tree]]<br />
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The Calradic Empire has one of the most diverse cultures in the known world, and although the people who truly have Calrad blood running through their veins are, in truth, a minority, the many people of the Empire are interconnected and consider themselves Calradic due to not blood but tradition. There are, however, several subcultures that can be found scattered across the empire, each with their own local traditions. <br />
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=== The Imperial Calrads ===<br />
Known also in the empire as Purple Calrads, these peoples hail from the Imperial Heartlands of Halmar, Jelkala and Dhirim and the surrounding regions. They make shrewd politicians and excellent administrators, and thus most Imperial Magistrates and Governors consist of these - as well as often making up the core of many of the Empire's professional armies. The Greater Houses are also explicitly Imperial Calrads, and as such the ordinary Calrad citizen has come to despise the Purple Calrads for the supposed stereotype that they are pompous and oppressive.<br />
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=== The Sharizian Calrads ===<br />
An explicit minority within the Empire, these downtrodden peoples live along the Sharizian Coast. Despised for nearly a millenia for opposing Diath's invasion of the Calrad Kingdom of Shariz, which managed to defeat Diath's armies. Diath punished the Sharizians by placing the Edict of Oppression upon the former kingdom. The Edict stated that for 100 years the Sharizians would be denied their rights as children of the Maker for their insubordination and straying from the path. This the Sharizians would never forget. Nowadays, Shariz has prospered under the light the Rovian Emperors showed the region before their collapse. [[Rulers of Calredia#Emperor Phocus Macrobitius of the Calradic Empire|Phocus Macrobitius]] has lifted many Sharizians to high ranking positions so as to prevent a rebellion, and the Trade Guild of Calradia has recently been run by a dynasty of Sharizian Viceroys who's power has yet to displease anyone.<br />
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=== The Border Empire ===<br />
Also named Mud-Calrads, these people consist of a mix culture of local occupied regions and foreign territories. An example of this would be the interbreeding between Imperial Calrads and Battanians in the north to form the long strip known to Calrads as The Disappointment. These mixed peoples are generally viewed upon as disgraces to the Empire, a sub-race that is to be squashed or integrated into a civilized society. Other examples include Jelkalan-Vlandians and Geroians. The Mud-Calrads are often deported from their homes to work as conscripts in the armies of the Empire or as farmers, servants and workers for the Trade Guild and the Greater Houses. <br />
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=== Eastern Calradia ===<br />
The easternmost region of the empire, now bordering with the Khuzait Khanate, is a dangerous and extremely impoverished area. Although Easterners are not oppressed, the circumstances of the over-militarization of the east and mass drafting of villagers and townsmen into the border garrisons as well as the fact that the region is a hotbed in which the Greater Houses constantly duke it out over control of important territories and resources. A single Eastern-only territory has emerged, run by an elected Mayor; The Municipality of Narra, which has an extremely professional mercenary army to protect Narra's interests against the Greater Houses. Easterners are considered strange and foreign yet not barbaric by the rest of the empire, and valued as loyal servants and guardsmen. <br />
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=== The Occupied Nahasa ===<br />
East of the Sharizian Coast begins the vast Nahasa Desert, ruled by tribes and clans not unlike the Aserai Desertfolk - yet not truly, for the Greater Houses have extended their grip upon the Occupied Nahasa too. These folk help trade silk and spices imported from the Aserai and into the Empire and then to the rest of the continent. They are considered valuable assets to the Empire and, despite their obvious barbarocity by Imperial standards, not oppressed like other barbarian cultures.<br />
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= The Imperial Military =<br />
[[File:5278222 f520.jpg|thumb|right|The Imperial armies gathering for practice]]<br />
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Work in progress..</div>Vordewindthttp://krenn.role-play.community/index.php?title=KrennKrenn2019-04-09T04:03:26Z<p>Vordewindt: </p>
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<div>'''By order of [[Amalareiks Vlandi]], son of Warnefrid, Rex of Vlandia, let it be known that [[Liutprand Pertingi]], by merit of services performed for his liege, is hereby appointed [[Gastald]] of Krenn.'''<br />
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''- The following was pronounced on Pravend, 14 October 831. During that day of handing out gifts and compliments, one could not wonder if Krenn seemed more like a burden.''<br />
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----<br />
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[[File:Swamp s end by arisuonpaa.jpg|thumb|right|The swampy swamp of Krenn]]<br />
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Krenn (Krwehn), its name’s origins lost to the ages, is a tiny, craggy plot of land always considered some backwoods place and mostly avoided by travellers in favor of less dark, more civlized places. This land never saw much development. Even at its heights it wasn`t anything remarkable. And now, its lord has abandoned it. Its people have been left to live by themselves. And as one half from the Esten is home to a few hard-living farmers, on the other half no one can tell what lives there.<br />
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Krenn’s past is as murky as the water of its swamps. It can only be surmised this was ancestral Battanian land until they were driven back by the Empire, granted to Vlandians until they were driven from the Continent only to conquer it again. Its history that has been written, like its landscape, is dull and uninteresting, though its rumors are outlandish and macabre.<br />
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Some folk are said to still practice magic deep in these uncut woods and unsown earth, speaking through forgotten words summons for ancient gods. Stories of glowing stones of power, wronged spirits roaming as wights, monsters and men blurring each other’s definitions. Other tales tell how the folk from the other side, civilized and Makerist, struggle to maintain the light of civilization going; numbering few at times, and not enough at best, how in this land the law is upheld or broken.<br />
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The last Gastald, one Hermechis, left his own lands due to what can only be described as pure insanity. “The Baba calls,” he said, and left. He had no family, and his retinue decided to abandon his manor since, understandably, there was no payment to be had. The people of Krenn thus had no lord for 30 years. The land fell decrepit, the old bridge crossing the Esten has fallen apart, the soil has given in and sunken the walls around the hill and the fishing huts and the path to the farm and mills has been blocked by a landslide.<br />
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We can only pray the new Gastald turns Krenn into something worthy of respect.</div>Vordewindt